[FF7PC-98/Steam] New Threat Mod (v2.0.999992)

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Saw the Youtube update. Grit sounds awesome. Reminds me of Breath of Fire 2. RIP focus and its early game damage spike, though.
Oh yeah, I better mention the new Innates for 1.4; here's the changes:

Barret: Slightly better defence boost per stack

Tifa [New] - Grit: When KO'd, she'll auto-revive with 1HP, retaining buffs + Limit gauge.

Aeris [New] - Geo(mancer) Stance: When using Defend, Aeris will absorb Fire, Ice, Bolt, Earth, Water, Wind, and Holy. This might be extended to cover Poison, Gravity, and Hidden (which is treated as the opposite of Holy in this mod) if Kernel space allows.

Red XIII: Boost can go up to 50, but builds slower.

Yuffie [New] - Reactive Evade: When hit by a damage type, Yuffie gains an evasion bonus against that damage type (physical or magical). She can only have one of them active at any time, and gaining one will cancel the other. It isn't 255% like Perfect Dodge, but it does give a noticeable boost.

Cait Sith [New] - MPgen: As much as I liked the idea of a Rage system, it was too cumbersome and space limitations ultimately killed it. The new innate compliments his role as a potential tank; once a tick, he'll gain HP back equal to his Current MP.

Vincent [New] - MP Regen: He's inherited Aeris' passive MP regen, except it now recovers 5MP per tick instead of 1MP. Still working on a way to make it based off his level (his true level, rather than the adjusted Synch one) but MP values seem a bit finicky when it comes to accepting other values. If anyone with AI experience knows why this is or a potential solution then it'd be appreciated.

Cid [New] - Luck Boost: Still not decided on this one, he gains +5 Luck as a battle goes on. I still need to test if this can go to 510 or if the stat is capped to 255. Might reinstate the old one, but trying to go for smaller script size and I was advised to avoid using ones that encourage keeping characters at low HP. Let me know what your thoughts are.
 
does tifa passive purge off debuffs?

revive at 1 hp then die to poison
 
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Oh yeah, didn't think of that. I'll add two lines to take off Dual-Drain & Poison to avoid that. I'd better check some of the others like Death Sentence and Regen too just in case something weird happens.
 
I'm wondering if Cait Sith's will be too strong, I guess we'll see. If he's regenerating 100+ hp per tick, he's going to be incredibly tough. Maybe I'm misunderstanding something or just overestimating.
If it is too powerful, capping his max hp could limit how much he can absorb in one attack, or giving him lower defences/ defence options could increase the damage he takes (high hp loss AND gain)!

I think putting the regen Innates on 'later' characters is a good way to work out the balance a bit to avoid them being too powerful when hp/mp values are so small in the very early game.

With Vincent, could you use his limit level to scale the regen? Might clash with your idea to use his limits to reduce their charge time, if that is /gets implemented, though. (could potentially be a cool trade off, though)

Cid is still tricky to 'spot', I think. It's hard to know if your string of good luck is the stats helping, or if you're actually lucky! With equipment bonuses on his weaps and stuff it will make Cid appear strong all round though, and without using the same abilities as others. I think it's a good way of getting offence /defence bonus with one stat. Not as obvious as some of the others, but a decent bonus.
I agree that not making it encourage low hp will be good for players that like to be at full power (max hp, max stats, rather than trade offs), but I enjoy the riskiness (especially because with luck bonus you can get the thrill of dodging attacks which should kill ya).

Tifa's is elegant, and it avoids making her even beefier in attacking. I think it'll be a few people's favourite.

The others all sound great, especially Barret - I love his tankiness /damage option! More toughness is welcome!

I'm still quite early in my 3.5 run, just got the buggy, I think. I'll install the hp patch and keep on with it now I've got some time to play!
 
Is there any way to display a non second timer while in battle, like not 00:00 but something like 000 or 0000? Then is it possible to display text next to the timer?
 
You'd probably need to change it in the .exe or something, it seems like the kind of thing to be hard-coded. As for displaying text next to a timer, an AI can print text that displays on screen briefly but if you want something to permanently show there then again it's an .EXE job.
 
Getting Rank Up to work with displaying the current SP and what's needed for a Rank from a Save Point rather than having to jump into the actual Rank Up area itself to check proved to be less of a headache than I expected. Way it'll work is it displays all of the characters and a #/30 next to it; if the SP value is above 30, then a Rank can be bought. It'll deduct 30 from the variable whenever a rank is bought.

But I'll have to figure out what to do about the Date scene due to this change; it's not great if points for that are being deducted. Either I'll migrate the values to a new set of variables (at the cost of precious space), or I could have the player choose directly which date to get? It'd be a dialogue box similar to the one in the cell up on Floor 67 of Shinra HQ, when Cloud approaches the door and is prompted: 'I wonder how 'X' is doing'.

What do you guys think?
 
personally im ok with that, anyways when you play the game you actually know about the date thing, and you avoid being trolled by the game. Im in arrange mod and i was trying to get tifa to date, somehow ended up with yuffie, like wtf, not even in the party or whatever, i prefer to choose with a dialogue than being trolled haha.

By the way, ¿how is the exp patch for arrange going? see you!

EDIT: eww, you have to play tifa song in nibelheim with her as party leader to trigger the limit fight? and its a whole new song or the old one that have like some variations over the internet? lol.
someone feel free to paste the key input there, thanks
 
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It's the same song as the original:

[Cancel], [Switch], [Menu], ([Page Up]+[Menu]), ([Page Up]+[Switch]), [Cancel], [Switch], [Menu], ([Page Up]+[Cancel]), [OK], [Cancel], [Switch], [Cancel]

If you're on a controller, then Switch is 'Square' and PageUp is 'R1'; for the '+' paired inputs, hold R1 then press the paired key to alter the note.
 
yeah, thanks,that was the input i was doing, somehow at the 20th try it worked, duh, i guess having to do at some speed was the issue. :)
 
hey sega chief

the save option on the disk change is still broken on your mod

i could not move the hand pointer to yes at all
 
Getting Rank Up to work with displaying the current SP and what's needed for a Rank from a Save Point rather than having to jump into the actual Rank Up area itself to check proved to be less of a headache than I expected. Way it'll work is it displays all of the characters and a #/30 next to it; if the SP value is above 30, then a Rank can be bought. It'll deduct 30 from the variable whenever a rank is bought.

But I'll have to figure out what to do about the Date scene due to this change; it's not great if points for that are being deducted. Either I'll migrate the values to a new set of variables (at the cost of precious space), or I could have the player choose directly which date to get? It'd be a dialogue box similar to the one in the cell up on Floor 67 of Shinra HQ, when Cloud approaches the door and is prompted: 'I wonder how 'X' is doing'.

What do you guys think?
I love Mr. Smiles, though.  :-\

Choosing directly who to date loses some of the charm of suddenly realizing where you screwed up your affection values, but I'm open to your proposed change if it means saving space. What will happen to the original dialogue options throughout disc 1? Will they still contribute to rank up?
 
Rank Up is still done through the same way, it's just that you can check beforehand at a save point if you've got enough SP tallied to rank anyone up rather than having to jump back and forth.

The dialogue options will still accrue SP if we go with the pick your date option.
 
hey sega chief

is there going to be patch out tomorrow or this week

to fix that save game disk change problem
 
I was just going to leave it until 1.4 is released; it shouldn't obstruct progress, it's just misaligned text.
 
For the date scene just fix it so everyone gets Barret- it'll save lots of space! :P

(edit: and I'm fine with there being a dialogue choice)
 
Everyone's getting the elusive Cid date. Spoiler: Cloud doesn't survive it.
 
hey sega chief

the coin throw on your mod is 100% broken as well

when you target the enemy with coin throw, it throws the coins at the party members insted

1 more thing, the hero drink 2 is broken as well
 
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