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

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look forward to 1.4.

and yeah for enemy encounters i'd much rather have a reduced encounter rate maybe setup in the same menu, i am thinking by about 30%.

i'd always love to play FF games with reduced encounters BUT you can't run away, that makes way more sense than anything i've seen in the real games.

I know you will say just use enemy away materia, but in my experience that materia is less than ideal in the amount of encounters you get based on it's level.
 
A while back, I said that I'd wait for 1.4, to progress past Midgar, but I couldn't help myself, as the more I read about the mod, the more I had to play it!

I think I'm almost done, I have the purple materia cave, the red materia cave, the dark cave sidequest and Nemesis left. :>

Not sure I can beat Nemesis with the current hp values, but even if that's the case, I look forward to replaying the mod once the next patch hits. It's going to be a blast!

Not sure I can ever go back to the default game after playing NT. <3
 
look forward to 1.4.

and yeah for enemy encounters i'd much rather have a reduced encounter rate maybe setup in the same menu, i am thinking by about 30%.

i'd always love to play FF games with reduced encounters BUT you can't run away, that makes way more sense than anything i've seen in the real games.

I know you will say just use enemy away materia, but in my experience that materia is less than ideal in the amount of encounters you get based on it's level.
What I could do is look at how Enemy Away works and then have it drop as a 1-Star Materia with the preferred reduction being it's standard value (30%, 50%, etc). Same with Enemy Lure, which would be used for finding fights faster so I may as well make that a fixed high value too.

Not sure I can ever go back to the default game after playing NT. <3
:3
 
good idea sega chief however for some reason i always found it really bad even with a 1 star level, i could be wrong though, i seem to remember always starting a new game then adding in enemy away with 0 star then 1 star or 2 star to see the difference and i think i didn't like any of them, but that could be all in my mind though, when it was mastered it the encounter rate was far too low, and when it had zero stars it wasn't strong enough.

i also like the idea of not being able to run away as well so addign that would be freakin' awesome, seems stupid to let your party run away from enemies, what is the point of an encounter rate anyway if you allow people to run away? it effectly turns into a brief pause in the game.

Another idea could be giving the player some real punishment for running away, in the other FFs you lost money when you ran away, but it just makes sense to not allow it.
 
Hey Guys I was playing the PC version of FF7 but noticed slots seem broken (slower than usual ?). Is there an accepted known fix for this that wouldn't conflict with the gameplay overhaul mods ?
 
hey sega chief

how many years did you start working on this mod so far
I think it's coming up to one year now from when I made a thread for NT's release here on Qhimm. Probably add a few months before that for it's initial development.

good idea sega chief however for some reason i always found it really bad even with a 1 star level, i could be wrong though, i seem to remember always starting a new game then adding in enemy away with 0 star then 1 star or 2 star to see the difference and i think i didn't like any of them, but that could be all in my mind though, when it was mastered it the encounter rate was far too low, and when it had zero stars it wasn't strong enough.

i also like the idea of not being able to run away as well so addign that would be freakin' awesome, seems stupid to let your party run away from enemies, what is the point of an encounter rate anyway if you allow people to run away? it effectly turns into a brief pause in the game.

Another idea could be giving the player some real punishment for running away, in the other FFs you lost money when you ran away, but it just makes sense to not allow it.
What I can (hopefully) do is adjust the actual potency of the encounter effect in both Materia and set that for it's 1-star effect, that way it doesn't get too 'strong' when it levels up. Escape is important for getting out of an encounter that's not gone your way, or if a player has been in an area for a while and no longer wants to go through the randoms; while I usually fight what I run into, I've never been in the 'can't run' camp.

Hey Guys I was playing the PC version of FF7 but noticed slots seem broken (slower than usual ?). Is there an accepted known fix for this that wouldn't conflict with the gameplay overhaul mods ?
The PC version's battle menu runs at 15fps, as opposed to the silky smooth 60fps of the PS1 version. You get used to it after a while, but I find that a keyboard feels better for navigating it over a controller. There's a prototype mod floating around that might change it and it's an .EXE hack too so it'll work fine with NT, but I think it has side-effects. I'll see if I can find it.

Edit: I think this is it: https://www.ff7catalog.com/threads/10545/
 
Progressing through the Dark Cave currently. I grabbed the Sector 5 key, but in the next screen, there's a dialogue with barret and some unknown dude, Barret is however nowhere to be seen, meaning I cannot move (Barret?), it seems like there's nothing I can do.

Is this a bug of some sort, or am I simply missing something?

I tried to keep it vague to prevent spoilers, but I can upload a screenshot if need be.
 
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Oh, that's a bug I had to fix with a patch. Try applying the flevel hotfix patch available from the front page of this thread. It's applied in the same way as the main installer. If you're playing 7H though (or if you apply the hotfix and it's still busted), then let me know.
 
Hi,

I downloaded your mod a few weeks ago and have enjoyed the hack in general. I had fun playing until the end of Disc 2, and didn't have much trouble getting through Midgar and defeating Hojo. But after that, it feels like I'm either not strategizing (if you spell it like that) well, or I'm supposed to grind a lot for no good reason. The average level of my party is now 52 or 53 and I have already been at the bottom of North Cave. I have tried a couple of "New Threats" and although they haven't felt unbeatable, it feels like I would either have to plan out well beforehand how to beat them (like GarlandTheGreat does in all kinds of challenge videos in Youtube), or back to North Cave to grind some more (up to lv60 maybe?).

I'm not sure what is intended at this point, but I personally see the difficulty level of the game raising here too much. And I feel like I'm not the only one who has the same feeling behind this part of the game, so could you simplify this part of the mod a little bit? If you want to keep the enemies the same in the version you have been making, you could make another, easier part of the same mod too. That shouldn't be too much work.
I'd personally enjoy playing a bit easier version of this mod a lot more, and like I said, I don't think I'm the only one. Many players of this mod probably like challenges and enjoy the mod as it is, but there are also those that would much rather see all the neat stuff you have implemented without having to worry about being able to (due to difficulty raise on the way).

I'm a rom hacker myself, and have noticed that making big, creative changes to an existing game makes people really want to play the game and experience the neat things the hacker/modder has implemented. But a sad turnoff for them is when they notice the difficulty level of the mod is way higher than that of the original game and simply can't progress due to the difficult increase. I don't think you should do the same mistake with this mod since the new stuff is creatively done and you're good at modding the game :)
But yeah - you could still keep the game as it is, but having an easier version out there for rest of the game (and maybe earlier parts as well totally wouldn't hurt).
 
Oh, that's a bug I had to fix with a patch. Try applying the flevel hotfix patch available from the front page of this thread. It's applied in the same way as the main installer. If you're playing 7H though (or if you apply the hotfix and it's still busted), then let me know.
It worked beautifully, thank you. o/ Cheesed the following boss, and somehow managed to kill Binah!
Only thing left now is Nemesis. :D

Also, I talked to an NPC in Corel and "stuff happened" ;), anymore of these hidden around the world that I've missed?

Edit: Nemesis was somehow easier, than both Binah and the endboss in the Dark Cave. Next stop, Sephiroth (and Jenova)!
 
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Hi,

I downloaded your mod a few weeks ago and have enjoyed the hack in general. I had fun playing until the end of Disc 2, and didn't have much trouble getting through Midgar and defeating Hojo. But after that, it feels like I'm either not strategizing (if you spell it like that) well, or I'm supposed to grind a lot for no good reason. The average level of my party is now 52 or 53 and I have already been at the bottom of North Cave. I have tried a couple of "New Threats" and although they haven't felt unbeatable, it feels like I would either have to plan out well beforehand how to beat them (like GarlandTheGreat does in all kinds of challenge videos in Youtube), or back to North Cave to grind some more (up to lv60 maybe?).

I'm not sure what is intended at this point, but I personally see the difficulty level of the game raising here too much. And I feel like I'm not the only one who has the same feeling behind this part of the game, so could you simplify this part of the mod a little bit? If you want to keep the enemies the same in the version you have been making, you could make another, easier part of the same mod too. That shouldn't be too much work.
I'd personally enjoy playing a bit easier version of this mod a lot more, and like I said, I don't think I'm the only one. Many players of this mod probably like challenges and enjoy the mod as it is, but there are also those that would much rather see all the neat stuff you have implemented without having to worry about being able to (due to difficulty raise on the way).

I'm a rom hacker myself, and have noticed that making big, creative changes to an existing game makes people really want to play the game and experience the neat things the hacker/modder has implemented. But a sad turnoff for them is when they notice the difficulty level of the mod is way higher than that of the original game and simply can't progress due to the difficult increase. I don't think you should do the same mistake with this mod since the new stuff is creatively done and you're good at modding the game :)
But yeah - you could still keep the game as it is, but having an easier version out there for rest of the game (and maybe earlier parts as well totally wouldn't hurt).
This post of yours highlights the biggest problem in the current NT build; the end-game on Disc 3 is a cluster of stuff with no clear direction and a big spike in difficulty due to the bosses being specced for different levels of strength (and not helped by a mistake I made with HP/MP arcs which left players with too little Max HP). The new build I'm making right now for mid-January is completely restructuring Disc 3 and distributing the bosses there into new events and sidequests that will be found throughout Disc 1 and 2 instead. The idea is to make NT less top-heavy and streamline it; there's too many end-game boss fights clumped together.

Another part of the plan is to get the player party to hit Lv.70+ by the time they've cleared Hojo in the Midgar Raid from a 'normal' playthrough; I'm progressively upping the EXP given by enemies in each new area which should have the added benefit of encouraging people to keep moving for better EXP/AP gains rather than sitting in an older area for too long. That should help eliminate a lot of end-game grinding and have parties ready to tackle any Disc 3 bosses straight off the bat instead of having to set up shop in the Crater to grind out levels. Materia is a bit more awkward to judge, so what I'll do is set up one screen on the Left-Up path (the hatchery path) to only spawn Movers + Magic Pots for super-quick AP gain, just so people can quickly get what Materia they need for a plan.

I think these two things together should greatly improve NT's end-game, and having more new events/sidequests going through the main story should work out as the game flags a little bit in certain places; I just need to be careful where I put them because I don't want to get in the player's way or create bloat. I'm mostly focusing on pre-existing optional scenes and 'dead' areas that have no events in them. Hopefully it works out, and there should be enough going in there to pique even a returning NT player's interest.

It worked beautifully, thank you. o/ Cheesed the following boss, and somehow managed to kill Binah!
Only thing left now is Nemesis. :D

Also, I talked to an NPC in Corel and "stuff happened" ;), anymore of these hidden around the world that I've missed?

Edit: Nemesis was somehow easier, than both Binah and the endboss in the Dark Cave. Next stop, Sephiroth (and Jenova)!
There may or may not be many secrets in NT that have not been discovered yet. There may or may not be more of them in the 1.4 build. Also, sounds like you're going through these guys like a steam-roller. Considering the low HP problem in 1.35, that's pretty impressive :3
 
There may or may not be many secrets in NT that have not been discovered yet. There may or may not be more of them in the 1.4 build. Also, sounds like you're going through these guys like a steam-roller. Considering the low HP problem in 1.35, that's pretty impressive :3
Oh, HP was an issue a lot of times, but there's nothing that a good setup can't fix. That and Aerith <3
 
This post of yours highlights the biggest problem in the current NT build; the end-game on Disc 3 is a cluster of stuff with no clear direction and a big spike in difficulty due to the bosses being specced for different levels of strength (and not helped by a mistake I made with HP/MP arcs which left players with too little Max HP). The new build I'm making right now for mid-January is completely restructuring Disc 3 and distributing the bosses there into new events and sidequests that will be found throughout Disc 1 and 2 instead. The idea is to make NT less top-heavy and streamline it; there's too many end-game boss fights clumped together.

Another part of the plan is to get the player party to hit Lv.70+ by the time they've cleared Hojo in the Midgar Raid from a 'normal' playthrough; I'm progressively upping the EXP given by enemies in each new area which should have the added benefit of encouraging people to keep moving for better EXP/AP gains rather than sitting in an older area for too long. That should help eliminate a lot of end-game grinding and have parties ready to tackle any Disc 3 bosses straight off the bat instead of having to set up shop in the Crater to grind out levels. Materia is a bit more awkward to judge, so what I'll do is set up one screen on the Left-Up path (the hatchery path) to only spawn Movers + Magic Pots for super-quick AP gain, just so people can quickly get what Materia they need for a plan.

I think these two things together should greatly improve NT's end-game, and having more new events/sidequests going through the main story should work out as the game flags a little bit in certain places; I just need to be careful where I put them because I don't want to get in the player's way or create bloat. I'm mostly focusing on pre-existing optional scenes and 'dead' areas that have no events in them. Hopefully it works out, and there should be enough going in there to pique even a returning NT player's interest.
Sounds you are going to have this problem pretty well worked out :)
Out of curiosity, since you mentioned the "low HP problem" with this version in this same post when you quoted to Mithrain, if I had played an earlier version than 1.35, would I have more HP right now? Cloud is the character with the highest level in my party (lv 57) and his HP right now is around 2800 without having any materia equipped. Barret has a lot more HP though (4000 - 5000), but he is kinda an exception in that matter (which is probably a purpose of course).
But the low HP problem has been quite an issue in the end. I for example tried the normal battle in battle square with Yuffie and got often killed at the latest to the couple of frogs and the dragon-like specie that is with them (which are probably the fourth battle or so). If I didn't run into bad handicaps like removing accessory (was using Curse Ring) or magic materia, I happened to get for example HP 1/2 which put the HP under 1100. The frogs could do an attack that did over 600 damage to the back row (without MBarrier set on) which could kill me in two hits. So it's not like I couldn't have gotten further if I was more lucky with the handicaps. But the battle square was just an example where low HP was an issue.

But yeah - sounds like next release is going to be better-balanced, but also more fun to play. One thing that can make players lose interest (could have happened to me with the current version, but apparently did not) is to have totally new events showing up only quite rarely (like the normal game up to Disc 3 is right now), but just like you mentioned here, this problem will be no more in next release either (at least, not in such a notable manner).

By the way, are you planning to, or have you already added new stuff that won't be accessable in Disc 3 in current release to the current, "local" version you're making? I'm just curious because if version 1.4 (or maybe some release after that if you plan on continuing further) will have new stuff to offer which I wouldn't be able to see in version 1.35 even if I played it through, I might start this mod over again sometime next year.
 
Sounds you are going to have this problem pretty well worked out :)
Out of curiosity, since you mentioned the "low HP problem" with this version in this same post when you quoted to Mithrain, if I had played an earlier version than 1.35, would I have more HP right now? Cloud is the character with the highest level in my party (lv 57) and his HP right now is around 2800 without having any materia equipped. Barret has a lot more HP though (4000 - 5000), but he is kinda an exception in that matter (which is probably a purpose off course).
But the low HP problem has been quite an issue in the end. I for example tried the normal battle in battle square with Yuffie and got often killed at the latest to the couple of frogs and the dragon-like specie that is with them (which are probably the fourth battle or so). If I didn't run into bad handicaps like removing accessory (was using Curse Ring) or magic materia, I happened to get for example HP 1/2 which put the HP under 1100. The frogs could do an attack that did over 600 damage to the back row (without MBarrier set on) which could kill me in two hits. So it's not like I couldn't have gotten further if I was more lucky with the handicaps. But the battle square was just an example where low HP was an issue.

But yeah - sounds like next release is going to be better-balanced, but also more fun to play. One thing that can make players lose interest (could have happened to me with the current version, but apparently did not) is to have totally new events showing up only quite rarely (like the normal game up to Disc 3 is right now), but just like you mentioned here, this problem will be no more in next release either (at least, not in such a notable manner).

By the way, are you planning to, or have you already added new stuff that won't be accessable in Disc 3 in current release to the current, "local" version you're making? I'm just curious because if version 1.4 (or maybe some release after that if you plan on continuing further) will have new stuff to offer which I wouldn't be able to see in version 1.35 even if I played it through, I might start this mod over again sometime next year.
For 1.4, HP is around 5000 for the lowest and 7500 for the highest depending on variance, with 6000 being a rough average. All the enemies are being respecced to go with this, which'll be more noticeable later on.

As for differences, 1.4 will have a lot of new content going through the game that 1.35 didn't have, but on the flip-side 1.35 will have had a lot more end-game bosses.
 
Will certain bosses, like the ones currently accessible in the Gold Saucer, be farmable for that juicy EXP, in 1.4? :>

Also, this may be a silly thing to ask, but is it possible to give Shield a visual effect somehow? Perhaps a glow of some sort, similiar to berserk/invincibility?
 
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Will certain bosses, like the ones currently accessible in the Gold Saucer, be farmable for that juicy EXP, in 1.4? :>

Also, this may be a silly thing to ask, but is it possible to give Shield a visual effect somehow? Perhaps a glow of some sort, similiar to berserk/invincibility?
I'll be keeping EXP sky-high for anything on Disc 3, though I need to make an adjustment as Arrange tries to multiply that EXP which results in an overflow (which results in very little EXP). As for Shield, a visual effect would be very useful but I'm not sure how I would pull it off; an .EXE edit could do it, but I'll need to ask someone.
 
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.
 
I'll be keeping EXP sky-high for anything on Disc 3, though I need to make an adjustment as Arrange tries to multiply that EXP which results in an overflow (which results in very little EXP). As for Shield, a visual effect would be very useful but I'm not sure how I would pull it off; an .EXE edit could do it, but I'll need to ask someone.
Dear Santa.... :>
 
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.
There was actually a reason as too why there was no water materia there was no actual enemy that was weak to water not even the fire based ones so there was no real need for them to put one in. As for the Wind materia, most flying creatures were weak against wind but you could never attack them with melee weapons without the use of long range materia. Plus also there was only 2 flying boss battles in the game. So I think that was why those 2 element were not made as a materia.
 
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