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

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Ok thx segachief i was slightly anxious on that. On the other hand im also anxious that im leveling too fast, and will reach lvl99 till end game, when sephiroth is almost unbeatable at least in original game.

Having 4 sets is already little better, multiple choices give us creativity and freedom to pick and choose, and that's really rewarding in nt mod.
Its fine even wo drops, being able to steal and morph all those strawberries in shinra hq is so much! O_o though it maybe in the line with the game difficulty since already on floor 67 or 68, after capturing, enemies are tougher so you are on point with scaling and joggling all that enemies equipment leveling stuff. Kudos! :-D

Ps i wrote more than you quoted, just in case you missed, if notification system is possible for sp gains or rank up, it would be great.
 
Ok thx segachief i was slightly anxious on that. On the other hand im also anxious that im leveling too fast, and will reach lvl99 till end game, when sephiroth is almost unbeatable at least in original game.
I dunno about that.

Ps i wrote more than you quoted, just in case you missed, if notification system is possible for sp gains or rank up, it would be great.
There are notifications for SP gain; as for rank up, you can check your progress to the next one from any save point using the new function (there's no need to visit the actual rank screen itself anymore).
 
Great! :-)

Ummm, so how do i check rank up on world map, im at kalm now, now save points soon...?

Edit nevermind fort condor is here. ;-)
PS yuffie i just added you to my party! ;-)
 
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str 33 -> 73 -> 153
Seems I'll be able to almost hit 255 str on Cloud in 1,4, hoo! Although I'll miss the STR/DEX/MAG "spec". :>
Will endgame be buffed with more damage/defense, to counter these basestat-gains, or will we be stronger than our 1.35 counterparts?

Anyway, will the .EXE thingy also be updated, or do we simply use the old one?
 
It'll be more periodic than FFX's system; something that only happens once in a while. The two major problems with the current build is that there's no way to track SP directly and that the option is available from the get-go, even though it's not going to be of any use until a little later. The plan for 1.4 is to let SP be won from random encounters in addition to bosses and to only unlock the option itself after the party leaves Midgar. After that you'll only be visiting the screen now and then to give your team an upgrade.

We'll see if it pans out for the new build or not; if it doesn't then I'm not averse to just ditching it altogether. There is a lot to be said for the convenience of automatic stat gain, but I'm hoping that this system can get players more involved with how they build their team.
Can't you make the choices mandatory at the level up? Or give the points to rank up at each level up? Spending so much time without improving the chars seems so dull...

I'm gonna postpone my ff7 re-play until 1.4 is out then. Using 7th heaven with ff7_nt.exe, btw.
 
I agree to a degree with you, existenze, it is kinda drag to not get any stat boosts, and that's why segachief is working on getting sps from randoms. Hopefully it will be much better than now.
 
Points from random battles will enable chars to reach the max stat limit very fast from farming (unless they severely decrease with level differences).
 
You're right on both points. Maybe if only certain enemies dropped them and only set amount of times at that?
It could prevent farming somewhat, especially if we knew how many times they dropped sps? Or they could drop them only of defeated certain way or certain number of times...
 
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Seems I'll be able to almost hit 255 str on Cloud in 1,4, hoo! Although I'll miss the STR/DEX/MAG "spec". :>
Will endgame be buffed with more damage/defense, to counter these basestat-gains, or will we be stronger than our 1.35 counterparts?

Anyway, will the .EXE thingy also be updated, or do we simply use the old one?
The .EXE will be reworked (again) with the Limits left much closer to their original base strength; I also added range modifiers to them which wasn't a great idea. And I'm in the process of redoing every single enemy and boss at the moment to be a better match for the player team.

Can't you make the choices mandatory at the level up? Or give the points to rank up at each level up? Spending so much time without improving the chars seems so dull...

I'm gonna postpone my ff7 re-play until 1.4 is out then. Using 7th heaven with ff7_nt.exe, btw.
The stat gain going through Midgar is actually pretty inconsequential in the default game, to the point where it could be considered invisible; I think you maybe see 40 damage from Cloud going to about 60-65 between Reactor 1 and the Midgar Escape depending on your level:

The Levels you gain aren't just for better HP/MP either; Level plays an important role in both types of damage formula so a Lv.21 character will hit harder than a Lv.11 character even with the exact same stats for instance. And because that rate of EXP is much higher in NT (you'll be approaching Lv.20-21 by the end of Midgar) you're going to see higher increases in your damage, combined with the higher stat bonuses on equipment you'll be picking up.

You're right on both points. Maybe if only certain enemies dropped them and only set amount of times at that?
It could prevent farming somewhat, especially if we knew how many times they dropped sps? Or they could drop them only of defeated certain way or certain number of times...
I've mentioned before (I think?) that SP from randoms is going to be limited by your Level. If any of your active party members exceed the Level of the enemy, then it won't give any SP (special low EXP monsters like Mandragora also don't give SP at all); this is to prevent accidentally over-farming it before you unlock the option. When you've got 100 (the max it can hold is 255), you can buy a Rank with it; you can also only buy 8 ranks per character. It'll be impossible to max out your stats.
 
Ah ok, yeah you probably did, thays good in preventing farming and letting us play the game for the game itself.
Some thoughts on innates. Som are pretty weird, or not so usefull imho, like cid getting lucky when near death or tifa upgrading when using sense? So practically cid will rarely upgrade and even when he does it will be luck? If im not missing something isnt luck just a dum stat? And even when I use sense its just once, twice a battle, so it's very small, rare upgrade, compared to barrets for example. How about changing it to steal or restore instead? Yuffies i like its logical, goes with her.

I just remembered i got mastered chocobo summon. Its nice not to have to bother to master it for longest time, but i feel on the other hand that it would be satisfying to just put few hundreds or a few thousands ap to master it. Like this it feels like i got ultimate weapon that i didnt work for, and since your mod is all about satisfaction you get when you earn something... :-)
 
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The .EXE will be reworked (again) with the Limits left much closer to their original base strength; I also added range modifiers to them which wasn't a great idea. And I'm in the process of redoing every single enemy and boss at the moment to be a better match for the player team.

The stat gain going through Midgar is actually pretty inconsequential in the default game, to the point where it could be considered invisible; I think you maybe see 40 damage from Cloud going to about 60-65 between Reactor 1 and the Midgar Escape depending on your level:

The Levels you gain aren't just for better HP/MP either; Level plays an important role in both types of damage formula so a Lv.21 character will hit harder than a Lv.11 character even with the exact same stats for instance. And because that rate of EXP is much higher in NT (you'll be approaching Lv.20-21 by the end of Midgar) you're going to see higher increases in your damage, combined with the higher stat bonuses on equipment you'll be picking up.

I've mentioned before (I think?) that SP from randoms is going to be limited by your Level. If any of your active party members exceed the Level of the enemy, then it won't give any SP (special low EXP monsters like Mandragora also don't give SP at all); this is to prevent accidentally over-farming it before you unlock the option. When you've got 100 (the max it can hold is 255), you can buy a Rank with it; you can also only buy 8 ranks per character. It'll be impossible to max out your stats.
So now at the moment I am in the Shinra building, I more than likely over leveled. Just about to fight the boss after you get Red XIII and I am at level 38.
 
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HOW DID YOU GET THAT LEVEL!? :O ^o^ did you steal that jenova jam and jenova dried ham from uncle Hojos fridge again!? Just admit it!
 I just reached Condor and im STILL only lvl 20-21.
 
The .EXE will be reworked (again) with the Limits left much closer to their original base strength; I also added range modifiers to them which wasn't a great idea. And I'm in the process of redoing every single enemy and boss at the moment to be a better match for the player team.
It's almost as if you're able to read my mind sometimes.  :D Limitbreaks were almost a bad thing to get/use once you hit endgame, at least for Cloud, who pumps out nearly 50k damage per round, as Omnislash couldn't even get close to that amount.

Edit: Got any numbers to share, in regards to limit-break strength, for comparison-reasons? :) Just for Omnislash, for example. (Old, 1.35, & 1.40)

Any differences in regards to materia stat gain/loss in the .EXE?
I asked if you were able to give Shield a visual effect, a while back. Any news on that front? :)

edit#2: Doing some damage-tests, to determine who I want to accompany Cloud & Aerith in 1.4. Yuffie (equipped with Conformer) dealt about 6k per hit with counter attacks @ Nemesis, but for some reason she did half that with her 4x cut. Any idea why? It doesn't seem as if other characters suffer the same penalty.
 
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Ah ok, yeah you probably did, thays good in preventing farming and letting us play the game for the game itself.
Some thoughts on innates. Som are pretty weird, or not so usefull imho, like cid getting lucky when near death or tifa upgrading when using sense? So practically cid will rarely upgrade and even when he does it will be luck? If im not missing something isnt luck just a dum stat? And even when I use sense its just once, twice a battle, so it's very small, rare upgrade, compared to barrets for example. How about changing it to steal or restore instead? Yuffies i like its logical, goes with her.

I just remembered i got mastered chocobo summon. Its nice not to have to bother to master it for longest time, but i feel on the other hand that it would be satisfying to just put few hundreds or a few thousands ap to master it. Like this it feels like i got ultimate weapon that i didnt work for, and since your mod is all about satisfaction you get when you earn something... :-)
Oh and to add to the poverty nick, im already rich fort condor and about 30k, all those easy steals and morphs are easy farming money, maybe now we have too much. ;-)
 
HOW DID YOU GET THAT LEVEL!? :O ^o^ did you steal that jenova jam and jenova dried ham from uncle Hojos fridge again!? Just admit it!
 I just reached Condor and im STILL only lvl 20-21.
The art of grinding, years of playing Warcraft. Yeah 18 hours into the game and my Barrier materia is not far of from Wall as is some of the elemental materia.
 
With the speed you are progressing you're gonna start playing 1.4 before it's even out! ;-)
 
Just saw the new yuffie sequence (new to me anyways). Freakin brilliant Sega!
Did you see the Chocobo bit when you go on the second bombing mission that was funny too.
 
I thought Yuffie was overpowered in 1.35. She was quick, could hit hard either physically or magically, plus she made up for her lack of vitality by being a back row character.
 
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