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

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Sorry, bud; I'll need to see where I am after this week before I can tell. I don't know what next week is going to be like, shift-wise but I hear that my old manager is coming back from his knee op which means his stand-in will be going back onto night shift (if that happens, I won't be needed as much for cover shifts).
 
No worries. I figured I'd ask, in case you had some idea. :) I just wanted to clear my schedule for the release-day and a few days ahead, if you knew when. :D
 
I'll post advance notice as soon as possible; I wasn't expecting work to continue being so busy coming out of the Christmas week.
 
I'll post advance notice as soon as possible; I wasn't expecting work to continue being so busy coming out of the Christmas week.
Just as with Alyza, take your sweet time, we'll be waiting. ;-)
 
Hey, Sega Chief, I'm currently playing GalenMyra's Hardtype and I really want to try this out. How would you say thisd compares in terms of difficulty?
 
this isnt so much a difficulty mod as it is a the bosses are different, learn new strategies
 
Imho its a difficulty that should've been there from the start. It makes game challenging in a stimulating way, makes you think, plan, strategize. Makes you fight for and appreciate every victory, item, equipment. Im blown away with the level of love, detail, thought, put i to this. As segachief said earlier its not just upped difficulty, enemies are stronger you are weaker, its made challenging but with a purpose and reward, not torture. Apsolutrly worth trying! :-)
 
Imho its a difficulty that should've been there from the start. It makes game challenging in a stimulating way, makes you think, plan, strategize. Makes you fight for and appreciate every victory, item, equipment. Im blown away with the level of love, detail, thought, put i to this. As segachief said earlier its not just upped difficulty, enemies are stronger you are weaker, its made challenging but with a purpose and reward, not torture. Apsolutrly worth trying! :-)
this isnt so much a difficulty mod as it is a the bosses are different, learn new strategies
I assume then that's it's somewhat easier.

It's cool though, I was not looking for difficulty, but content. But anything tougher than vanilla is welcome.

Thanks.

Just save a lot... There will be difficulties where there were none...
I'm going to fern up mismanage my saves eventually, I guarantee it.
 
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It is iirc from segachiefs talks about it. And as for extra content its there in truckloads. :-) even this 1.35, let alone the major 1.40 revision. (^o^)
 
It is iirc from segachiefs talks about it. And as for extra content its there in truckloads. :-) even this 1.35, let alone the major 1.40 revision. (^o^)
Has he given a list of 1.40 changes? I've seen a few posts here and there, but this thread is huge.
 
Hahaha yeh it is. He hasnt yet it will be out when new version is out as well iirc. So no nothing yet.
Btw this is not hardcore difficulty, its a healthy challenge, makes you think what you do, not sweat and curse if you male a mistake. If you die in battle, you use Phoenix down, hi/potion, and go on with it. Its satisfactory level up in difficulty.
 
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Has he given a list of 1.40 changes? I've seen a few posts here and there, but this thread is huge.
I'm keeping a change-log this time in a notepad that goes over all of the changes, what they are, and why they were implemented so don't worry about trawling the thread.
 
Hello Mr Chief, can I ask something are all the enemy skills in the game obtainable from the original enemies you got them from. I.E Aqualung from Jenova Life, Harpy. Or has changed. Thank you for your response.
 
The skills still available from their original hosts are:

-) Frog Song
-) L5 Suicide (L4 Suicide)
-) Vital Hammer (Magic Hammer)
-) White Wind
-) Stasis Lock (Angel Whisper)
-) Big Guard
-) Death Force
-) Antipode (Flamethrower)
-) Laser
-) Matra Magic
-) Bad Breath
-) ? ? ? ? (the one that deals damage equal to your missing HP)
-) Goblin Punch (also available from inside Gongaga)
-) Chocobuckle
-) L5 Death
-) Death Sentence

Beta, Aqualung, and Trine were moved further back; Beta from Stilva, Aqua from Garuda, and Trine from the new Thundercracker enemy on Mt. Nibel. You can learn Alpha (formerly Roulette) from the Midgar Zolom. Shadow Flare is used by some of the later Extra Battle bosses like Tyrant. Pandora's Box & Dragon Force are learned from 2 of the 3 special fights that are now available from the Kalm Traveler; the bosses holding them use these skills on your party when they're defeated (for Box, having someone capable of absorbing Hidden is a very good idea).
 
The skills still available from their original hosts are:

-) Frog Song
-) L5 Suicide (L4 Suicide)
-) Vital Hammer (Magic Hammer)
-) White Wind
-) Stasis Lock (Angel Whisper)
-) Big Guard
-) Death Force
-) Antipode (Flamethrower)
-) Laser
-) Matra Magic
-) Bad Breath
-) ? ? ? ? (the one that deals damage equal to your missing HP)
-) Goblin Punch (also available from inside Gongaga)
-) Chocobuckle
-) L5 Death
-) Death Sentence

Beta, Aqualung, and Trine were moved further back; Beta from Stilva, Aqua from Garuda, and Trine from the new Thundercracker enemy on Mt. Nibel. You can learn Alpha (formerly Roulette) from the Midgar Zolom. Shadow Flare is used by some of the later Extra Battle bosses like Tyrant. Pandora's Box & Dragon Force are learned from 2 of the 3 special fights that are now available from the Kalm Traveler; the bosses holding them use these skills on your party when they're defeated (for Box, having someone capable of absorbing Hidden is a very good idea).
Thank you very much for the quick and detailed response, very big help. ;D
 
Hey there.
Can I ask you if there are some save editing features that are incompatible with NT? I'm guessing stat editing and likewise... If there is some bug that needs compensating or fixing (without updating and starting over), for example, can we use black chocobo?
 
I think you can use it, so long as you avoid changing the following:

-) Character Lv/EXP (NT uses custom arcs, but Black Chocobo uses it's own built-in arcs which are set to default values. Even leveling up/down will auto-adjust EXP, etc.

-) You can add stats via 'sources used' but be wary of adding too many and then visiting the Rank-Up screen; in the current build, if you can't spend them all (as in, you end up with 255 in a stat) then you get stuck in an endless loop.

-) Equipment/Items can be adjusted with no problems.

-) Materia can be added/edited, just remember that NT uses adjusted AP. Mastered will always mean Mastered though so no problems should pop up there. Disabled Materia still have their original functions so Long Range, Stat Plus, etc. can be used. Worst that can happen with this is that you set a Materia to, say, Lv.2 and then in-game it's still Lv.1 or something but if you master it then it won't adjust down (Mastered is considered a maxed out value).

-) I don't think it has any variable editing outside of the experimental section, but be careful about using anything like that anyway.

Beyond that, should be fine. I think adding chocobo stables is actually quite touch and go, even if adding them to a vanilla game. There's a bunch of variables attached to them. Safest bet is to buy all the stables normally and then add the desired chocobo to them with the editor if you want to do that.
 
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