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

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Dan's Reunion project has multiple parts to cover every aspect of the game; most people know it for the retranslation, called Beacause, but there's also another section called Weapon that's looking into the gameplay. So far I think it's just the minigames that have been fixed up/released, but I remember he altered the game's formulas at one point and was streamlining how they work.
 
Dan's Reunion project has multiple parts to cover every aspect of the game; most people know it for the retranslation, called Beacause, but there's also another section called Weapon that's looking into the gameplay. So far I think it's just the minigames that have been fixed up/released, but I remember he altered the game's formulas at one point and was streamlining how they work.
Does the retranslation include a guy who are sick?
 
Well, a serious problem has finally emerged. I found a series of scripting flaws in Dark Cave which will need a fair amount of work to repair. I'm going to temporarily close that sidequest for 1.4's release so I can get the time I need to properly re-do it; because of the way I've done it, I can't overhaul it the way I wanted to so it needs to be rewritten. Fortunately, it's kind of insular and end-game so nobody is going to miss it by advancing too far (unless they, y'know, beat the final story bosses and finish the game).

I'm doing the same with Arrange but for different reasons; I want the initial feedback/big-reports to be focused on the default normal mode, rather than split between that and Arrange. I need to do a test-play of it in any case to set it up properly.

As for what remains to be done, I just need to implement some revamped pre-battle AI for enemies to handle SP & general mechanics then test out some sidequests to make sure they're functioning at all times. There's a thing I want to do with the final boss as well to make it more...tense.
 
Don't worry too much about the Dark Cave and Arrange, most of us just want to start trying out the new stuff. :>

Also, I hate to be "that guy" but do you have any idea when you'll be releasing it? (And hopefully the custom.exe)
Wouldn't want to miss it, been ridiculously hyped ever since my first playthrough of 1.35 :D
 
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I was hoping tomorrow but there's still niggling bits and pieces left over that need done; the documentation needs finished too and I really want that to be with the installer when it goes up this time.
 
Don't worry too much about the Dark Cave and Arrange, most of us just want to start trying out the new stuff. :>

Also, I hate to be "that guy" but do you have any idea when you'll be releasing it? (And hopefully the custom.exe)
Wouldn't want to miss it, been ridiculously hyped ever since my first playthrough of 1.35 :D
Dont sweat it mithrain were all those guys. ;-) and also most of us juat wanna go with mod.
As the saying goes chief, hurry slowly. B-)

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I was hoping tomorrow
be still my beating heart.

did you do anything to chocobo raising? more colored chocobos, or higher speed caps, or i dont know, just anything to spruce the game up a bit?
 
I put in a short-cut to get a gold chocobo faster; could experiment with the minigame later, though. New colours would be interesting, though it would be purely cosmetic.
 
It's... it's like a sick joke.

I finally beat Emerald, and now I gotta figure out how to beat the Master Materia, especially that Summon one that seems like it can summon two things in the same turn. Not only is there a big risk of a dual-cast Bahamut + Alexander (it's happened more times than you'd think), I gotta sit through all those summon animations. tbh, the amount of waiting is also the primary reason I'm not even bothering with the Mime materia tonberries anymore.
 
It's... it's like a sick joke.

I finally beat Emerald, and now I gotta figure out how to beat the Master Materia, especially that Summon one that seems like it can summon two things in the same turn. Not only is there a big risk of a dual-cast Bahamut + Alexander (it's happened more times than you'd think), I gotta sit through all those summon animations. tbh, the amount of waiting is also the primary reason I'm not even bothering with the Mime materia tonberries anymore.
Never had the summon materia do any dual-casts. Perhaps that happens if you're taking forever killing it? if so, I could give you a few pointers (although Sega would be better qualified at that, he might be busy with 1.4).


I put in a short-cut to get a gold chocobo faster; could experiment with the minigame later, though. New colours would be interesting, though it would be purely cosmetic.
Hype intensifies. Hopefully this shortcut doesn't make the chocobo terribad at racing like the (vanilla) ruby-weapon reward. :D
 
Uuuuuuuugh why does victory have to be so pyrrhic.

Technically the guy wasn't lying when he said he was indeed giving me Master Materia... guess I forgot that actual Master Materia isn't in NT.

I feel sad.
 
Uuuuuuuugh why does victory have to be so pyrrhic.

Technically the guy wasn't lying when he said he was indeed giving me Master Materia... guess I forgot that actual Master Materia isn't in NT.

I feel sad.
q7ix0ix.png
 
To be fair, Master Magic is near useless due to the massive penalties involved.
Only Master Command is semi useful, as you can offset the Dex/agi penalty with a sneak glove. It does require a large amount of grinding, 1 million AP for the mime.

Edit: This is with Custom.exe, naturally. Might be super amazing in the default NT mod.
Edit2: Didn't mean to sound like a whine, my point was just that it doesn't impact custom.exe playthroughs all that much. :>
 
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Oh yeah, they have customised bonus/penalty tiers. Might be a bit extreme though, it was things like 50% and 64stat modifiers.
 
Long time no see, Nikk; I remember you. 1.4 has a different progression curve that puts you on Disc 3 at roughly around Lv.70+, some of the sidequests are different and start earlier in the game, and I streamlined some things like Junon Leagues and Extra Battle to mix their enemies more into Disc 1 & 2.
Interesting... I really want to replay FFVII but I'm tempted to try gjoerulv'Hardcore Mod before I replay this. The HM be something completely new, ya know?

off course, the posts I'm reading in here makes a lot of things sem very different about the modern version of NT. This mod has undergone quite a number of revisions. I was recommending your mod to people elsewhere back when I played it and one guy said he had tried an even earlier incarnation than I had, where you apparently were making liberal use of some status effect you came up with, or so he claimed.

I also recall you saying  Comet2 was OP when I spammed it against Nemesis. I just couldn't see any other way to do real damage.

Have you suped up some of the bosses? Emerald and Ruby were actually among the easiest parts of NT when I played it. Emerald especially was destroyed by having Bolt Elemental weapons on Cloud and Yuffie as I recall.

In any event, maybe I can just do Hardcore than replay this.
 
Interesting... I really want to replay FFVII but I'm tempted to try gjoerulv'Hardcore Mod before I replay this. The HM be something completely new, ya know?

off course, the posts I'm reading in here makes a lot of things sem very different about the modern version of NT. This mod has undergone quite a number of revisions. I was recommending your mod to people elsewhere back when I played it and one guy said he had tried an even earlier incarnation than I had, where you apparently were making liberal use of some status effect you came up with, or so he claimed.

I also recall you saying  Comet2 was OP when I spammed it against Nemesis. I just couldn't see any other way to do real damage.

Have you suped up some of the bosses? Emerald and Ruby were actually among the easiest parts of NT when I played it. Emerald especially was destroyed by having Bolt Elemental weapons on Cloud and Yuffie as I recall.

In any event, maybe I can just do Hardcore than replay this.
I'd heartily recommend the hardcore mod; so long as you approach it with a survival mentality, it can be very rewarding. I'd recommend grabbing Barret and then spending some time fighting the enemies on the catwalk outside the Reactor as they have a good drop rate for potions and ethers. Once you're able to keep a stable stock of 10 or so potions (you'll be using some to heal) and are up to about Lv.6-7 you'll be ready to tackle El Scorpio.

Yeah, NT has undergone a lot of overhauls. It's nice to see that the Dual-Drain build still lives on in infamy.

I'm re-buffing Comet2 for the new build, I'd made it useless next to actual Comet. It'll be back to 6-shots, and a rise in base power.

Emerald and Ruby are still fairly easy as 'super'-bosses go even in this new build, might be more apt to call them mid-bosses. I could soup them up a bit if people fancy.
 
Beefing up Emerald (and possibly ruby) would be welcome, as they were pushovers compared to some of the other endgame bosses, such as the extra battle thingy.
Some kind of status(counters?) perhaps, for Emerald? or simply higher basestats.

(inb4 angry PMs, saying I caused a 1.4 release delay!)
 
Emerald and Ruby are still fairly easy as 'super'-bosses go even in this new build, might be more apt to call them mid-bosses. I could soup them up a bit if people fancy.
IMO Ruby is fine in 1.35 (whirlsand can go **** itself), but Emerald was far too easy. The only real danger is its eye rays, but they're almost entirely nullified by ribbons, and Emerald doesn't do enough damage for the lack of barriers to be a concern. Making them do something like drain a lot more MP or forcibly inflict dual-drain would make the battle more interesting.

Oh, exploiting Emerald's gravity vulnerability also makes the battle hilariously easy and short. Maybe make it counter Demi with reflect?
 
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