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

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Sounds a bit FFXIII to me, which is never a good thing :o Perhaps the current system is best in the limited options your working with.
To be fair, that part of FF13 was not really the problem with the game. Dont let the bad memories of the game cloud your opinions on different systems/mechanics. I for one want difficulty that is tightly balanced (at least in Arrange mode) where pre battle is just as important as mid fight.

Just randomly engaging fights and "managing" to beat it with no regards to setup isnt something i want in a game i have completed multiple times.
 
If you make the grinding completely irrelevant for the sake of "tight" balance, then you'll end up with Paper Mario Sticker Star. Sure, that game might be more fun for YOU, but for a majority of people that liked the Thousand Year Door, who'd explore all the options and do all the things, it was a big slap in the face.

As I understand it, the goal of NT isn't to only service that narrow group of individuals that plays FF7 once or twice EVERY YEAR since the original release of the game, or that always goes for low-level runs with optimal strategy. It's also meant as an acceptable mod for first time players and people new to JRPGs, and that's why I like NT. It's what makes this mod special compared to all the other difficulty mods for FF7 (and JRPGs in general), and it always fills me with joy to find all the tactics Sega Chief has implemented in order to teach new players how to play a game that was originally "hold X to win"; all with that signature humor of his.

As long as there's a counterbalance in the system, like with the experimental Arrange materia values, equipment penalties, and element/status affinities, there's already plenty in place to consider before level and SP comes into play. So hopefully, if SP must be addressed, it will be easy to find a happy balance.
 
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I don't really understand all this "SP" or "rank" stuff, but...

It seems to me that there's some kind of penalty to the late game for grinding in the early game, at that doesn't seem right. One of the coolest things about this mod is how it enhances mob strength and AI and just generally makes normal encounters more interesting. The mod makes grinding fun! Don't take it out on poor Cid.
 
hey Sega Chief I want to say thank you for that amazing mod you have made

and when I got the tiny bronco the seaship and they show me how to used it the game freeze there, I do not know if I am the only one with that glitch
help!!!
 
I'd like to vote for SP being gained in random battles along with the static amounts given at various events.  I think it's highly reasonable to adjust the random battle SP in a away that does not break things, while still allowing those of us who play in an old school way (ie me) can still get some benefit from grinding.

I'm sure if you manage the static event awards, players won't lose much, if anything at all, from the stat balance.  Just please don't make it like Crystareum (sp?) where you get rank ups only after set events---I really, really hated that nonsense.  Having control over my characters' stat growth is one of the reasons I was drawn to this mod...
 
@Sega Chief
Thanks for the latest patch. There ain't no gettin' off this Japanese bullet train.
 
@Sega Chief: The Fort Condor QoL changes are wonderful and you are a wonderful person for having those.

@SP/Rank talk:
I'm one of dem casuals and while I'd find a nice balance of event SP + (lesser) combat SP to be the most aesthetically pleasing, I can get behind either extremes as well.
Even if SP is purely event-based, grinding rewards you with HP, items, money and limits. Even if SP is purely combat based, progression unlocks materias, equipment and characters.

Really, as long as Cid doesn't get into a position where he's noticeably behind, the way SP is gained doesn't seem that big of a problem to me.
 
Some sleeping at Inns is mentioned here: https://www.ff7catalog.com/posts/191542/

If you're using 7H over top of the main installer, than I'd strongly recommend waiting until we get the final patches together. After that, it 'll be updated to the Catalog. 7H is only tested to be played on clean, unmodded games, so I have my suspicions that 7H is overwriting files in the game folder that are from the main installer which are needed for NT to function.
 
I don't really understand all this "SP" or "rank" stuff, but...

It seems to me that there's some kind of penalty to the late game for grinding in the early game, at that doesn't seem right. One of the coolest things about this mod is how it enhances mob strength and AI and just generally makes normal encounters more interesting. The mod makes grinding fun! Don't take it out on poor Cid.
That wasn't the intention, but you might be right. And I just want Cid to be co-current with the rest of the party so he's a viable pick off the bat.

hey Sega Chief I want to say thank you for that amazing mod you have made

and when I got the tiny bronco the seaship and they show me how to used it the game freeze there, I do not know if I am the only one with that glitch
help!!!
NT doesn't adjust the World Map file, so this might be due to either another mod that affects the world map or it might be the annoying Steam crash that can sometimes happen whenever the window loses focus/clicking away from the game to the desktop. Do you use 7H with NT or is it just on its own?

I'd like to vote for SP being gained in random battles along with the static amounts given at various events.  I think it's highly reasonable to adjust the random battle SP in a away that does not break things, while still allowing those of us who play in an old school way (ie me) can still get some benefit from grinding.

I'm sure if you manage the static event awards, players won't lose much, if anything at all, from the stat balance.  Just please don't make it like Crystareum (sp?) where you get rank ups only after set events---I really, really hated that nonsense.  Having control over my characters' stat growth is one of the reasons I was drawn to this mod...
A hybrid of both is likely the best way forward.

@Sega Chief: The Fort Condor QoL changes are wonderful and you are a wonderful person for having those.

@SP/Rank talk:
I'm one of dem casuals and while I'd find a nice balance of event SP + (lesser) combat SP to be the most aesthetically pleasing, I can get behind either extremes as well.
Even if SP is purely event-based, grinding rewards you with HP, items, money and limits. Even if SP is purely combat based, progression unlocks materias, equipment and characters.

Really, as long as Cid doesn't get into a position where he's noticeably behind, the way SP is gained doesn't seem that big of a problem to me.
I'll figure something out.

Hey SegaChief, not sure if you caught this when I mentioned this earlier but for some reason the game freezes everytime I goto sleep. Fades to black, song plays, then it just stays black and nothing happens.
I couldn't replicate the problem; I'd suspect a 7H clash if you're using that, something to do with game audio. Some processes use the audio to complete certain events (chocobo dance at the ranch, for instance) and interfering with them can cause problems. Do you have any audio mods installed?
 
I just saw 1.4 got released and I was like "THIS IS CHRISTMAS". I was waiting for 1.4 since december and now I can finally play the dream ;)

I'am really excited to start playing it. And tonight it will happen, live on stream :D (twitch.tv/heanforce)

SegaChief you got my full respect for doing all this work. More people should donate you, because you deserve the work!

Sorry for my bad english :)
 
anybody else getting crashes on mideel area world map random encounters?

post cloud recovery

yeah, i think one of the encounters for grass area is bugged. i can get into some battles, but crashes at some point
 
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Brass dragon fight is stil bugged. I'll explain it in a spoiler, so don't click it if you never did it in New Threat.


The fight is actually the same than in 1.35 (might be a bit longer tho). After some turns, Scorpion appears and help you but .. once the fight is won, you get to the xp/gil screens and right after these screens a new fight begin immediatly featuring Brass Dragon & Scorpion (already spawned at the first turn). I'm not sure what happens if you win the second fight since I ran out of softs.

Edit; Won the second fight, earned again xp/gil, no third fight.

I also noticed two other things:
-Healing Scope of Scorpion also ressurects dead characters (not sure if intended)
-You can steal infinite number of Megaelixirs / Ribbons doing the following method : 1- Steal Brass dragon once Scorpion appears 2- Die 3- Do not reload but choose the retry option 4- Repeat whole process

What happens when you retry is that your characters are put back to full life but keeps what they stole during the fight. (I didn't check but I guess it also means they lose what was used during fight such curatives.)


I'll give it another try but I think it will lead to the same result.

Edit : check the spoiler for the edit.
 
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I just saw 1.4 got released and I was like "THIS IS CHRISTMAS". I was waiting for 1.4 since december and now I can finally play the dream ;)

I'am really excited to start playing it. And tonight it will happen, live on stream :D (twitch.tv/heanforce)

SegaChief you got my full respect for doing all this work. More people should donate you, because you deserve the work!

Sorry for my bad english :)
Good luck with your stream, bud.

anybody else getting crashes on mideel area world map random encounters?

post cloud recovery

yeah, i think one of the encounters for grass area is bugged. i can get into some battles, but crashes at some point
I'll check them out.

Brass dragon fight is stil bugged. I'll explain it in a spoiler, so don't click it if you never did it in New Threat.
That's a pain; I'll take a second look at it.
 
Next set of patches are up, dated for 29th March. These fix the Brass Dragon battle, a broken AI script on a Mideel encounter, and some other things. The IRO was also updated within the Main Installer folder.

Edit: I forgot about the old sleeping man near Junon. He's still got that debug encounter on him.

Edit2: And apparently the Zero thief enemy near Gongaga can cause a crash if he manages to successfully escape from the battle and the player opens their Menu afterward (not unlike the Mystery Ninja problem in vanilla FF7 PC if she ever manages to actually escape).
 
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Edit2: And apparently the Zero thief enemy near Gongaga can cause a crash if he manages to successfully escape from the battle and the player opens their Menu afterward (not unlike the Mystery Ninja problem in vanilla FF7 PC if she ever manages to actually escape).
I can't find one, is that a rare/special encounter ?
 
Rank Up isn't supposed to be accessible until you reach the Mythril Mines; if you have the patch applied then I guess this down to me not changing the text on this save point to the greyed out ???? like the other Midgar save points have. If you were able to access rank up through midgar save points, though, then make sure the latest flevel hotfix patch (and scene hotfix) are applied).
 
I was not able to. It was the only save point where it was "visible". All others are greyed out. I couldn't even access it. So it's all fine. Just visual ;)
 
I was not able to. It was the only save point where it was "visible". All others are greyed out. I couldn't even access it. So it's all fine. Just visual ;)
No worries, then.

\\NT News//

So now that we've got the first round of patching out of the way, it's time to get some things done. I'll be working through the following in (roughly) this order over the next couple of weeks.

-) Dark Cave sidequest
I need to restructure this and get it available again. It was slapped together originally but the revised one will be a bit more cohesive. I've already started on this one and everything's already there, so won't take too long. This is a Disc 3 piece of content so it's unmissable; don't worry about finishing a playthrough before it's available.

-) Custom .EXE Patch + Arrange Mode
I'll be looking to release these together as people have tended to use both in the past. The .EXE will change Materia Equip bonuses/penalties and Limit Breaks as before, but this time to better suit 1.4 and avoid making the mistakes of older .EXE patches (bad limit damage, stats dropping to 0, etc.) As for Arrange Mode, I'm dropping the idea of it being 'alternate' and just making it a hard mode; it'll buff enemies and do absolutely nothing else out of the ordinary at all.

-) Optional Aeris
It'll be relatively easy to do by swapping some scripts about with Yuffie to put that now defunct 'if X exists' to good use without having to adjust the entire thing. I didn't think I'd be listing 'dead Aeris' as a feature but here we are.
 
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