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

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Yo Sega Chief, got a couple of questions for research purposes, not all are related to eachother:

- How much HP does Netzechariah have?
- You said Dual-Drain wears off for enemies with abnormally large HP pools, it wouldn't happen to be > 262,144 would it and could you test it?
- Do you have an ETA for the next flevel hotfix and the Dark Cave sidequest?
- Is it possible to make it more obvious when a target is affected by Dual-Drain (Maybe make it glow like with Berserk, Poison, Manipulate, Peerless but have it purple or something)?
 
Yo Sega Chief, got a couple of questions for research purposes, not all are related to eachother:

- How much HP does Netzechariah have?
- You said Dual-Drain wears off for enemies with abnormally large HP pools, it wouldn't happen to be > 262,144 would it and could you test it?
- Do you have an ETA for the next flevel hotfix and the Dark Cave sidequest?
- Is it possible to make it more obvious when a target is affected by Dual-Drain (Maybe make it glow like with Berserk, Poison, Manipulate, Peerless but have it purple or something)?
I never found out what the specific number was, but that seems to be the in the general ballpark for it.

I'm working on the patch just now, hoping to have it uploaded before tomorrow morning. Dark Cave is taking a little longer due to bugfixing the other issues that are appearing but I'm getting there.

There was a discussion about this for Shield and it looks possible to set a status to have it's own colour, but I don't have the know-how to do it; it's an .EXE change.

Edit: I think that's everything. Going to check the last couple of pages again for any remaining issues.

Edit 2: Uploading patched files at the mo (I'll get that alternate solution to you once they're up, IvoryValor). The changes are:
X) Ending Behaviour changed:
   No Hero Medal = Normal Final Seph Fight, Ending FMV + Credits
   Hero Medal = Special Final Seph Fight, NT Ending Card
   [Secret] = [Secret] (overrides other two endings)
X) Large mechanical thing removed from Church :I
X) Icicles can be hit with Gravity again
X) Changed Gaea Dragon's Morph
X) Crash on Materia fight? Temporarily changed Battle Background while
   I figure this one out
X) Brawler Cup text
X) Netz softlock at end & reduced possible bombs from 3 to 2.
X) Mime has wrong info on equip effect; tried setting it to drop as a normal 2-star Materia.
X) Pre-emptive now working, not a duplicate of Chocobo Lure.
X) Fixed merged text (compression issue) of Enemy Lure & Enemy Away
X) Party reform after leagues (attempted)
X) Planet drop (no issue found?)
X) W-Summon (actually Underwater Materia) drops from Kalm traveller; added deactivation to it's main script
X) Hungry MP issue/wrong ability
X) Magnade AI; reverted to default
X) Griffon slow anim issue
X) W-Magic Drop (mastered it)
X) Teleport NPC Crater, Checked it again: Seems fine
X) L4 Death allemagne; - changed to L?? Death & L?? Flare
X) Final Attack, Bahamut Zero, Phoenix; drop as mastered

Might be more that I made over the last two nights as well.

Edit 3: Main is up, getting the hotfixes together now.
 
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There's the issue I mentioned of the Fort Condor runner not working, save Junon's runner. He just tells you to bring 4000gil to hire troops.
 
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Patched using the main installer since hotfixes aren't out yet. Tested again the fight, scene has changed (black) but I still crash, so the rain wasn't the problem it seems :\

I would like to know if I'm the only one who experience this (mainly asking who are at disc 3, have beaten Carmine Weapon and can do this fight)
 
After the Mimic fight in the Forgotten City, it gives you an incorrect message about receiving the "Planet" materia. off course it doesn't give it to you and it's still only avaliable after Extra Battle: Gold Match (Which needs the appropiate flevel patch, it's still the placeholder as of now). It seems to simply be an incorrect text box, nothing gamebreaking.

From the looks of things, having your party nullify/absorb Gravity and casting Reflect on the Lusus Flares seems to be the best way to stop them from healing themselves with Demi3 Spam despite their HP (22500 isn't so little when they heal themselves every turn). Once you buff your party with Haste/Sadness/Regen/Resist it's a mini survival/waiting game until you can target both Flares and cast Reflect on them. Alexander (The Summon, not the Meerkat) + MP Turbo with Mime + Counter if you get hit by any Nullified Demi3's proves to be very effective at depleting enemy HP across the board. Having a character with ~90+ Magic with MP Turbo can allow Alexander to hit around 6500 on the Lusus Flares and 9999 on the Mimic (Weak to Holy), therefore you should be able to kill the Lusus Flares before their Reflect charges are depleted.

Once the Lusus Flares are down it's just a matter of how many Mimes you can get away with before you have to heal your party. Clone Breath looks to be Gravity Elemental, Mimesis appears to be a Current HP Formula attack but not Gravity and Lusus mark simply makes a Flare untargetable for a period of time. Fake Quake is designed to catch anyone out using Earth + Elemental in their armour as it's not an Earth attack, probably Non-Elemental.

By the way, is Fake Quake Non-Elemental or does it have an Element tied to it? All I know for sure is it's definitely not Earth and probably not Hidden.
 
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Playing the game through again, and a boxer in gongaga just used chain bomb and it broke the game with an error message and then closed the game lol.
 
After the Mimic fight in the Forgotten City, it gives you an incorrect message about receiving the "Planet" materia. off course it doesn't give it to you and it's still only avaliable after Extra Battle: Gold Match (Which needs the appropiate flevel patch, it's still the placeholder as of now). It seems to simply be an incorrect text box, nothing gamebreaking.

From the looks of things, having your party nullify/absorb Gravity and casting Reflect on the Lusus Flares seems to be the best way to stop them from healing themselves with Demi3 Spam despite their HP (22500 isn't so little when they heal themselves every turn). Once you buff your party with Haste/Sadness/Regen/Resist it's a mini survival/waiting game until you can target both Flares and cast Reflect on them. Alexander (The Summon, not the Meerkat) + MP Turbo with Mime + Counter if you get hit by any Nullified Demi3's proves to be very effective at depleting enemy HP across the board. Having a character with ~90+ Magic with MP Turbo can allow Alexander to hit around 6500 on the Lusus Flares and 9999 on the Mimic (Weak to Holy), therefore you should be able to kill the Lusus Flares before their Reflect charges are depleted.

Once the Lusus Flares are down it's just a matter of how many Mimes you can get away with before you have to heal your party. Clone Breath looks to be Gravity Elemental, Mimesis appears to be a Current HP Formula attack but not Gravity and Lusus mark simply makes a Flare untargetable for a period of time. Fake Quake is designed to catch anyone out using Earth + Elemental in their armour as it's not an Earth attack, probably Non-Elemental.

By the way, is Fake Quake Non-Elemental or does it have an Element tied to it? All I know for sure is it's definitely not Earth and probably not Hidden.
Fake Quake is non-elemental.

Playing the game through again, and a boxer in gongaga just used chain bomb and it broke the game with an error message and then closed the game lol.
I've had a lot of trouble with that attack in the past; no idea why it keeps breaking. I'll just get rid of it altogether.
 
Is there any way to tell if Dual is on an enemy who can't be Sensed? Also have you considered making Sense stronger to show what status effects enemies are weak to, and work on bosses? I just beat Proud Clod, though it took foreevvveerrr, and I kept think there must have been something I was missing, but I don't really know how I can figure out what works and what doesn't.
I also think it'd be a good idea to add an indicator for Reflect. It's super annoying when enemies give you the Reflect status and you don't realise. Also, any reason Dual isn't healed by Esuna?
 
It'd need an .EXE hack of some kind to give the enemy a colour to indicate that it's on; it was discussed on a thread, but I couldn't figure it out.

There's two 'types' that statuses fall under, by my reckoning; ailments and magical effects. In the default game, Dispel and Esuna (mostly) handle different statuses. Esuna will get rid of Poison but not Slow, while Dispel handles things like Stop and Reflect but not Darkness and Silence. I don't think they share any common statuses. Dual wasn't handled by either, but it's the opposite of Regen which is handled by Dispel, so I put it down as a magical effect. But I also put it onto Antidotes, so you'd have an early option to tackle it.
 
I know most of the script is left intact from the original, but how many changes were actually made to it in NT?  I just finished the events in the North on "disc 2", but the plot seems...much more coherent than I remember from the original.  Especially with the all the mentions of Jenova rather than just a laser focus on Sephiroth.  This is a good thing, but I just hope my memory isn't THIS bad that I couldn't remember some of these pretty important plot points (I last played the original all the way through a few years ago).
 
Just did the fight for the Dragon Force Enemy Skill. It doesn't boost Def and MDef anymore and Hero Drinks no longer appear to boost Def and MDef either, seems like you really don't want us temporarily boosting stats. Either that or...


Hero Drink II is secretly a marketing ploy that's designed to have it suck in most circumstances so that Sega Chief can bring back "Hero Drink Classic" at extortionate prices and make billions of Gil.


As fo the King Bub fight, I've noticed that Royal Decree is hitting the Royal Guards for 4 Damage leaving them on 7774/7778 HP and gives them Shield status. I'm guessing it's supposed to hit 1 so they go Lucky 7's on our asses, out of curiosity does Lucky 7's ignore Shield status (Guessing it doesn't ignore Peerless)?
 
I maybe spruced up the dialogue a little bit for 1.4. There's a few areas though that were done in 1.3-1.35, and some others that weren't done at all, but eventually I'll get to all of it. I won't be able to finish it properly until I've taken care of a certain 'problem' I caused.

Just did the fight for the Dragon Force Enemy Skill. It doesn't boost Def and MDef anymore and Hero Drinks no longer appear to boost Def and MDef either, seems like you really don't want us temporarily boosting stats. Either that or...


Hero Drink II is secretly a marketing ploy that's designed to have it suck in most circumstances so that Sega Chief can bring back "Hero Drink Classic" at extortionate prices and make billions of Gil.


As fo the King Bub fight, I've noticed that Royal Decree is hitting the Royal Guards for 4 Damage leaving them on 7774/7778 HP and gives them Shield status. I'm guessing it's supposed to hit 1 so they go Lucky 7's on our asses, out of curiosity does Lucky 7's ignore Shield status (Guessing it doesn't ignore Peerless)?
There was a Hero Drink Classic in the mod in early builds, but it was removed again because billions of gil weren't forthcoming.

Yeah, it's supposed to be 1 damage to set up 7777 but I'm guessing the increase in Level has upped his damage slightly. I'm not so sure about the player's Lucky 7's, but enemy attacks are more or less still the same, just using a different formula, so Shield should still work. Peerless will work either way.
 
I maybe spruced up the dialogue a little bit for 1.4. There's a few areas though that were done in 1.3-1.35, and some others that weren't done at all, but eventually I'll get to all of it. I won't be able to finish it properly until I've taken care of a certain 'problem' I caused.

There was a Hero Drink Classic in the mod in early builds, but it was removed again because billions of gil weren't forthcoming.

Yeah, it's supposed to be 1 damage to set up 7777 but I'm guessing the increase in Level has upped his damage slightly. I'm not so sure about the player's Lucky 7's, but enemy attacks are more or less still the same, just using a different formula, so Shield should still work. Peerless will work either way.
Would that "certain problem" be the problem I informed you of or is that a different issue?

I Knew it!

I guess in a properly working battle for that fight, King Bub will open with Royal Decree, Aeris could use Princess Guard + Slash-All to Shield the team and then survive until the next Royal Decree to remove their Lucky 7's. I suppose you could Dispel Royal Decree and inflict Confu on the Guards but they'd just K.O themselves and more would spawn via King Bub.

Do you have any more info regarding a feature for missing Key Items? If I had them I could obtain a couple more Ultimate Weapons and I really don't like the prospect of Morphing North Crater enemies right now, especially since they cannot be sensed.
 
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By the way does anyone know where to get Choco Feathers past Disc 1? I remember stealing them from something but I think it was in Corel Prison and I can't go back there.

EDIT: Never mind, Wutai item shop has it for anyone else who wasn't sure.
 
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SC--This is a really, REALLY small thing, but I just noticed it last night.

It seems that with NT's changes at the end of Disc 1, the appropriate Steam achievement does not activate for completing that part of the game.  Obviously that won't get fixed until you get to the plot-stuff you said you wanted to tweak, but I'm just throwing it out there in case no one brought it it up yet.  (sorry, I'm a bit OCD about achievements on games I like)
 
SC--This is a really, REALLY small thing, but I just noticed it last night.

It seems that with NT's changes at the end of Disc 1, the appropriate Steam achievement does not activate for completing that part of the game.  Obviously that won't get fixed until you get to the plot-stuff you said you wanted to tweak, but I'm just throwing it out there in case no one brought it it up yet.  (sorry, I'm a bit OCD about achievements on games I like)
It's been mentioned before, but I'm not sure what the 'hooks' for the achievements to trigger from actually are or what might have been changed to stop it from triggering in this particular part. Unless it's the FMV that's no longer played? If it's that then I'll have that sorted out at some stage. In the meantime, if you kept a copy of the default data folder/are using 7H then you can try loading up the default game you can quickly load your pre-boss save and (probably) trounce it to get the achievement.
 
Is it intentional that the text message during the Guard Scorpion battle is still "wrong"?

Could you add two new item properties: MP Rage (turns a % of damage received into mp) and an accessory property which cuts MP usage of summons and spells by x% (like Chrono trigger)?
 
I fixed the it's/its on that line; as for the content of the line, well...you should maybe take everything Cloud says with a pinch of salt.

I wouldn't know how to set up an accessory like that (it'd have to be an .EXE thing, but accessories like Cat's Bell might be a good place to start) and MP Rage would depend on whether I can get the game to track the damage taken, divide it, then apply it to the character through their AI which might be too bulky for the kernel's space limitations.
 
I fixed the it's/its on that line; as for the content of the line, well...you should maybe take everything Cloud says with a pinch of salt.

I wouldn't know how to set up an accessory like that (it'd have to be an .EXE thing, but accessories like Cat's Bell might be a good place to start) and MP Rage would depend on whether I can get the game to track the damage taken, divide it, then apply it to the character through their AI which might be too bulky for the kernel's space limitations.
Thanks. please bear it in mind for future updates if you want :p

On a sidenote, could you consider incorporating in your mod an integral translation, truer to the original?
 
Thanks. please bear it in mind for future updates if you want :p

On a sidenote, could you consider incorporating in your mod an integral translation, truer to the original?
If I can encourage even just one new player to attack Scorp while the tail is up, then that's what I'm gonna do.

I probably won't put it into NT as a standard feature, but I will make an off-shoot version that uses Reunion's Beacause when both mods are finished.
 
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