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

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"we don't a level 4 revive but this would do" WHAT?????????? So I guess I have to play the game with her haha
 
"we don't a level 4 revive but this would do" WHAT?????????? So I guess I have to play the game with her haha
Her Ultimate Weapon is very useful with a certain ability, I'm glad she's around.
 
This feels like heresy even tho it makes complete sense to use a phoenix down but still, the mod has been so much damn fun that I'll continue just to see how you guys wrote her into it haha
 
The Corel Train is absolutely ridiculous now...I finished off the last boss with 8 seconds left, and when my party popped out on the screen with the train, it literally read zero.  That's kinda BS SC.

Also, is the final Fort Condor battle even winnable?  And does it matter even if I don't?  I beat CMD Grand Horn, got the expected reward, and it doesn't look like there were any penalties, but did I maybe miss something?
 
every enemy on corel train has a blatant weakness. you're just not bothering with it

final fort condor battle is a backrow/sadness/barrier battle. it hits hard but doesnt have much health really
 
This feels like heresy even tho it makes complete sense to use a phoenix down but still, the mod has been so much damn fun that I'll continue just to see how you guys wrote her into it haha
Flying sickness figures into it.

The Corel Train is absolutely ridiculous now...I finished off the last boss with 8 seconds left, and when my party popped out on the screen with the train, it literally read zero.  That's kinda BS SC.

Also, is the final Fort Condor battle even winnable?  And does it matter even if I don't?  I beat CMD Grand Horn, got the expected reward, and it doesn't look like there were any penalties, but did I maybe miss something?
More dramatic when the clock is almost down, don't you think?

The final fort condor battle as in the actual minigame? Those minigames are all default ones; it's actually quite difficult/expensive to beat the later stages of the minigame 'properly' if you set up defences, guard lanes, etc.

Most just use an exploit where you place one soldier down, start the battle, then place a soldier further down the map (the territory marker gets pushed down for each new soldier placed until you reach the enemy line) then spawn about 2-3 soldiers for both lanes and just quickly rush the two solo enemies that spawned and the battle is over within a minute with no casualties.

Thing is as well, there's no difference between beating the fight normally or killing CMD Grand Horn if they reach the shed. However, I did program in a special reward if you manage to clear the Fort Condor minigame without letting them get beaten a single time (involves either doing every instance, or leaving them enough money to handle instances you miss; they start with several thousand gil as well to cover instances you can't get back for during the Weapon Raid on Junon).
 
The final fort condor battle as in the actual minigame? Those minigames are all default ones; it's actually quite difficult/expensive to beat the later stages of the minigame 'properly' if you set up defences, guard lanes, etc.

Most just use an exploit where you place one soldier down, start the battle, then place a soldier further down the map (the territory marker gets pushed down for each new soldier placed until you reach the enemy line) then spawn about 2-3 soldiers for both lanes and just quickly rush the two solo enemies that spawned and the battle is over within a minute with no casualties.

Thing is as well, there's no difference between beating the fight normally or killing CMD Grand Horn if they reach the shed. However, I did program in a special reward if you manage to clear the Fort Condor minigame without letting them get beaten a single time (involves either doing every instance, or leaving them enough money to handle instances you miss; they start with several thousand gil as well to cover instances you can't get back for during the Weapon Raid on Junon).
Yeah, I meant the minigame--I actually had no idea about that exploit.  In fact, I always thought you had to clear every enemy that was going to ever spawn during a round, up to the commander.  I'm glad I still get my stuff by beating Grand Horn--I did that with little problem.  I am kinda mad I went through the trouble of keeping those scrubs financed the entire game, but I missed out on the "special prize" just because of the last battle (they gave me a prize, but it was certainly not a special one).
 
When I talk to the Kalm traveler he won't let me hand in my Desert Rose or Earth Harp. He says I don't have them but I checked my inventory multiple times and I definitely do. Either way as such I can't access the King Bub or Yahcobo fight.

As for the Guidebook I handed that in under the old system and he recognised that as being handed in without issue.
 
Yeah, I meant the minigame--I actually had no idea about that exploit.  In fact, I always thought you had to clear every enemy that was going to ever spawn during a round, up to the commander.  I'm glad I still get my stuff by beating Grand Horn--I did that with little problem.  I am kinda mad I went through the trouble of keeping those scrubs financed the entire game, but I missed out on the "special prize" just because of the last battle (they gave me a prize, but it was certainly not a special one).
I hate to break it to you but that WAS the special prize. After receiving feedback that CMD. Grand Horn should drop something for beating him Sega Chief decided to give him a "potent item".
 
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SC--not sure if you meant to leave this in, but all the monsters around Mideel proper in the jungles give SP regardless of level.

Also an interesting note, Instant KO kills (like Odin) do not count towards a characters kill count to earn new limit breaks.  I think you were right when you said you thought counts were linked to the normal death animation.
 
Odin must do something unique that overrides it; I wonder if Remove does the same? It also uses a special animation that removes the enemy from the fight.
 
Odin must do something unique that overrides it; I wonder if Remove does the same? It also uses a special animation that removes the enemy from the fight.
I just confirmed that, at least for voiding SP gains, Remove acts the same as Odin.  Although I agree with what you said earlier, that I think at least voiding SP gains is a decent balance with these, because they are incredibly powerful abilities.  From what I can tell, only the strongest enemies and bosses are immune, and it seems to hit with a 100% rate for everything else.

As a power gamer, I can't believe I'm going to say this, but maybe instituting something like in Dragon Quest where instant death skills like that yield zero rewards has some merit?  Just something I thought of while farming some AP.
 
Odin must do something unique that overrides it; I wonder if Remove does the same? It also uses a special animation that removes the enemy from the fight.
Flash doesn't appear to remove SP gains (It says SP gained when I kill certain stuff with it but that may be because all my characters are still Rank 0). Enemies killed by Flash still award Gil and Items upon death and they also count towards the killcount for learning Limit Breaks.
 
I just confirmed that, at least for voiding SP gains, Remove acts the same as Odin.  Although I agree with what you said earlier, that I think at least voiding SP gains is a decent balance with these, because they are incredibly powerful abilities.  From what I can tell, only the strongest enemies and bosses are immune, and it seems to hit with a 100% rate for everything else.

As a power gamer, I can't believe I'm going to say this, but maybe instituting something like in Dragon Quest where instant death skills like that yield zero rewards has some merit?  Just something I thought of while farming some AP.
I think Odin has a 15/16 chance to Inflict Death on enemies and Remove is 100% for anything not immune, however Remove will not award you Gil or Items. You still seem to get EXP and AP for killing stuff with Remove.

One thing that stands out is the Flash command on Weapons with 255% Accuracy like God's Hand, Sniper CR, Restore Rod, Princess Guard etc. Flash will cut your accuracy in half but you'll still almost always hit enemies with Flash unless they have decent Dexterity/Luck and your Dexterity really sucks.
 
Dunno if there's much I can do about Flash but I could take a look.

Both hotfixes updated.
 
Does Cloud have a hidden "Character Innate" bonus ? from what i can tell he's the only one who lacks it.
 
Does Cloud have a hidden "Character Innate" bonus ? from what i can tell he's the only one who lacks it.
He has one according to Sega, but i havent found it yet.
If you do find it, PM cause i really wanna know xDxD!
 
So, I also had the Kalm Traveller not recognizing the items in my inventory.
I realized by using Makou Reactor that the issue was that in the variable check, 5 0 was being used instead of 5 5.
Also, for the Guide Book, there was an == check (there should be an >= one), which led me to nothing happening at all, as I had 2 Guide Books.
 
So, I also had the Kalm Traveller not recognizing the items in my inventory.
I realized by using Makou Reactor that the issue was that in the variable check, 5 0 was being used instead of 5 5.
Also, for the Guide Book, there was an == check (there should be an >= one), which led me to nothing happening at all, as I had 2 Guide Books.
The latest patches, 25th April, should fix the wrong variable issue except for the == check on the guidebook (and the other two items, but it shouldn't be possible to have multiple copies of them anyway outside of save editing and maybe Extended W-Item). If you need to get rid of a guidebook and it won't sell in a store, then it can be used in-battle as an item (I'll get the check corrected in the next set of patches).

Edit: Mind the scene patch as well; there was a problem with the Safer fight.
 
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