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

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SC--some things I've run across that you might want to take a look at at some point:

--In the "New Threats" menu endgame, the ""Midgar" option talks about Rocket Town.  I think this might still be left over from Cids lvl 4 Limit being in the vending machine.

--In savepoints in the final dungeon, there's this weird thing that happens, where if you toggle random encounters, it doesn't put the middle box back in the extended save menu.  Everything works fine, but for some reason this small graphical glitch does exist in at least the Hatchery savepoint (I think it does the same thing for the save menu on the other 2 paths as well).

--The Goldberry battle....sweet baby jesus.  That was really, really ridiculous, but I eventually power-gamed them out of existence (Quadra Magic Bahamut Zero and Neo Bahamut from a 250 Mag hero plus 1 use of Catastrophe).  However, one really weird thing that kept happening was that every time they would use the Golden Grudge that inflicts small, my character would grow gigantic first before being "shrunk" down to what was then normal size.  It still had the exact same effect as intended, but it was a really confusing animation.

--I may have misread what you said about Master Materias, but are they still supposed to be available from materia blending?  As of right now, I can get infinite Master Commands, and I have blended 1 Master Magic.  I was under the impression that huge materia no longer did that, but was I wrong?

--Quadra Magic...officially kind of breaks the Summon Materia balance I think.  I should have checked whether Summons can be "Quadra'ed" multiple times, but I can confirm you get at least 1 Quadra Summon, and then you still have a singular Summon afterwards as well.  I'm not sure if this was meant to be left in, but it does change the Summoning Dynamic a bit.  I personally don't mind this being in there, but I just wanted to point it out if you weren't aware of it yet.


I think there were some other small things too I forgot about, but if I run across them again or remember them, I'll let you know!
 
@SrDrD

Decreasing the benefits of back row wouldn't do much for variety. People will still put the characters with low HP in the back, even if it's a 15% damage reduction to physical attacks, because they will get nuked by physical attackers. People will still have to rely on full cover + healer set up to balance out the nerfs unless they know every battle beforehand. You'd still put Tifa in the back row anyway, because 15% reduction is still better than 0%, and you're content with even Tifa's magic damage output in that situation.

Nothing would change if you nerfed the back row.

If you want to shake up the risk reward of strategical decisions, the best options are to use characters that actually interact with their row in some way, such as Barret. Conversely, if you want a reason to keep all mages in the front row as a strategical choice, you could ask Sega Chief to do something actually crazy, like doubling all MP cost in the back row, or halving restoratives in the back row. Then you're forced to be perfect in your decision making. These are just examples, but surely you can see why just nerfing back row damage mitigation changes nothing about how the game's mechanics intend for you to protect your squishies.
 
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As someone who's pretty much at the end of the mod, I personally think the row mechanics are pretty balanced throughout the game.  Some encounters are harder than others with/without using it, and there are some situations where you obviously always take advantage (Yuffie, Aeris, Vincent, some encounters like Iron Men).  Hell, I don't go anywhere without applying sadness to my whole party too, just to make sure I'm prepped for any surprises.

Bowser is totally right about nerfing the damage reduction to 25% though--there are characters that are naturally going to get completely wrecked with only that kind of a reduction, especially endgame.  Even with my whole level 99 party in the back row and sadness applied, Iron Men can 1-shot casters before barrier goes up, and can easily 2-shot even my heavy hitters.

The beginning section I believe was balanced the way it is because you don't have access to stat gains yet--don't worry, it gets rougher soon, and you'll be praising the sun for that back row.
 
I think I must be the only one who actually likes trying to time the button press in the No. 5 reactor :(
 
SC--some things I've run across that you might want to take a look at at some point:

--In the "New Threats" menu endgame, the ""Midgar" option talks about Rocket Town.  I think this might still be left over from Cids lvl 4 Limit being in the vending machine.

--In savepoints in the final dungeon, there's this weird thing that happens, where if you toggle random encounters, it doesn't put the middle box back in the extended save menu.  Everything works fine, but for some reason this small graphical glitch does exist in at least the Hatchery savepoint (I think it does the same thing for the save menu on the other 2 paths as well).

--The Goldberry battle....sweet baby jesus.  That was really, really ridiculous, but I eventually power-gamed them out of existence (Quadra Magic Bahamut Zero and Neo Bahamut from a 250 Mag hero plus 1 use of Catastrophe).  However, one really weird thing that kept happening was that every time they would use the Golden Grudge that inflicts small, my character would grow gigantic first before being "shrunk" down to what was then normal size.  It still had the exact same effect as intended, but it was a really confusing animation.

--I may have misread what you said about Master Materias, but are they still supposed to be available from materia blending?  As of right now, I can get infinite Master Commands, and I have blended 1 Master Magic.  I was under the impression that huge materia no longer did that, but was I wrong?

--Quadra Magic...officially kind of breaks the Summon Materia balance I think.  I should have checked whether Summons can be "Quadra'ed" multiple times, but I can confirm you get at least 1 Quadra Summon, and then you still have a singular Summon afterwards as well.  I'm not sure if this was meant to be left in, but it does change the Summoning Dynamic a bit.  I personally don't mind this being in there, but I just wanted to point it out if you weren't aware of it yet.


I think there were some other small things too I forgot about, but if I run across them again or remember them, I'll let you know!
I'll repair those save points in the crater + Highwind text. Master Materia is not available through fusion, going to do something else with that.

I was informed in a stream recently that Quadra raises the summon limit; a fix may not be possible without the .EXE patch, but we'll see. I haven't explored possibilities yet though I suspect it's hard-coded which Materias can be combined with Quadra.

I just got to Temple of the Ancients. At the clock hall. I went to door #VIII, got the megalixer in the chest, then got hit with a fight with 8eye's. They do this light attack which hits me like almost 1000hp each time, and that's their main move!  Is this a glitch or are they supposed to be hard as hell?  I get whacked every time. If so any tips to beat them?
They have very high defences but a Summon will cut through it, particularly Leviathan (they're weak to water, but halve other elements). If Leviathan isn't an option then use Aeris' Seal Evil Limit to open the fight and inflict Stop; then you can wear them down with Gravity to kill them.
 
Wheres the ribbon gone? I just morphed a master tonberry and got a starlight phone. Is there any up to date documentation?
 
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@SrDrD

Decreasing the benefits of back row wouldn't do much for variety. People will still put the characters with low HP in the back, even if it's a 15% damage reduction to physical attacks, because they will get nuked by physical attackers.
It is okay if people put just the low HP characters in the back. But the problem is that it seems like the best strategy to keep all the characters in the back. Tifa was modded with the highest strength in the game, but it feels like the best way to use her is to invest in magic stats and equipment for her, and have her spam magic in the back row. The front row is just too deadly compared to the back. And it is just more fun if she is played like the martial artist she is supposed to be.

Anyway, I think the best way to handle things will probably also be the most complicated to implement. The purpose of the back row was probably meant so the tougher fighters can protect the weaker mages, which are kept at the back. And this is needed so that all characters should not need high vitality and Hp. But that should only work if the mages are in fact behind the fighters.  If the fighters move to the back row too, that means from a tactical/technical standpoint that the back row is really now the front lines.And it would no longer make sense that the mage gets damage reduction. So ideally I would say:
- If two characters are in the front row, and one is in the back, the one in the back gets 50% damage reduction.
- If one is in the front, the two characters in the back get 25% reduction.
- If all three are in the front, then all three can be considered to be in an aggressive formation, and it would be fun if they had some sort of small physical attack and magical attack damage bonuses.Or maybe a slightly faster ATB growth for some kickass action.
- If all three are in the back, it can be considered a defensive formation,  without the benefit of a front row to protect them. And they should get both the benefits, and the penalties of what makes sense for a defensive formation. Something like a small defense bonus, but also a small ATB penalty would make sense.

This is probably too complicated too mod, but it would allow  for the strategic importance of tough front line characters, more  squishy back row characters, and a variety of options and builds. And a long range material could probably get modded back in.
 
Honestly speaking I think the back row should be left as is. This mod is plenty difficult as it is and I feel like nuking the benefits of the back row would hamper the actual mod. I have no issue leaving Tifa in the front row dealing damage since we got the nice hp boost in this version. Typically my party consists of Tifa, Cloud, and Aerith with only Tifa dealing physical damage while Aerith and Cloud dish out some nice magical damage/support. I do actually give Tifa fullcure, demi, and maybe barrier from time to time as well. Even in the back row Aerith can still be one shoted by most endgame enemies even with barrier. I mean if you really don't like the backrow simply don't use it. I like Tifa or my main physical damage dealer (Cid as a nice sub or even Barret from time to time) to soak up damage to get their limits faster without having to resort to using fury for the nasty hit reduction. I feel like it gives the game a nice sense of aesthetic since frontline fighters receive the brunt of enemy attacks.
 
Wheres the ribbon gone? I just morphed a master tonberry and got a starlight phone. Is there any up to date documentation?
I made a mistake with the master tonberries; there are three entries for that enemy, and only one has the updated steal/drop/morph list. If you go to the last screen of the Left-Down path, the Master Tonberry that appears there morphs into a Ribbon.

It is okay if people put just the low HP characters in the back. But the problem is that it seems like the best strategy to keep all the characters in the back. Tifa was modded with the highest strength in the game, but it feels like the best way to use her is to invest in magic stats and equipment for her, and have her spam magic in the back row. The front row is just too deadly compared to the back. And it is just more fun if she is played like the martial artist she is supposed to be.

Anyway, I think the best way to handle things will probably also be the most complicated to implement. The purpose of the back row was probably meant so the tougher fighters can protect the weaker mages, which are kept at the back. And this is needed so that all characters should not need high vitality and Hp. But that should only work if the mages are in fact behind the fighters.  If the fighters move to the back row too, that means from a tactical/technical standpoint that the back row is really now the front lines.And it would no longer make sense that the mage gets damage reduction. So ideally I would say:
- If two characters are in the front row, and one is in the back, the one in the back gets 50% damage reduction.
- If one is in the front, the two characters in the back get 25% reduction.
- If all three are in the front, then all three can be considered to be in an aggressive formation, and it would be fun if they had some sort of small physical attack and magical attack damage bonuses.Or maybe a slightly faster ATB growth for some kickass action.
- If all three are in the back, it can be considered a defensive formation,  without the benefit of a front row to protect them. And they should get both the benefits, and the penalties of what makes sense for a defensive formation. Something like a small defense bonus, but also a small ATB penalty would make sense.

This is probably too complicated too mod, but it would allow  for the strategic importance of tough front line characters, more  squishy back row characters, and a variety of options and builds. And a long range material could probably get modded back in.
I do like the idea of the number of people in each row determining the modifiers, but like you say it'll be tricky to mod correctly. AI can implement an effect of some kind, though not the actual %-damage reduction and I'm already out of space in the kernel.
 
I've been getting a crash when I go into a battle in the scaffold leading up to Hojo, I'm not sure why tho.
 
How in the hell do I beat the Grosspanzer.Mobile? No matter what attack or spell I use it either receives 0 damage or my attacks miss it. It's practically invincible as no matter what I do I can't kill it. What is the way on killing it?
 
How in the hell do I beat the Grosspanzer.Mobile? No matter what attack or spell I use it either receives 0 damage or my attacks miss it. It's practically invincible as no matter what I do I can't kill it. What is the way on killing it?
If memory serves, you have to kill individual parts in specific order?  As is, I believe there is 1 part that will take damage, kill it and then another becomes vulnerable, and so on until all are done for.
 
How in the hell do I beat the Grosspanzer.Mobile? No matter what attack or spell I use it either receives 0 damage or my attacks miss it. It's practically invincible as no matter what I do I can't kill it. What is the way on killing it?
If memory serves, you have to kill individual parts in specific order?  As is, I believe there is 1 part that will take damage, kill it and then another becomes vulnerable, and so on until all are done for.
There was a problem with it though, and I can't recall if I fixed it or not where killing the large turret could leave the rest of the machine invincible due to the way the two small turrets are handled in the AI.

I've been getting a crash when I go into a battle in the scaffold leading up to Hojo, I'm not sure why tho.
That'll be either a missing model or enemy formation; any mods being used for enemies through 7H? I recall grosspanzer having one in that catalog somewhere.
 
Trying this out and it's been a great mod so far. But one part is just defeating me. I'm on disc two where you have to get the Mega-Materia from the Corel Train but the Guard Scorpion either stalls for too long leading me to run out of time or it kills me since I'm too focused on killing it before the time runs out.

Am I doing it wrong or do I just suck?

EDIT: Never mind. Was able to do it by inflicting Dual on Scorp and going all out with Lightning/Water/Earth elemental attacks to kill it, then using poison and level 3 magic to take out the driver.
 
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Why does a monster sound like a weird cellphone plan?
Cellphones are an integral part of the FF7 universe.

Not sure if this is NT mod related but Vincent's Live Wire attack via Death Gigas doesn't show the orange electricity blasts like it's supposed to. Is this a graphical glitch via the mod or maybe 7th Heaven?

ALSO, I was fighting near the forests of Fort Condor and encountered a guy riding a warg, who
who then dropped an MP Plus materia after you kill him. I forgot to save, tried running into the same
Forests again but he doesn't appear. Is there a certain way to encounter him again?
Live Wire should display correctly though it has some unique effects going on that might be tripped up by mods. Are you using that hi-res spell texture mod or anything for battle models?

He appears at random like the original mystery ninja encounter; there was an issue where a flag was being turned off during certain events though on the cargo ship + cosmo canyon but that should be gone from the latest flevel hotfix.
 
Trying this out and it's been a great mod so far. But one part is just defeating me. I'm on disc two where you have to get the Mega-Materia from the Corel Train but the Guard Scorpion either stalls for too long leading me to run out of time or it kills me since I'm too focused on killing it before the time runs out.

Am I doing it wrong or do I just suck?

EDIT: Never mind. Was able to do it by inflicting Dual on Scorp and going all out with Lightning/Water/Earth elemental attacks to kill it, then using poison and level 3 magic to take out the driver.
An alternate method for that horrible train sequence:  jack up all your text speeds (battle speed optional, but it can work if your characters are tough enough).  You will still have to move somewhat quick through the battles, but doing this effectively reduced SC's stalling shenanigans to zero and give you a bit more room for error.  I believe I finished the last boss with more than a minute left, which let me comfortably complete the sequence.
 
How do you trigger the flashback of Zack and Cloud escaping thus you get to fight Zack and obtain Cloud's ultimate weapon and limit break? Because I'm on Disc 3 and I went to the Nibelheim Basement and no cut scene or anything had triggered, even if I examine the tubes or anything in the room it won't trigger anything, is there something I'm missing?
 
How do you trigger the flashback of Zack and Cloud escaping thus you get to fight Zack and obtain Cloud's ultimate weapon and limit break? Because I'm on Disc 3 and I went to the Nibelheim Basement and no cut scene or anything had triggered, even if I examine the tubes or anything in the room it won't trigger anything, is there something I'm missing?
Have you gone all the way down too the bottom of the Northern Crater yet? At the very bottom where you reunite with your party, there is a scene that triggers most if not all new content for the endgame.
 
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