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

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Is there any bug related to Ziegfried ? I've gone literally through 20+ encounters and nothing. Maybe the game is mixing up the data from a different playthrough so it thinks i've already fought him on the new save file ?
 
I'm not sure; I found that the yuffie encounter has triggers to turn it on/off at certain points which can cause it to become inaccessible. I removed the ones I found, but maybe there's more lurking about? When did you start looking for him, Junon Area or later on?
 
I fought a few encounters just after Mythril Cave and then 20+ after the Bronco. I think the Encounters OFF messed up with the Ziegfried encounter, because i was getting world map encounters with encounters deactivated and then i stopped getting them after going to progress the game, which made me remember i had turned it off when i was playing before. I'll check it out another time after i finish Cave of the Gi. Just to be confirm, is it supposed to be the 1st encounter or just RNG ? Because i'm 99% sure that i got on the 1st encounter during my 1st playthrough.
 
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It's RNG; world map encounters depend on the in-game timer and some other elements. But the formations that handle Mystery Ninja are activated/deactivated based on a variable that is turned off at certain points in the game before reactivating again; but there's a handler for them to check if Yuffie was recruited which means it can be left off due to her mandatory recruitment at an earlier point.

My plan is to do another check of the script for stuff like this and to add a fail-safe that triggers somewhere, maybe in Battle Square (I've got a spare NPC I can use).
 
Yeah, it seems i dun goofed, tried at different plot times, but nothing. Should've try to get the encounter at the 1st opportunity i had access to the forest. Maybe i had Yuffie on my party while looking for the encounter, so it locked me out of it.

Anyway, few questions:

- Does the items from the blacksmith change based on plot progressin / disc / RNG ? I swear i got a Tifa and Vincent weapon before then now i got Gold Armlet / Heavy Ring.
- Can you date Cid (he denied me) ? Does the affection system affects if you get a weapon or not for your date pick ?

Random things:
- Revive gets your ally to 25% instead of 50% if used on menu
- Goblin Punch can't hit long range (not sure if intentional), same for long range weapons (not sure if it's just a shorter way of saying that it has no back row attack damage penalty)
- Limit Breaks are always non-elemental, regardless of elemental equipped, which makes damage LBs lackluster or straight up inferior to attack / deathblow (on a character/enemy that you probably won't miss)
- That feel when Zolom flushes your ass because your average party level is below 40 and you have no dank Alpha for Temple of the Ancients. Seems too high for no reason, maybe could be 35 so you can get it at a reasonable time even if you don't fight a lot of random battles.
 
Yeah, it seems i dun goofed, tried at different plot times, but nothing. Should've try to get the encounter at the 1st opportunity i had access to the forest. Maybe i had Yuffie on my party while looking for the encounter, so it locked me out of it.

Anyway, few questions:

- Does the items from the blacksmith change based on plot progressin / disc / RNG ? I swear i got a Tifa and Vincent weapon before then now i got Gold Armlet / Heavy Ring.
- Can you date Cid (he denied me) ? Does the affection system affects if you get a weapon or not for your date pick ?

Random things:
- Revive gets your ally to 25% instead of 50% if used on menu
- Goblin Punch can't hit long range (not sure if intentional), same for long range weapons (not sure if it's just a shorter way of saying that it has no back row attack damage penalty)
- Limit Breaks are always non-elemental, regardless of elemental equipped, which makes damage LBs lackluster or straight up inferior to attack / deathblow (on a character/enemy that you probably won't miss)
- That feel when Zolom flushes your ass because your average party level is below 40 and you have no dank Alpha for Temple of the Ancients. Seems too high for no reason, maybe could be 35 so you can get it at a reasonable time even if you don't fight a lot of random battles.
The weapons were changed to Armour so that they didn't put Tifa ahead of the other characters by that early point of the game; Gold Armlet buffs strength while Heavy Ring is great for the Gi Nattak fight. There is also no Cid date, just a quick joke to get people's hopes up :p

Menu effects are handled differently than in-battle ones; they seem to be stored in the kernel (this is why Potions heal 100HP in menus).

Goblin Punch I think is set to be short-range, even if long-range weapons are equipped.

Limits are all handled in the .EXE; they have their own damage formulas, flags, etc. and so don't take into account the elemental attached to a weapon. I found that Limits typically out-damaged a normal physical attack, but if I'm going to make 2x-Cut and Added Cut available sooner then this is something I'll need to consider.

I found that the Zolom still had a level check script in it's general counter; I've changed this to Lv.30, you madman.
 
Doesn't the blacksmith only shows up after you get the Bronco, though ? Then again i just realized that you can probably skip Cosmo Canyon entirely without repercussion since the Buggy doesn't break up anymore. That said, if you go to the blacksmith right after getting the buggy (and the ore), he won't be there, which makes things awkward for new players in case he now shows up before the Bronco (i'd guess you have to visit Gongaga or kill one or both the bosses there), same for skipping Cosmo Canyon if it's possible, as most players will probably do it because they know it's the proper order.

Are long-range weapons supposed to be actual long range or just not have back row penalty ? When i went to fight the not-Illuyankas on Dark Cave they weren't hitting him, and i found strange because there is one for Red XIII in Wutai.

EDIT: Aeris' Seal Evil can paralyze the two 8 eyes enemy that protects the Megaelixir while other methods of paralyze won't work. Not sure if intentional.
 
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Adjustments to damage reduction would be coming from the .exe; I guess that's the next thing to get done. In an .exe patch, the following changes would be made:

-) Enemy physical attacks can be long-range (projectile attacks like machine guns).
-) Limit Break effects adjusted; some minor, like Braver having it's base damage swapped with Cross Slash, and some major like Cosmo Memory being turned into an ally-buffing effect.
-) Materia has more pronounced equip bonuses/penalties (but not for HP/MP, that crippled this feature last time).
I love the idea of enemies having Long Range. As for the other two, Yeah nothing really big needs to change there and the Health and MP numbers are pretty much spot on in my view so I agree fully that no change there is right.

Resist has the drawback of being expensive to cast and preventing beneficial statuses.
Reading a little down though the page, it seems I'm in the minority on this one. I'm not too bothered by this one really, but I figured it was something to think about.

Morphing has been a big problem with enemies going past 30,000HP which is why it's being dropped as the method for acquiring end-game weapons. Stealing isn't easy either due to the level difference but I'm thinking that a Sneak Glove will sort that right out. So if one weapon is a common drop, and the other is a steal, that should work out.

I'm thinking of having Disc 1 bosses be Morphable, right up until Jenova LIFE who I think has 30,000HP. As far as weapons that ignore the Morph damage penalty go, I was told that Ancient weapons like Nail Bat do this but I can't remember if they did or not when I tried it.
Oh thank deity! Any change here I will fully welcome and support!

I'm OK with Cover, it's already had its proc chance adjusted.
Fair enough, agree to disagree on this one.

The thing with Hojo is that it comes at the end where you've already had a boss fight with Diamond Weapon, the Turks, and Proud Clod within the span of an hour or so. All these fights are 'big' fights, but they can't be left as long ones simply because they're too close together. Hojo itself is also three encounters rolled into one. The downtunes to HP that have been put in so far for these fights are more like quick fixes than actual changes. The randoms in Disc 2 also need to be made faster.
Oh for sure, I was saying it in general terms. For that part specifically though I don't think a down tuning of health is all that imperative. The end of Disc 2 is a pretty significant event.

I'll get these sorted out; I need to patch the flevel anyway for this surprise Hojo fight on a save point  :-X
Surprise Hojo fight?

Latest crop of bugs are fixed, except when I checked Bahamut-ZERO, Phoenix, and W-Magic these have the correct AP needed to drop as mastered (16777215 to be exact). When you all picked these up, were they mastered or were they like Underwater Materia and able to accrue AP?
I already had them in my inventory. Maybe they reverted on my installation somehow? Not sure.

Edit: Scene patch is up, it reduces the total HP of Diamond Weapon through to Hojo; his third form now has the highest base HP of this section at 100,000. Diamond and Proud had about 100k taken off them and they now sit in the 80k range; this was due to the proximity of all the boss fights throughout this segment. Midgar Raid enemies have also dropped down a fair bit of HP; this is going to be finalised once I've worked through all the enemies from the start of Disc 2.
Once I go through the mod again, I'll be sure to give my thoughts on this.
 
Doesn't the blacksmith only shows up after you get the Bronco, though ? Then again i just realized that you can probably skip Cosmo Canyon entirely without repercussion since the Buggy doesn't break up anymore. That said, if you go to the blacksmith right after getting the buggy (and the ore), he won't be there, which makes things awkward for new players in case he now shows up before the Bronco (i'd guess you have to visit Gongaga or kill one or both the bosses there), same for skipping Cosmo Canyon if it's possible, as most players will probably do it because they know it's the proper order.

Are long-range weapons supposed to be actual long range or just not have back row penalty ? When i went to fight the not-Illuyankas on Dark Cave they weren't hitting him, and i found strange because there is one for Red XIII in Wutai.

EDIT: Aeris' Seal Evil can paralyze the two 8 eyes enemy that protects the Megaelixir while other methods of paralyze won't work. Not sure if intentional.
You're right actually, he doesn't appear until after the Bronco is acquired. I forgot about that; I'll either change what he gives or script it so that he appears earlier. As for Jormun, Long-range weapons should be able to hit him, just like Bottomswell. I'll double-check his formation data to see what's going on there. And Seal Evil inflicts Stop rather than Paralysis so it works on the 8-Eyes.

Once I go through the mod again, I'll be sure to give my thoughts on this.
While it is a significant event, there's still too many bosses crammed together with 100k+ more HP than the ones that went before. They still have slightly more HP than previous bosses just not to such a high degree (and the randoms are having their HP tuned as well; I think their HP scaling got too far ahead of damage output).
 
Always playing with Tifa instead of juggling characters to learn their limits and always playing with a EXP materia on her, the physical attacks now feels really good compared to my 1st playthrough. The new SP probably helps significatively as i'm at 6/8 on Cloud and Tifa on Gaea's Cliff (before Phrenia, others are at 3/8 or 4/8) compared to 5/8 Cloud at Northern Cave. Got Cid at level 33 and he was as garbage as i remembered physical characters being, but after getting levels on him and a few SP ranks he became pretty decent. Tifa, always my highest, was always -2 to +2 levels far away from bosses and usually -1 to +1 against major ones (too bad only got lucky at being the same level against Powersoul Keeper), so it's not like she is overleveled, using boss levels as a parameter, anyway. The weapon from the Gold Saucer date also probably gave that extra oomph from that point up to Icicle Inn, i remember being disappointed on my 1st playthrough because i picked Yuffie but i ditched her and her pretty strong weapon at the time because she had already got Limit lv. 3.

I retract from my previous position about physical damage.
 
Has Dark Cave's position been moved? I patched the latest flevel and scene but I can't climb the vine at the forgotten city.
 
Has Dark Cave's position been moved? I patched the latest flevel and scene but I can't climb the vine at the forgotten city.
The first step is getting to the bottom of the north crater then speaking to Dio in Battle Square's museum (where the keystone was on display).
 
I just played the Dark Cave sidequest and got stucked by a bug : during the battle against the scorpion robot, and when I think it was about to use his special skill, the battle just stopped, the characters and enemies were still moving, but I couldn't do anything at all.

I dunno if it has been already reported..
 
I am really enjoying this mod, thanks for the great work!

Edit: I accidentally skipped the Chocobo Farm by walking across the swamp out of habit. Is this going to be a problem for me in the future?

Edit2: Nevermind got back across the long way.
 
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Hi all! Been enjoying the mod all the way to the disc 3, problem is I've read win10 can mess up with the installer, maybe? So now when I get a weird occurrence I dunno if it's a known bug, a messy install or what, so just to be on the safe side I thought about doing a quick report. If any info on the post is redundant/known info, my apologies!

Without further ado and in no particular order:

  • Barret's Enemy Launcher damages everything on the screen. Even the party. Dunno if working as intended, but this one led to some elemental drain shenanigans.
  • Battle Square seems to be handing SP out, and quite a bit. I did a few rounds pre-Bronco to get an early Cursed Ring to pair with that stylish Powersoul and a few more post-Bronco to get some more stuff and Ranks catapulted. Cloud and a few more maxed out at Glacier, the rest shortly after. Overall, I feel I'm getting too much SP; this one is the reason I think I may have messed up something on the install process. Maybe it's just me being paranoid.
  • Boxes on both Gelnika and Shinra HQ assure me I'm getting a Sensei Fist. Both give me a Farmer Glove. Now I have a spare, I guess? :P
  • Is Lost and Found NPC still supposed to be in there? If so, when should he appear? I stopped playing just before jumping into the Crater, dunno if I should trigger him somewhere/sometime.
  • Mime materia dropping as normal, not 1-star mastered. This one I know was reported, but I'm not sure if it was looked upon already.
  • Caith Sith Tank partially immortal, at least some of its parts. Another one I've seen reported but unsure if fixed.
  • Tried to learn Death Force from Adaman on Disc 1. Cloud does the victory dance and I get the notification, but afterwards no Death Force. Subsequent attempts yields same poor results. I start to wonder if my research method is as flawless as I thought. Oddly enough, after getting Highwind I returned to Wutai and learnt it succesfully. Better late than never. So far the only Enemy Skill to give me this problem
Don't know if I'm leaving something out, but those are the ones I remember the most. For the most part the mod works fine, I had no softlocks or extreme problems. It's just little things that seem a bit off and make me think win10 is messing with me enjoying old modded games. Again. :P

I'm playing the Steam version. I did a clean install, then used the main installer, then both hotfixes on the front page.

At any rate, terrific job with the mod. Keep it up and have a nice day!

Edit: Or maybe I missed something in the installation process? Seemed pretty straightforward :|
 
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Is the IRO still up to date? About to start playing it again in a few days from scratch.
 
Hi all! Been enjoying the mod all the way to the disc 3, problem is I've read win10 can mess up with the installer, maybe? So now when I get a weird occurrence I dunno if it's a known bug, a messy install or what, so just to be on the safe side I thought about doing a quick report. If any info on the post is redundant/known info, my apologies!

Without further ado and in no particular order:

  • Barret's Enemy Launcher damages everything on the screen. Even the party. Dunno if working as intended, but this one led to some elemental drain shenanigans.
  • Battle Square seems to be handing SP out, and quite a bit. I did a few rounds pre-Bronco to get an early Cursed Ring to pair with that stylish Powersoul and a few more post-Bronco to get some more stuff and Ranks catapulted. Cloud and a few more maxed out at Glacier, the rest shortly after. Overall, I feel I'm getting too much SP; this one is the reason I think I may have messed up something on the install process. Maybe it's just me being paranoid.
  • Boxes on both Gelnika and Shinra HQ assure me I'm getting a Sensei Fist. Both give me a Farmer Glove. Now I have a spare, I guess? :P
  • Is Lost and Found NPC still supposed to be in there? If so, when should he appear? I stopped playing just before jumping into the Crater, dunno if I should trigger him somewhere/sometime.
  • Mime materia dropping as normal, not 1-star mastered. This one I know was reported, but I'm not sure if it was looked upon already.
  • Caith Sith Tank partially immortal, at least some of its parts. Another one I've seen reported but unsure if fixed.
  • Tried to learn Death Force from Adaman on Disc 1. Cloud does the victory dance and I get the notification, but afterwards no Death Force. Subsequent attempts yields same poor results. I start to wonder if my research method is as flawless as I thought. Oddly enough, after getting Highwind I returned to Wutai and learnt it succesfully. Better late than never. So far the only Enemy Skill to give me this problem
Don't know if I'm leaving something out, but those are the ones I remember the most. For the most part the mod works fine, I had no softlocks or extreme problems. It's just little things that seem a bit off and make me think win10 is messing with me enjoying old modded games. Again. :P

I'm playing the Steam version. I did a clean install, then used the main installer, then both hotfixes on the front page.

At any rate, terrific job with the mod. Keep it up and have a nice day!

Edit: Or maybe I missed something in the installation process? Seemed pretty straightforward :|
Installation is fine:
-) Enemy Launcher is designed to hit everything, including the player party. This can be used to your advantage in a couple of ways.
-) The new SP adjustment means there'll be some variation in when players max their available ranks out; there were a couple places that also give additional SP, like Battle Square, to participating characters.
-) A mix-up in item drops; Sensei Fist was the old name for the weapon, the flevel text hasn't been updated yet. Duplicate drops likely occured because I'm trying to shuffle around some of the gear. That's a mistake on my end.
-) I'll check Mime; I don't think it can be 1-star though due to it disabling the Command for some reason, that might be why it drops as normal.
-) I'd best start from scratch with that tank's AI; this has been an ongoing problem.
-) You need to win the battle to retain an Enemy Skill; did you run away after getting it initially, but kill the Adamantaimai when you returned later with Highwind/stronger party?

Is the IRO still up to date? About to start playing it again in a few days from scratch.
I'll get it up-to-date tonight.

hey sega chief

how is the new game+ stuff coming along so far
Arrange mode is coming along, then I'll need to script Aeris as optional.
 
It really has been some time since last time I played this game... indeed, I was trying to learn the skill then run like a chicken, as I felt the turtle was a bit too hard to chew fast at that time.

I did try to exploit the launcher on the Uberberries protecting the Mime materia, but I neglected Barret's dex a bit too much this time around, so accuracy was very lacking. I may give striker Barret a go next time. At least now I know I was using it as intended and not exploiting a bug.  ;D

The tank ended up being not as immortal as I thought initially. Just insanely sturdy. Adjustments will be appreciated, though. x)
 
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