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

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I’m surprised at the amount of things you anticipated, Segachief. I just spoke to Reno on Da Chao and ...yeah. I don’t want to spoil it for anyone else but I was surprised at his reaction.
 
sorry if someone said this already but when you first talk to aeris in the sector 5 slums about the sick man in the pipe there is a misspelling of "this guy am sick" i just noticed it now XD
It's a feature of the mod. :D


The Playstation translation had "this guy are sick." This was later fixed in the PC release, but because of how funny and memorable some of them are, Sega Chief has restored a few for the mod.
 
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Anyone know where the Guidebook is located or obtained? I seemed to have missed it but have completed most everything in the game at this point - thanks as always
 
Anyone know where the Guidebook is located or obtained? I seemed to have missed it but have completed most everything in the game at this point - thanks as always
Still with the Ghost Ship; Junon - Underwater Reactor. Use Morph.
 
I've noticed some weird things during my current Arrange run:

  • Hell Houses are practically impossible to morph because of Bad Plumbing spam.
  • Dragon Scales deal 5000 defense-ignoring damage. Whether or not that's intentional, it's ridiculously overpowered for something you can morph Aps into.
  • Poison ticks being non-elemental damage means Lich GT now harms itself with it.
  • Jenova-VECTOR never seems to summon the Vector Nodes.
  • Ethers restore 300 MP in the menu.
  • Near Mideel, Hippogriffs don't give any EXP but Spirals do. I haven't fought the other enemies there yet.
  • The Spiral Shuriken grants 68 attack. I think this was the case in previous versions too, but it only now hit me how inconsistent that is.
  • In terms of stat bonuses, White Capes are flat-out better than Safety Bits.
  • Is Trine obtainable in Arrange before the final dungeon? Armor Keeper doesn't use it.
  • Cloud's innate is triggered by all of Vincent's attacks while he's transformed.
  • Cait Sith's Black M-Phone doesn't actually drain HP.
  • Aeris still hangs out in Lower Junon when she's supposed to be in the City of the Ancients.
As for stuff that's just my opinion:

  • Braver and Climhazzard both reducing defense is a bit boring. Same with Greased Lightning and Landscaper both inflicting Slow, though Landscaper is at least different in other ways.
  • Satan Gate seems weak. Maybe I just got lucky, but its attacks were weak when they didn't just miss and I beat it before it could do anything meaningful. The Brass Dragon was a much longer and more involved fight.
  • The stat penalties on Added Effect, Magic Counter, and Gil Plus seem needlessly harsh.
 
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Anyone else unable to launch game, error 5190 through Steam Version? I can't get it up and running to disable cloud save and run offline
 
Not sure if its been pointed out but when you obtain Aeris her innate explanation it says that she absorbs poison damage, but then it says that Poison is not covered in the next text bubble. I think that you mean to say that damage from poison ticks are not covered but I just want to verify.
 
Wow

Jormungandr in arranged was a BEAST. 27 minute fight for me with Cloud, Barret, and Red, all lvl 21. Red finally tapped out his innate, and Cloud's Braver whittling down the monster's defense, at last allowed me to start hitting for ~500 damage. Threw 5 dirty bombs and all missed so I think he may be poison immune now, although still wind and lightning weak. Chewed through 5 or 6 ethers and probably used Osmose about 7 or 8 times. This was a battle of absolute attrition. I would have cried if I lost... he used Midgard wave right near the end (~300 damage to all) and then my next action was the killing blow so he cast it again... all my guys survived but no one had more than 150 hp at the victory screen. Whew!
 
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It's a feature of the mod. :D


The Playstation translation had "this guy are sick." This was later fixed in the PC release, but because of how funny and memorable some of them are, Sega Chief has restored a few for the mod.
OOOHHHH ok, i thought sega chief was fixing every misspelling from the game so i thought i caught one XD thanks for the quick reply with that Bowser9
 
Nice to see some changes since last time i checked. Good work Sega!

Love the fact that Cloud has a decent innate now instead of a random elix...i mean Second Wind.

I do though have a few things to said about Clouds current innate. How it works now it;
* Overlaps with Reds to some degree
* Doesnt insentivice Fury status or low limit lvls
* Doesnt affect if you want to be defensive or aggresive.

Lets persume that every significant battle starts with all 3 chars having full limitbars (which rarely happens, especially since i play arranged/no encounter/no rank up).
Lets also presume you get 5 str/mag per limit break with maximum of 5 stacks aka 25 each.

Now, at the start of the battle, most often will you use all 3 chars will use their limits meaning Cloud gets 15 str and mag. With the slow increments similar to Reds ( not counting Barrets since he has flexibility with either defence or offence) you are not incentiviced to remove Sadness/add Fury or lower your limitbreak lvl just to get those extra 10 stats. Its simple to much for to little.

This way you can be full on defensive, get your 15 stats and not bother if you get the other 10 or not. Which dont think is a good thing.

My "fix" is simple; remove stats per stack, and instead add lets say 35 to both str/mag when you reach 5 stack (or 6 might be fine).

This way you can choose either be offensive/purposely lowering you limit lvl to get the stats faster or be defensive maybe getting it towards the end of the fight = affects decision making = good thing ?.

It also becomes quite different from Red whom already have "stats over time" concept.

Plus you can link the "lore" of his innate to mako energy and how it gives Cloud a burst of power or something ?

But as always, good job Sega, cant wait for future projects.
(cough Take over Grandia Redux Complete from Dunal cough)
 
Cloud and Red share potential roles as all-rounders, with Cloud leaning more towards defenses and Red leaning towards speed. Having their Innate overlap isn't an issue because we want 1-2 characters to excel at any given role (all-rounder, offense, defense, speed utility), especially since Sega Chief lets you choose your lead character in Disc 2/3. It also helps that the .exe now alters Limit effects, so lower level limits are more valuable throughout the game.

Depending on whether you are playing on Arrange and whether you have Tifa in your party, reaching max stacks during boss battles will be unavoidable no matter how defensive you play. The battles where Cloud wouldn't stack much will be quick battles, in which case Red will also not get many stacks. This isn't counting post game where it's possible to end super bosses without taking much damage (thus not getting any limits) and have 255 for one or two stats.
 
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Cloud and Red share potential roles as all-rounders, with Cloud leaning more towards defenses and Red leaning towards speed. Having their Innate overlap isn't an issue because we want 1-2 characters to excel at any given role (all-rounder, offense, defense, speed utility), especially since Sega Chief lets you choose your lead character in Disc 2/3. It also helps that the .exe now alters Limit effects, so lower level limits are more valuable throughout the game.

Depending on whether you are playing on Arrange and whether you have Tifa in your party, reaching max stacks during boss battles will be unavoidable no matter how defensive you play. The battles where Cloud wouldn't stack much will be quick battles, in which case Red will also not get many stacks. This isn't counting post game where it's possible to end super bosses without taking much damage (thus not getting any limits) and have 255 for one or two stats.
Though you are correct, avoiding overlapping as much as possible is good i think. And the change i suggested makes Cloud innate go from "it will happen when it happens" to " I want the huge stat boost fast, thus i can afford to go all out-aggression". In my opinion it adds a bit more decision making on how you approach it.

Another example of this is comparing Vincents and Tifas innate. Vincents passive heal is based on current mana, thus you can alter how you approach it, more phys dps/tank, or waste mana as a mage and lose some of the healing. While Tifas just happens when you get bursted down.

Now this wouldnt be a problem since we already have "passive" and "active" innates (what i call the scenario above) in other chars. But since Red is already the "Passive" one of the all-rounders, Cloud could potentially be the "active" one making it more engaging (in my opinion of course).

I could change this myself with WallMarket but i suck with scripts xD

EDIT: Just came up with an idea that would retain the all-around feature but add a bit more flavour to this innate.

5 stacks
Each stack gives 4 STR/MAG (= 20 in both at max)
When reaching 5 stack Cloud gets 15 VIT/SPR.

This allows Cloud to choose a aggressive style and be rewarded with defensive stats for getting alot of limits off. While also being able to go at it more slowly and getting boost along the way, "cementing" the defensive style when reaching max stacks

Ofc the numbers can be tweaked to lets say 15 total overall ( STR/MAG/VIT/SPR)
 
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I've noticed some weird things during my current Arrange run:

  • Hell Houses are practically impossible to morph because of Bad Plumbing spam.
Went back to test the solution in the current build. Use two Quakes, then let Bad Plumbing go off 3 times. This will put it at ~8 HP assuming you stacked Magic optimally.
 
As was noted earlier, I was disappointed to see no Trine cast from Armour Keeper in arranged (3 tries). By the time you reach North Crater, there are 10x better options for a turn than choosing to cast Trine. Bummed to see it essentially scrapped in arranged, one of my favorite spells all time, from Vanilla :/
 
As was noted earlier, I was disappointed to see no Trine cast from Armour Keeper in arranged (3 tries). By the time you reach North Crater, there are 10x better options for a turn than choosing to cast Trine. Bummed to see it essentially scrapped in arranged, one of my favorite spells all time, from Vanilla :/
You can manipulate a Thundercracker for Trine. It's on the mountain path before Keeper.
 
Thundercracker only has "thunderbolt2" when manipulated (arranged) no Trine. :(
 
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About the Fort Condor battles - do you have to win the mini game to win the prizes or will killing the enemy at the end of a 'fail' net the rewards? And, are the prizes worth it? (vague I know) It's maybe the one thing I have yet to still explore in the mod but my gut has said that this early in the game it can't be anything must have or spectacular to take time off the main game from. Thanks as always team -
 
About the Fort Condor battles - do you have to win the mini game to win the prizes or will killing the enemy at the end of a 'fail' net the rewards? And, are the prizes worth it? (vague I know) It's maybe the one thing I have yet to still explore in the mod but my gut has said that this early in the game it can't be anything must have or spectacular to take time off the main game from. Thanks as always team -
You should still be able to defeat the enemy commander in a mini-boss fight to get the rewards. This is slower than just rushing the bottom side, though.

The prizes are extremely helpful in all difficulties. Rewards range from good accessories, X-Potions, Remedies, etc. That said, you can ignore the side-quest and do fine on the main story line.
 
Thanks for the info about the Condor battles, will try them out going forward -
 
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