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

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dunno if this is version difference or waht

in shinra 59 floor XATM scorpion is supposed to have 3 items to steal: cannon ball mythril saber and mytgril claw. but after steal cannon ball it says NOTHING TO STEAL (documentation given for NT mod says he got 3 objects while in truth he got 1 only.) dunno if is type error or bug.

also at the end of fight hes supposed to drop SHINRA BETA which did not happen to me
Fastest way to check is to start the game and select new game; it should read off a version number. If it is an older version then that would explain why barret's innate isn't working because I think those were added later.

Latest version of the IRO is on Strife's catalog or the IRO can be downloaded from 1st page of this thread and imported via the library tab in 7th Heaven.
 
Illuyankas is the normal mode fight. I think I recently spotted that the IDs being referenced in the AI (maybe the formation AI) weren't changed so that might be the cause of it. I'll leave it be for now if it isn't obstructing progress as I've got a final overhaul in the works for NT.
 
Fastest way to check is to start the game and select new game; it should read off a version number. If it is an older version then that would explain why barret's innate isn't working because I think those were added later.

Latest version of the IRO is on Strife's catalog or the IRO can be downloaded from 1st page of this thread and imported via the library tab in 7th Heaven.
i started fresh game after dl latest version of the mod and got meswsage like ususal of NT mod (1.5 version and each time i had party member they had new passive abilites etc... ) is just missing these items from that boss maybe the table needs update (so far other mobs are correcting carrying items / morphs as per table
 
The Motorcycle Chase Boss was a really nice surprise, especially considering it being a Rubicante machine in the Normal Version. Just beat the Serpent thing that attacks Priscilla and her dolphin, which was really easy, surprisingly.

By the way, the Howl Comb's Effect says "Inflicts Berserk", but I've never once seen it put an enemy in Berserk, nor does it put Red in Berserk. What was it intended to do?
 
The Motorcycle Chase Boss was a really nice surprise, especially considering it being a Rubicante machine in the Normal Version. Just beat the Serpent thing that attacks Priscilla and her dolphin, which was really easy, surprisingly.

By the way, the Howl Comb's Effect says "Inflicts Berserk", but I've never once seen it put an enemy in Berserk, nor does it put Red in Berserk. What was it intended to do?
i agree this mod adds somewhat a very fantastic spice to the game. that is why i love it =)
 
UPDATE: Rufus in shinra fight should have SHOTGUN and SHINRA BETA to be stole. I stole only the shotgun and after that "nothing to steal"

QEDYZrJ


https://imgur.com/QEDYZrJ

and he drops HOLY TORCH and not Megaelixir as per table in document file. Was it changed?
 
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UPDATE: Rufus in shinra fight should have SHOTGUN and SHINRA BETA to be stole. I stole only the shotgun and after that "nothing to steal"

QEDYZrJ


https://imgur.com/QEDYZrJ

and he drops HOLY TORCH and not Megaelixir as per table in document file. Was it changed?
Because depending on the enemy, they can have multiple steals. You can only steal one item, so once that's achieved, the other item becomes unattainable. Same with the Guard Scorpion in Shinra HQ, he has 3 possible steals, but you'll only get 1.
 
Is the current 1.5 the final update or will there be big changes soon? I might start a arrange mode playthrough within the next few weeks and was wondering if I can start it soon or if I should wait.
 
i started fresh game after dl latest version of the mod and got meswsage like ususal of NT mod (1.5 version and each time i had party member they had new passive abilites etc... ) is just missing these items from that boss maybe the table needs update (so far other mobs are correcting carrying items / morphs as per table
I mis-read the post on the scorpion; I thought you were saying it had nothing to steal. In FF7, unlike FF9, you can only steal one item per enemy and successfully stealing an item will lock-out their item drop as well. So in Scorp's case, it's a toss-up between stealing one of 3 weapons or not stealing and getting an armour drop instead.

The Motorcycle Chase Boss was a really nice surprise, especially considering it being a Rubicante machine in the Normal Version. Just beat the Serpent thing that attacks Priscilla and her dolphin, which was really easy, surprisingly.

By the way, the Howl Comb's Effect says "Inflicts Berserk", but I've never once seen it put an enemy in Berserk, nor does it put Red in Berserk. What was it intended to do?
I think it's the same chance as added effect, so about 19%.

UPDATE: Rufus in shinra fight should have SHOTGUN and SHINRA BETA to be stole. I stole only the shotgun and after that "nothing to steal"

and he drops HOLY TORCH and not Megaelixir as per table in document file. Was it changed?
Rufus has Shinra Beta as his common steal, but sometimes you can get a Shotgun instead. The drop was probably changed at some point after the document was written.

Is the current 1.5 the final update or will there be big changes soon? I might start a arrange mode playthrough within the next few weeks and was wondering if I can start it soon or if I should wait.
I don't think the final build will be ready in a few weeks; it's unlikely I'm afraid.
 
I mis-read the post on the scorpion; I thought you were saying it had nothing to steal. In FF7, unlike FF9, you can only steal one item per enemy and successfully stealing an item will lock-out their item drop as well. So in Scorp's case, it's a toss-up between stealing one of 3 weapons or not stealing and getting an armour drop instead.
Thanks sega i did not know that. Ok that is good enough for me so apart that thing that i did not know is workling like charm. One side note: releasing new version if i play with 7th heaven, in case i wish to update it i need to uninstall (remove from mod list/library) and the download it again?
 
Thanks sega i did not know that. Ok that is good enough for me so apart that thing that i did not know is workling like charm. One side note: releasing new version if i play with 7th heaven, in case i wish to update it i need to uninstall (remove from mod list/library) and the download it again?
I think so yeah. Deactivate/uninstall the old one and then import the new one.
 
I don't think the final build will be ready in a few weeks; it's unlikely I'm afraid.
No worries. Just wanted to be sure before I start a new file soon. What do you have planned for the final build anyways?
 
Thanks for the reply. I noticed in the video I linked its an aranged v1.5 but the boss in the video is called Illuyankas? 
As a tangent, what was your thought for enemy adjustment to account with the system mechanics? Like, Arrange seems to really not want you to be in the front row unless you have a plan going, barrier is a must have for many fights but even some heavy hitting bosses will rip through you even with that extra defense. And did you take into account for how vanilla ff7 did its enemy progression through each area? Like how temple of the ancients is the area where enemies pretty much peak with the highest magic defense in the game.
Sorry if these questions don't make any sense.
 
FIRST OF ALL I LOVE THIS MOD AND I AM USING IT SINCE LOT OF TIME so great work SegaChief ! :D

i just toss my 2 cent idea for the next mod patch. I propose humbly to rewrite the following stuff

PASSIVES:
Cloud: \\Innate Ability: Limit Boost//
Whenever a Limit Break is used, Cloud gains a stack that boosts his
Strength and Magic by +10. He can hold 3 stacks for a maximum boost
of +30.

most pathetic passive atm. if you think about it you need to stack 3 limits for make it worth something. No fight in FF VII except some bosses lasts so much time and by the time you meet some serious opponents you 1 shot em with cloud 3rd level limit. Is somewhat decent against special bosses etc but is a very useless ability during 70% of game. (consider red XIII get up to +50 wihtout doing nothing but waiiting!)

REWORK PROPOSED: for each 10% of missing health cloud gains defense%. For each 10%missing mana cloud gains magicdefense %. These effects cannot go over the normal cap.  (this is intended to make clud more suitable in long term high burst fights, while red XII will be the more less bursty adapt versatile attacker.

YUFFIE:\\Innate Ability: Perfect Dodge//
When hit by a physical attack, Yuffie temporarily gains max physical evasion
until either a few turns have passed or she is targeted for any magical effect
(including healing).

another pathetic passive: even with perfect dodge yuffie got attacked many times and still got hit /critted in lotsa of situations where i never found this passive quite handy. It feels like there is no passive at all.

REWORDK PROPOSED: Perfect dodge: The next time yuffie get attacked by a PHYSICAL ATTACK she halve the damage received unless the attack score a critical hit.

STEAL MATERIA: replace formula instead of level difference to affect the chance of stealing, make it based on DEX and LUCK, which is more sensed in roleplay wise point of view.

[Revised Character Stats & Progression]

As mentioned in the Characters section, every character has been re-specced and can be built
in different ways using the new Source-Point/Rank-up system. Every character also has a unique
innate ability to give them more individuality in combat.

REWORK PROPOSED: Make stat growth a little bit more: i noticed after 4 or 5 times you stat up the process ends... this is quite disappointing. Make it possible more times BUT remove totally sources from loot drops from mobs (like the ones in genilka) This will avoid all 255 stat chars and make them keep teir difference in roles.

Make possible to remove party from midgard leaving (for example make a party of tifa aeris and reXII for example to avoid big spikes in level differencies)

Sorry for loing post: English is not my native language i hope i ve been clear as much as possible, Good gaming :çD
 
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clouds innate is one that is much more viable early game than it is late game and a change wouldnt be the worst thing, but its purpose is that its an instant burst of power, Every other innate requires time in the battle before they become relavent but you can turn 1 limit and give cloud the instant boost.. but you are absolutely wrong about Yuffies. Dodge tank yuffie is the best way to play her. She keeps herself and her party safe from physical attacks. 100% cover + protect ring and all normal fights, and several boss fights are over before they even truly begin.

Also rank ups occur 8 times per character and there are 0 other ways to obtain sources outside of the rank up system. It puts the characters much more powerful than required aswell. I have completed the game and most of the optional content on Arrange with 0 rank ups and only 2 materia equiped per character.
 
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No worries. Just wanted to be sure before I start a new file soon. What do you have planned for the final build anyways?
I'm remaking the mod from scratch more or less, using what I've learned over the last 6 years. There's a lot of clutter and unused data in the mod, unfinished features that need finished, stuff that was poorly thought out and needs cut, things like that.


PASSIVES:
Cloud: \\Innate Ability: Limit Boost//

REWORK PROPOSED: for each 10% of missing health cloud gains defense%. For each 10%missing mana cloud gains magicdefense %. These effects cannot go over the normal cap.  (this is intended to make clud more suitable in long term high burst fights, while red XII will be the more less bursty adapt versatile attacker.

YUFFIE:\\Innate Ability: Perfect Dodge//
When hit by a physical attack, Yuffie temporarily gains max physical evasion
until either a few turns have passed or she is targeted for any magical effect
(including healing).

another pathetic passive: even with perfect dodge yuffie got attacked many times and still got hit /critted in lotsa of situations where i never found this passive quite handy. It feels like there is no passive at all.

REWORK PROPOSED: Perfect dodge: The next time yuffie get attacked by a PHYSICAL ATTACK she halve the damage received unless the attack score a critical hit.

STEAL MATERIA: replace formula instead of level difference to affect the chance of stealing, make it based on DEX and LUCK, which is more sensed in roleplay wise point of view.

[Revised Character Stats & Progression]

REWORK PROPOSED: Make stat growth a little bit more: i noticed after 4 or 5 times you stat up the process ends... this is quite disappointing. Make it possible more times BUT remove totally sources from loot drops from mobs (like the ones in genilka) This will avoid all 255 stat chars and make them keep teir difference in roles.

Make possible to remove party from midgard leaving (for example make a party of tifa aeris and reXII for example to avoid big spikes in level differencies)

Sorry for loing post: English is not my native language i hope i ve been clear as much as possible, Good gaming :çD
I think the text in the document regarding Cloud's innate is a little off; it was changed from a stack of 3 to a full boost of +30 to strength and magic whenever a Limit is used, which slowly deteriorates over time (and when the bonus wears off, it can be procced again). I've reworked his innate for the final build to something different to stat buffs.

Yuffie's innate doesn't seem to provide the evasion properly in all cases, typically after it's been used once and reverts. I tried experimenting with flags but this prevents targeting altogether which isn't ideal either.

Ah, you know, I just had a thought. This probably shouldn't be the full innate, maybe something extra to a new innate, but if Yuffie can apply the gil+ opcode to an enemy by attacking like Trickplay can do with gold shower then that might be a nice bonus. Not sure what her actual innate will be though; halving physical damage would be tricky to achieve without messing around with the defence stat.

Steal Materia is assumed to be dex-based a lot; I assumed it was for a long time as well. If I can track it down then I'll try changing it to check for the user's Dex instead. Advantage of level is that it means any character can use it, but it could add a little extra value to dex or luck if it uses that instead.

With the current stat-ups, each character's stats rise from base for a minimum of +40, with a max possible of +80 or +120 to stats that were selected from the rank-up options, depending on which one was chosen. Base tends to be around 10-50 so about 170 or so upper limit. The rest is covered by equipment which can reach up to +50 for a stat on one piece, but is often +10-30. They're around about the ranges that they need to be at to avoid easy stat capping while still making it possible to cap one or two off if you push the build + equipment.

Setting up the full game for different party leaders is possible. Might be a bit time-consuming in places depending on the scene, but it would be interesting to have. I think I talked myself out of it before but I'll give it a go.


clouds innate is one that is much more viable early game than it is late game and a change wouldnt be the worst thing, but its purpose is that its an instant burst of power, Every other innate requires time in the battle before they become relavent but you can turn 1 limit and give cloud the instant boost.. but you are absolutely wrong about Yuffies. Dodge tank yuffie is the best way to play her. She keeps herself and her party safe from physical attacks. 100% cover + protect ring and all normal fights, and several boss fights are over before they even truly begin.

Also rank ups occur 8 times per character and there are 0 other ways to obtain sources outside of the rank up system. It puts the characters much more powerful than required aswell. I have completed the game and most of the optional content on Arrange with 0 rank ups and only 2 materia equiped per character.
Is that innate stable after it reverts? I felt like it maybe wasn't, but perhaps I'm wrong.

Oh yeah, the other places to get sources were removed. Forgot to say.
 
I'm remaking the mod from scratch more or less, using what I've learned over the last 6 years. There's a lot of clutter and unused data in the mod, unfinished features that need finished, stuff that was poorly thought out and needs cut, things like that.


I think the text in the document regarding Cloud's innate is a little off; it was changed from a stack of 3 to a full boost of +30 to strength and magic whenever a Limit is used, which slowly deteriorates over time (and when the bonus wears off, it can be procced again). I've reworked his innate for the final build to something different to stat buffs.

Yuffie's innate doesn't seem to provide the evasion properly in all cases, typically after it's been used once and reverts. I tried experimenting with flags but this prevents targeting altogether which isn't ideal either.

Ah, you know, I just had a thought. This probably shouldn't be the full innate, maybe something extra to a new innate, but if Yuffie can apply the gil+ opcode to an enemy by attacking like Trickplay can do with gold shower then that might be a nice bonus. Not sure what her actual innate will be though; halving physical damage would be tricky to achieve without messing around with the defence stat.

Steal Materia is assumed to be dex-based a lot; I assumed it was for a long time as well. If I can track it down then I'll try changing it to check for the user's Dex instead. Advantage of level is that it means any character can use it, but it could add a little extra value to dex or luck if it uses that instead.

With the current stat-ups, each character's stats rise from base for a minimum of +40, with a max possible of +80 or +120 to stats that were selected from the rank-up options, depending on which one was chosen. Base tends to be around 10-50 so about 170 or so upper limit. The rest is covered by equipment which can reach up to +50 for a stat on one piece, but is often +10-30. They're around about the ranges that they need to be at to avoid easy stat capping while still making it possible to cap one or two off if you push the build + equipment.

Setting up the full game for different party leaders is possible. Might be a bit time-consuming in places depending on the scene, but it would be interesting to have. I think I talked myself out of it before but I'll give it a go.


Is that innate stable after it reverts? I felt like it maybe wasn't, but perhaps I'm wrong.

Oh yeah, the other places to get sources were removed. Forgot to say.
My post was based all on the september release of the mod and text files (so got no idea of inner calculations lol)
concerning yuffie i tested lot more in junon area where mobs attack physically 100% of time and no... it is useless this perfect dodge is not make her dodge any attack lol

i got question: i got my first MP Plus materia. is it possible to ecounter the mob that drops it multiple times or no? Is just 1 per game? :D
 
I havent played in a few updates but last time I did was the no rank up and with 100% cover yuffie I was barely ever taking physical hits. It didnt feel like it was broken after using magic on her, but I avoided doing it myself and maybe the bosses just didnt hit her often. But i was using the chocobracelet the entire time so perhaps for the first time in history i stayed on the positive side of rng.
 
100% cover yuffie
I tried this and Yuffie still took a beating while covering. unless this got changed in the New Threat mod, Covering sets your Evade stat to 0%.

I found Cid to be drastically more reliable in the Untouchable Cover Tank department, since Cover can't override Lucky Evades (calculated by Luck/4), and Cid can easily get over 200 Luck for a flat 50+% chance of avoiding damage.
 
I tried this and Yuffie still took a beating while covering. unless this got changed in the New Threat mod, Covering sets your Evade stat to 0%.

I found Cid to be drastically more reliable in the Untouchable Cover Tank department, since Cover can't override Lucky Evades (calculated by Luck/4), and Cid can easily get over 200 Luck for a flat 50+% chance of avoiding damage.
this is somthin to remove. the cover debuff. i mean maybe reduce evade chance while recovery by 50% but geez 0% seems kinky isn't it?
 
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