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dvsblack
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Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.
Basically put this on each of my characters. And have one character be super tanky and immune to all status effects. It essentially makes you invincible. I was thinking to combine it with magic counter and osmose but i just use aeris to keep my party full mana.Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.
haha dont feel bad... i have a nack for finding broken strategies and stuff. ff7 is one of my favorite games but the original was really lacking when it came to combat.man now I feel dumb for never trying added effect with barrier on aeris with mega all, or just using renew with magic counter. I just used sneak attack + wall and magic counter osmose.
Will have to step up my game when 2.0 hits, gonna do an arrange mode run as soon as it's out
and yeah i dont mean bosses you need to kill to progress, im talking extra contenthaha dont feel bad... i have a nack for finding broken strategies and stuff. ff7 is one of my favorite games but the original was really lacking when it came to combat.
i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.
so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.
The dialogue boxes seem to be to do with NT and ESUI mod; we're working on a fix.Hello Sega chief and fellas,
After finishing remake on ps4, bunch of friends (+3) and me were really attracted by your NT mod applied on steam FF7 through Seventh Heaven software. We don't have the same pc but
we did choose around the same config together (all qhimm mods activated, these one only, pref SYW and kalarasha textures).
We all had these same issues so far, but im not 100% sure it's your mod. Posting that here because it could be somehow dialog related :
Glitchy Dialogues during Sephiroth/cloud flashback in Shinra mansion cellar just when you open the door. (tested it 3 times on my comp, 2 other friend reached it and has it aswell).
The dialog box are invisible when sephiroth read his book to cloud, when you press action, then the next dialog box pop/disapear in a fraction, then it's blocked again (invisible dialog box) until you press action again. Result is you can't read anything and can't do something to act on it.
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Also, at that time when you save a game (with save everywhere tweak in qhimm mods), the chara picture is Cid with a weird code next to it.
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Before flashback and until then no issue at all.
We had this aswell : Me and 1 other friend only, game broken (we both had to alt F4) at the other flashback scene where cloud and sephiroth look into the pods in nibel mountain reactor, dialog stopped at the end of flashback, infinite black screen making impossible to get back to the group in inn (present time), precisely.
That's the only bugs we encountered so far. (with some bug on sephiroth body + masamune during fights, but that's nothing to do with NT i think)
Congratz for the intensity of the work you did, it's wonderful. I really love it.
Since i am a mod creator since a decade (texturer mainly), i might take a shot around FF7 or FF8 soon !
Cheers and keep it up !
Maybe, but I've got Magic Counter sitting at a max trigger-rate of 50% and Renew has a fairly high MP cost. If you've set up to make it work with Aeris as an MP-machine then I'd say that's not too bad. But perhaps Full Cure could be used as the Pearl/Holy-element end-game damage dealing spell, and Toad can go back to being Toad.Basically put this on each of my characters. And have one character be super tanky and immune to all status effects. It essentially makes you invincible. I was thinking to combine it with magic counter and osmose but i just use aeris to keep my party full mana.
Barrier being combinable with Added Effect was a lapse in judgement on my part, as it's a very strong combo, particularly adding Shield to it when it doesn't even have that spell on it. It won't be on the 2.0 build but I'm leaving it on the 1.5 build.man now I feel dumb for never trying added effect with barrier on aeris with mega all, or just using renew with magic counter. I just used sneak attack + wall and magic counter osmose.
Will have to step up my game when 2.0 hits, gonna do an arrange mode run as soon as it's out
I was thinking of expanding the Extra Battle part a bit and periodically adding battles to it which are there for a challenge rather than as a way of gating things like W-Magic, etc. But I may add a bonus scene or item to each one added so people who do beat them get something more out of it.haha dont feel bad... i have a nack for finding broken strategies and stuff. ff7 is one of my favorite games but the original was really lacking when it came to combat.
i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.
so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.
I'm sorry but that doesn't feel fair or interesting.. OHK never are in my opinion, especially when it isn't a supporting ingredient of a particular fight. To me, it would just be incredible annoying as I roll my eyes, reload my save point, replay a few cutscenes and begrudgingly equip the corresponding elemental materia to negate the mechanic entirely.i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.
so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.
Absolutely not. This is just flat out terrible design, especially with the extra character customization SegaChief has added in NT. Forcing players to use one specific strategy/build to beat any boss defeats the whole point of custom builds and the "on the fly" planning that comes with ATB Combat. When you negate the whole "gimmick" via Elemental Materia or whatever, the boss becomes a mindless endeavor and is an unsatisfying battle.i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.
so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.
Let me clear up a few of the assumptions you made. 1st one.. you'll have to wait through some tedious cut scenes.I'm sorry but that doesn't feel fair or interesting.. OHK never are in my opinion, especially when it isn't a supporting ingredient of a particular fight. To me, it would just be incredible annoying as I roll my eyes, reload my save point, replay a few cutscenes and begrudgingly equip the corresponding elemental materia to negate the mechanic entirely.
Interesting usage that I've seen has one-hit kills that are either non-elemental or pierce resistance anyway, because they're never used as a primary gimmick.
You made it sound like just normal enemies (as you said: "a few monsters") hence this assumption. Clarity would have been nice.Let me clear up a few of the assumptions you made. 1st one.. you'll have to wait through some tedious cut scenes.
These kind of extra content difficult bosses would be specifically designed to have maybe a text dialogue or two before the fight. And you can save immediately before fighting it.
This I agree on, but I think that is more to do with other things IMO: e.g. Barrier and MBarrier being very potent2nd, I'm not talking about the boss spamming the move... to the point where you're forced to restart. the game should give you a chance to kill it first try. essentially what im saying is this: as it stands you can get through the game pretty easily with completely ignoring resistances.
Good point, I'll do a sweep of random enemies and set elemental null/absorbs to half damage instead to make it less punishing if a bad element was set to the weapon. I can't really do this for flyers vs. Earth though, it'd be a bit odd for them to be hit by it. I've extensively reworked the way elements are utilised throughout the game so hopefully this also helps improve it.The thing that kills me about elements in this game, especially NT, is, let's say I'm planning on fighting a big heavy boss, so I put Earth elements in my weapons. But on the way, I get into a random battle. That random battle will almost always have flying enemies who I then CAN'T HIT because they all ignore Earth attacks. Or if I put lightning in my weapons, I end up against things that ignore or absorb that!
I really think that common, run of the mill enemies shouldn't be able to ignore or absorb elemental damage (unless it really really makes sense), just reduce it (25% or 50% for stronger things). Though maybe there are some things the game just can't handle. Like, I understand why flying enemies wouldn't be affected by Quake, but that doesn't mean they should be able to ignore Earth-powered bullets... but maybe the game can't differentiate between damage coming from a spell or an attack.
The cheesiest thing I can recall is during the Shinra building escape. First boss you fight is weak to bolt and earth... not that it matters because you're already fighting him by the time you realize that. But whatever, let's say you anticipate this and have bolt and earth ready. The next fight, which happens immediately as a second phase, not allowing you to switch things up, are two fliers (so earth won't hit them), one of whom absorbs lightning! On one hand, I can respect keeping people on their toes and throwing them curveballs, and you can't just let people abuse the same materia combinations over and over, because that would be boring. On the other hand, I feel like this mod actively tries to low-key punish you for using elemental damage. It's a tough balancing act! I think SC generally does a good job with this, but it'd be nice if I could just set up an elemental combo and not worry that something in the area is gonna no-sell me. One of the most satisfying places in the game for this is the Gi cave. Set up Holy element in your weapons and you're good to go!
I'm actually a bit confused by this; I checked the battle ID a few times and it is definitely the correct Ozma that's set up. But for some reason, people are getting the prototype one that's very buggy. What I think I'll do is just port over the Ozma data to overwrite the 'prototype' one.I beat the cameo boss and it seemed weird
Ozma didn't have his FF9 music like the youtube videos showed, instead he had some goofy music. Also none of it's attacks had animations or names, and I know they're supposed to.
The only mods I had on were Nino's character model replacers, 60fps, and Borderless Windows. Any idea what could've caused this?
Huh. That is weird. Especially the music problem, since I haven't messed with the music at all so both should be working as intended.Good point, I'll do a sweep of random enemies and set elemental null/absorbs to half damage instead to make it less punishing if a bad element was set to the weapon. I can't really do this for flyers vs. Earth though, it'd be a bit odd for them to be hit by it. I've extensively reworked the way elements are utilised throughout the game so hopefully this also helps improve it.
I'm actually a bit confused by this; I checked the battle ID a few times and it is definitely the correct Ozma that's set up. But for some reason, people are getting the prototype one that's very buggy. What I think I'll do is just port over the Ozma data to overwrite the 'prototype' one.
As for the music, this is because the track uses the comical.ogg track. So if the track isn't replaced (as in, a music pack is used or the vgmstream folder isn't being used) then you get the unused track instead. I might just go for a regular boss theme or similar instead.
If you're using 7th heaven, make sure to have "Music Option" set to "VGMStream" in the settings.Huh. That is weird. Especially the music problem, since I haven't messed with the music at all so both should be working as intended.
It is on that, that's why I'm confused.If you're using 7th heaven, make sure to have "Music Option" set to "VGMStream" in the settings.
It's specifically in Game Driver>Advanced
Just want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.
Things like this just cull the number of strategies a player can use. If a player is FORCED to have certain Materia combinations on or something, or is FORCED to wear certain accessories or they just die, that's not strategy. That's just an artificial lock on the battle that takes away other options. New Threat manages to make most of its battles more involving than Vanilla FF7, but not so involved that every single one feels like a puzzle with one solution.i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.
so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.
Thank you for saying this. New Threat shines because it's a rebalance instead of a typical hard hack. If he follows that guy's ideas then it turns into yet another typical hard hackJust want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.
An important aspect of gameplay that a lot of people don't think about is when the player puts these things together, and realizes what they can do now. For instance, Aerith with Barrier + Added Effect. Most players have no idea this is possible, but when someone figures it out, that's a game changer. Suddenly it feels like a million things open up. Magic Counter + Renew is another one like that, where the player has a new tool in their kit that lets them deal with things that felt impossible.
Things like this just cull the number of strategies a player can use. If a player is FORCED to have certain Materia combinations on or something, or is FORCED to wear certain accessories or they just die, that's not strategy. That's just an artificial lock on the battle that takes away other options. New Threat manages to make most of its battles more involving than Vanilla FF7, but not so involved that every single one feels like a puzzle with one solution.
The player should be able to be flexible. The player should not feel like they're artificially forced to just follow a walkthrough of actions of something to beat a battle. If some options are unbalanced and overly powered, that should be fine, especially if they're something that can stumbled upon by thinking outside of the box. The player should be rewarded for trying new things, not punished by having those things taken away because they're a little too good. If something thinks they're too good, they can just challenge themselves by nothing using them, the game doesn't necessarily have to do that for them.
Not the guy you were replying too, just sharing my thoughts.Just want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.
An important aspect of gameplay that a lot of people don't think about is when the player puts these things together, and realizes what they can do now. For instance, Aerith with Barrier + Added Effect. Most players have no idea this is possible, but when someone figures it out, that's a game changer. Suddenly it feels like a million things open up. Magic Counter + Renew is another one like that, where the player has a new tool in their kit that lets them deal with things that felt impossible.