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

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Ow, man, coming this soon, I don't know wether to finish my 1.5 save or starting a 2.0. What would you recommend? I'm about to reach Gaia Cliffs.
 
The plan is to pass it onto a couple people I know who are either modders or just familiar with the combat system on Thursday for pre-release balancing feedback & bug catching. Then a couple of days after that the mod will release proper so expect to see this releasing either at the weekend or next Monday.

I haven't posted much of anything about 2.0 and the changes made, but I have written up several documents on it all which will be available with the mod on release. This is the Features Overview so far, there may be some things I forgot to add to it:


NT 2.0 Changelog - Overview

Enemy Balancing & New Encounters
*) 99% of vanilla formations have been restored (previous builds condensed enemy formations)
*) All enemies rebalanced with AI based on their original behaviour
*) Bosses are now closer to their original counterparts (name, model, behaviour) in Game Type A
*) Minibosses and other encounters added
*) Most story bosses replaced with a new alternative in Game Type B (about 95% or so)

Player-Character Balancing
*) All spells revised
*) All equipment revised
*) All Materia revised; new Materia was added to split commands/spells onto separate Materia
*) Character Initial Stats revised, and natural stat growth re-implemented for Level Ups.
*) New Innates for some characters, others revised
*) Limit Breaks revised; characters have a mix of Physical & Magical damage, along with additional effects

Battle-Balancing
*) Damage Modifiers adjusted: Critical Damage, Elemental Damage, Sadness, etc.
*) Damage Formulas revised: Powersoul, Missing Score, Aire Tam Storm, etc.
*) Sense Limit set to 655355 HP
*) Long Range flag usable by enemies
*) Non-elemental poison ticks (status can be used independently of the element)
*) Drain reduced from 100% to 12.5%
*) Restore spells ignore MBarrier

Game Modes
*) Game Type A: Story events same as vanilla, bosses close in nature to their vanilla counterparts
*) Game Type B: Story events altered, bosses swapped to an alternative
*) Hard Mode Toggle: Applied separately to Game Type selection
   Increases Enemy Level
   Reduces received EXP
   No Gil from Battle
   Altered Enemy Behaviour

Text/Dialogue Revision v2
*) The dialogue in the game has been revised.
*) Additional dialogue events have been added.
*) Disclaimer: The text/dialogue revision is NOT a re-translation/localisation of the Japanese text.


Items & Shops
*) All item placements have been revised.
Additional pickups have been hidden throughout the field maps.
*) Shop Inventories & Prices have been adjusted, most shops have a new item/Materia for sale.


Extended Save Points
*) Save Points have some additional options attached to them, accessed through a hotkey (Square/Switch).
This opens a menu from which various options can be selected. Note that the Encounter Toggle from 1.5 has been retired
in favour of giving the player a maxed Enemy Away Materia once they leave Kalm; this gives a heavily reduced encounter
rate that can be toggled at will, and works on the World Map where the old Encounter Toggle did not.

Hotkeys
) Square/Switch: Open the Extended Options menu

Options:
) Keep Field Music for Battles
) Source Point Upgrade
) Hard Mode Toggle (triggers a special enemy encounter to change the in-battle variable)
) 0 EXP Toggle
) Return to Highwind (North Crater and certain other locations only)


Talk to Party In Towns
*) When visiting towns, you can find the main characters hanging around the place similar to how they would during the
initial Costa Del Sol visit, or when gathering people for Bugenhagen's Observatory show. Their dialogue changes as
the story progresses; characters recruited later in the story will appear in earlier towns as well, if revisited.
Typically the dialogue changes from Disc 1 to Disc 2 then once more to Disc 3.

Affected Towns:
*) Kalm
*) Chocobo Ranch
*) Under Junon
*) Costa Del Sol
*) Cosmo Canyon
*) Forgotten City
*) Icicle Inn
*) Midgar


Scenes
*) Some disabled or deleted scenes have been restored
*) New optional scenes were added
*) Revised Scenes, some of the original scenes were given tweaks to audio, animation, etc.
*) Flashback/Memory scenes can be skipped using in-character dialogue options:
   Jessie's Plate Explanation on the Train
   Promise at the Well Flashback
   Nibelheim Flashback
   Corel Flashback (1st)
   Rocket Launch Flashback
   Cloud's Memory scene in Mideel
   


New Materia & 'Splinter' Materia
*) Some new Materia was added to handle new spells added to the game.

Certain spells which would be desirable to combo with Support Materia are blocked from this when the Materia levels up
and the next spell is unlocked. Splinter Materia are single-spell Materia to allow for these spells to be used in combos
without having to replace them when the Materia levels up. Some commands have also been moved onto their own Materia.

New Materia
) Omni-Plus
) Hydro
) Pearl
) Osmose
) X-Attack
) Flash
) Core

Splinter Materia
) Regen
) Slow
) Dispel
) MBarrier
) Reflect
) Break
) Tornado


Bugfixes, QoL Additions, and Misc.
*) Thief enemies can now only steal gil, not items, from the party.

*) Counter attacks from enemies have [Counter] appended to their name (where possible)
Exceptions include player-available spells as these names come from the kernel and attacks
where an attack name is not shown during the animation.

*) Shop inventories have been adjusted for better availability of certain items.

*) Source Upgrade flow was improved so that specific characters can be selected for upgrade rather than
having to upgrade them in order.

*) Source Upgrades are now given at fixed points after defeating certain bosses, rather than accrued as a currency.
They can be applied at any time (or not at all) from Save Points.

*) Player gets access to a modified Enemy Away Materia that can reduce enemy encounter rate to near-zero on
both fields and the world map (replaces Encounter Toggle on older builds).

*) The prices of certain progress-requirements have been adjusted.

*) The CPR Minigame can be finished within a single button-press.

*) In Battle Square, you keep BP when leaving the area and can check what the prizes are with 0 BP.
Stipulation: Whenever the prizes are changed, BP is reduced to 25% of what you had.
This will occur after getting the Highwind and then again when entering Disc 3.

*) A fixed bonus of BP is given for completing 8 rounds in Battle Square, so even bad reels will still afford the
player a decent amount of BP.

*) 3D Battler, an RNG problem where the player had a less than 1% chance of winning all 5 rounds and not terminating
correctly after Round 5 (resulting in an invisible opponent and a potential softlock) have both been fixed. GP given
was adjusted. Players have roughly 50% chance of winning all rounds (with a 90+% chance of winning the first round).
A trophy Key Item can be acquired for clearing all rounds.

*) A trophy Key Item can be acquired by beating the Snowboard Crazy Course with 100/100 points.

*) The GP Seller in the Gold Saucer will always appear.

*) The lever in Yuffie's House in Wutai has been altered to be easier to use.
In vanilla, this uses a set-up that is unreliable so it has been adjusted to be easier to activate.

*) Temple of the Ancients: The Clock Puzzle can now be 'skipped' while keeping all items/routes available.
When initially visiting the Clock room, the 'guardian' will ask you if you want to proceed as normal with controlling
the clock or to skip it instead. If the Skip option is picked, then all rooms except #12 will be made accessible at all
times. The arena room can still be reached by standing on any of the hands and letting the 'seconds' hand touch the player.

*) Retry Battle events have been added to some boss battles where a lengthy cutscene plays beforehand.

*) An audio-synch issue was adjusted for an FMV toward the end of Disc 1.

*) Various Disc 2 Scenes were tweaked for better stage direction and character involvement.
For example, a character will turn their head to look at the person speaking instead of being left staring into space
from their last set of stage direction commands. Another example, in Mideel all characters have been set to respond rather
than a priority system that leaves the 2nd character passive (and locks off Vincent's dialogue altogether as he's last in the list).

*) In the Schizo area, the 'cannot escape from battle' flag is cleared after the battle so that random encounters can be escaped.

*) The music cue for a scene in Cloud's Memory has been corrected.

*) Save Points have been placed throughout the North Crater and all have a Teleport to Highwind option.

*) It is now possible to backtrack onto any of the three routes in the North Crater from the bottom, rather than having to use
the Left-Down path in order to enter the Right & Left-Up paths again.

*) Magic Pots drop an Elixir when defeated, meaning the player does not lose Elixirs when farming for AP.

*) Opportunities to save the game during the final bosses have been added; the Bizarro Save has been moved to within the scene
prior to battle set-up rather than before the beginning of the scene itself.

*) You can now collect the full set of 12 '1/35 Soldier' items.
You've just made my day! :D
 
Ow, man, coming this soon, I don't know wether to finish my 1.5 save or starting a 2.0. What would you recommend? I'm about to reach Gaia Cliffs.
I would keep pushing on with that; 1.5 is reasonably different from 2.0.

That all sounds pretty awesome.

If I may ask, in what way is the story changed in Game Type B?
You'll end up in the same place but how you get there, and who you get there with, changes which results in different boss battles or different events taking place.
 
Forgive me if this is already being addressed, but in the Northern Cave, with Aerith in your party and you take the Left route, she vanishes during the Up/Down decision.
 
Aerith shows back up at the final meetup, but she leaves the party (keeping her Materia & Equipment) from the Up/Down split on the Left split in the Northern Cave. Doesn't even show up on the screen or have any dialog there. Also, during the Protoroth fight, I was using a Quadcast Ultima and the boss broke. ATB says "Wait," my characters are moving in place normally, but the boss and timers are just frozen. Barriers don't count down, etc. I believe it occurred between the second and third cast of Ultima.
 
Forgive me if this is already being addressed, but in the Northern Cave, with Aerith in your party and you take the Left route, she vanishes during the Up/Down decision.
Aerith shows back up at the final meetup, but she leaves the party (keeping her Materia & Equipment) from the Up/Down split on the Left split in the Northern Cave. Doesn't even show up on the screen or have any dialog there. Also, during the Protoroth fight, I was using a Quadcast Ultima and the boss broke. ATB says "Wait," my characters are moving in place normally, but the boss and timers are just frozen. Barriers don't count down, etc. I believe it occurred between the second and third cast of Ultima.
I think I messed with that recently to try and work around the mass-unequip that occurs when a character is flagged as unavailable. I'll take a look at it after next Monday. For now, there's an NPC on the Highwind near the entrance to the Chocobo Stable who can toggle Aeris on/off so doing that should return her to the party.

The Quad-cast thing may be the Quadra-Ultima glitch if you have Ultima + Quadra Magic, and Ultima + HP or MP Absorb; it affects enemies that have multiple parts that 'flinch' in unison:
https://finalfantasy.fandom.com/wiki/Quadra_Magic_Ultima_glitch

Quadra-Ultima by itself should work, but having a 2nd copy of Ultima with HP or MP Absorb and then quadra-casting it seems to lock the game.
 
Ah, I wasn't aware of that issue! Thank you for the workaround and the reply.
 
I'm not sure if I screwed up somehow, but the NPC that lets you swap party leaders on Highwind is missing, so I can't proceed on Tifa's and Cid's sidequests. I installed the mod with 7th Heaven, but I did make use of Black Chocobo save editor once in a while to add megalixirs, limit breaks and a Gold Chocobo (didn't want to go through all the trouble again).

There's also the cave (after the sleeping forest) sidequest that is very rough (field models come and go, field music keeps resetting between screens, among others), but the most prominent problem is that the entire party is already in the hideout prior to finding them, even though you can't swap to them.

I remember having tons of fun with the 1.4 version (noticing some oddities that have since been fixed), but somehow I've been hitting a few more rough edges with 1.5. In any case, it's still loads of fun, thank you very much for this mod!
 
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I'm not sure if I screwed up somehow, but the NPC that lets you swap party leaders on Highwind is missing, so I can't proceed on Tifa's and Cid's sidequests. I installed the mod with 7th Heaven, but I did make use of Black Chocobo save editor once in a while to add megalixirs, limit breaks and a Gold Chocobo (didn't want to go through all the trouble again).

There's also the cave (after the sleeping forest) sidequest that is very rough (field models come and go, field music keeps resetting between screens, among others), but the most prominent problem is that the entire party is already in the hideout prior to finding them, even though you can't swap to them.

I remember having tons of fun with the 1.4 version (noticing some oddities that have since been fixed), but somehow I've been hitting a few more rough edges with 1.5. In any case, it's still loads of fun, thank you very much for this mod!
Head to the bottom of the north crater first, that should unlock the party leader swap. Dark Cave and Crater got a bit messed up when I tried to remove character unavailable opcodes to avoid potential loss of Materia when they get unequipped by the game, but it introduced a lot of bugs with the scripts that check for whether a character 'exists' or not.
 
Well.. my weekend from work starts in 24 hours roughly, chances still looking good for a monday release?  Would be amazing to be able to kick off my weekend from work tomorrow by getting back into this amazing mod :D
 
Yep, going for 10pm UK time which is just shy of 8 hours from time of posting.

One caveat though, Type B is locked for a week so I can finish implementing something in there.
 
I planned to force myself to stay on game A with hard mode until I beat it once that way I still have game B hard mode to look forward to :D lol....  I'm sure it will be worth the extra wait for it and I get twice the amount of time to enjoy it that way :D
 
FF7 NT 2.0 is now releasing. I'll be updating the front page of this thread over the next hour or so. Bug reports and the like are appreciated, especially at this early juncture. Uprisen (a twitch streamer) did a full playthrough over the last week with me watching and repairing bugs as they appeared so it should be ready to go. But there's always a chance stuff crept in afterwards or that problems were missed so let me know if you find any.

IRO (for 7th Heaven Mod Loader)
https://mega.nz/file/60UmiS6I#w7qsgIvCjyRfcdPiQ86RBkHFI-DWE-XF1izp52ixsGg

Reunion (For Reunion)
https://mega.nz/file/HsEE3ICT#kX2fAJvDorpr0paNhwDOTiwViRJffZ1wXKMI8yEeu_8

Installer
https://mega.nz/file/60EiBCSY#Iyf-edpGMM2SVc6zXnIa5bIbERv0JLOh3qMxWCXiG3c

Documentation
https://mega.nz/file/LxMQRQ4J#XnMyYgoXqAknsMB-9CTtxAjRHBHsVj8YJ5VUxg56g2M
 
It's been a long while since I last played the mod, and I've been lurking the past few months when I saw a 2.0 was in progress, so I'm really happy to see it and I can't wait to play it.

I'm probably gonna hold off until Game Type B is done (unless Type A is worth the try, but I was really curious about Type B), but I really wanna say congratulation on the release. It was a blast back in 1.4 and 1.5, and I'm sure it's gonna be great this time around as well.

Gonna donate in a few moments too, hopefully you can rest a bit. :D
 
I just installed NT 2.0.0 through the Main Installer (no 7th Heaven) and it looks alot like what was installed was actually just NT 1.5 (menu prompts for "Normal vs. Arrange mode", instead of Mode A and a potential Hard Mode, Ability description for cloud upon leaving the train states his old passive.) Is this an oversight in the installer, or in the mod itself with not-updated text?
 
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