S
Sega Chief
Guest
Qhimm's back up (for now).
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Just a general thing for everyone; one of the unapproved posts had a link to something that was claiming to be a GoG version of NT, but it was a bit of a suspicious link. Avoid DLing NT from random sources if you can.
I've been focusing heavily on defence values; in the 2.0 build, I steadily scaled defence values up as the game went on but this was the wrong approach. Defence stats are more like % mitigation, so I've went with having more similar values throughout. That should keep defence-ignoring stuff more under control.PokeFaize said:I wanna note that, as someone who favors magic in their runs, Magic vs Physical feels *mostly* balanced, as most cases of Physical overtaking Magic relies on prior knowledge of bosses' weaknesses (and remembering to set up your Elemental Materia correctly), while in Magic's case, you're likely to have multiple elements on your Mages anyway and have to manage your MP (especially with extensive usage of Enemy Skills) to accommodate for more easily hitting weaknesses. The point where the scales tipped heavily in favor of Magic is when Comet entered the chat, as its defense piercing properties (at least in former versions) trivialized almost every boss in the game, particularly those whose gimmicks *WERE* their high defenses. Physical builds usually have to wait until Ultimate Weapons come along (*cough cough* Yuffie *cough cough*) or are compromised with very few materia slots to have defense piercing, and require a lot of Counterattack Materias to compete as easily to even a Doublecasted Comet.
So, endgame builds for a Mage would prolly have (Master Magic/Comet = MP Absorb)(Comet = MP Turbo)(Comet = Quadra/Octacast) at minimum, which is honestly not *too* big of an ask in terms of Materia slots and provides the Mage with reliable MP sustain without needing to guzzle Ethers, and it lets you favor weapons with high Materia slots without any detriments to your Damage Output.
while endgame builds for a Fighter would want x4 Cut, maybe 2-3 Counterattack Materias at minimum for higher counter odds + multiple couterattacks per instance of being hit, Cover to increase their odds of *being* hit, and likely an Elemental Materia combo. That's about 6-7 (ha) Materia Slots, and iirc Defense Piercing weapons only have 1 linked pair of materia slots, outside of Yuffie's Conformer, so it's a bit of a bigger ask *and* requires you to be on top of what's paired with your Elemental Materia. But on the plus side, you don't need to worry about MP Sustain since you're hitting high damage numbers for free.
I assume that in the planned 2.1 release, Comet being super powerful is already addressed by either removing its Defense Piercing Properties (I don't recommend this), or by moving its acquisition to later in the game (I think this would be better so that fewer gimmick bosses get trivialized by it), which will fix the long-term balance of Phys vs Magic, imo, as it will turn the pros and cons of them to largely being Phys gets their damage for Free, while Mages can more easily hit weaknesses & offer good support utility when needed without the use of a consumable.
It might be to do with it being on the other mod's flevel, I think I had to set things up to get it to work with the 1-star summons.daewrythe said:It's my first time playing OG FFVII since about....2004? And I'm having blast playing New Threat 2.0 (Combat Only) alongside the Echo S-7 mod. I'll probably give New Threat 2.0 (full version) a go around after I finish this playthrough. However I have a question, I've gotten all 16 summon materia (and they come at a max of one star so I assume that means they're mastered?) but when I interact with the red huge materia, it doesn't give me the master summon materia. I just defeated Diamond Weapon and I head back to the observatory but I don't get anything
For NT with no mod manager, then the main installer does it. If you want other mods, then get the 7th heaven mod manager and that has a mod catalog you can DL from.beaikey2012 said:Im bit of an idiot when it comes to setting up mods and adding them to the correct game, file, etc., so does anyone have the full on installation of this thing? Like the base game, the mod, anything else necessary, and so forth? FF7 is my ALL TIME FAVORITE RPG IN HISTORY, and I'm dying to play a game like this- I DIDNT EVEN KNOW IT WAS A THING UNTIL TODAY, AND I JUST MADE THIS ACCOUNT TO REQUEST HELP TO GET/PLAY IT XD!!!
I think 7th covers the new version but I'll take a look to see if I can adapt the main installer for it as well.aquecoucou said:New steam version is out, but is over the double of 2013's size so I wouldn't be surprised they changed how a few things works with the .exe like ff8 / ff8 remastered.
Sega Chief do you have plans to port NT to the new steam version as well (either prior to 2.1 or after) ?
I don't think they're in their own IRO, but I am updating the model swap IRO I have to cover field models so I'll add them to that. It'll be released in a few days from now.scorchedbacon said:Hi! Not sure where else I could ask about it but I've been playing NT on and off for a few years now with a few full runs under my belt but for this most recent playthrough I wanted to try a run with Shinra Archaeology Cut!
I know I could pair it with the combat only mod for the extra combat mechanics and extra friction but I was actually wondering if there happened to be an IRO file for the character model changes that the full NT mod has, really love the little extra details those models have. Sorry if this has been asked before, just didn't know how else to find out.
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Just a general thing for everyone; one of the unapproved posts had a link to something that was claiming to be a GoG version of NT, but it was a bit of a suspicious link. Avoid DLing NT from random sources if you can.