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3 - README
TABLE OF CONTENTS:
1.
2.
3.
4.
5.
7.
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-------------------------------------------------------------------------------------------------------Hey there, and welcome to New Threat! I don't like the name, but it appears to h
ave stuck so I just
call it NT for short. What started as a basic palette swap for the game's bosses
has slowly grown into
a full-scale revision and content mod, focused on enhancing & expanding gameplay
. The original game
had more than it's fair share of problems, chief among them being a very easy ar
c of difficulty that
can quickly render the game trivial for most players, experienced or not. One of
the main objectives
for the NT Mod became tackling this problem, and creating a much more challengin
g and satisfying
gameplay experience that could be considered fair and interesting.
The NT Mod for FFVII was created using a full array of tools, editing the weapon
s, armor, items, Materia,
spells, character stats, enemies, events, and models used by the game. Most of t
he tools were developed
by the hard-working folks on Qhimm, and without which this mod would not have be
en possible for me to
put together. I also owe the FF7 Hardcore mod (made by Gjoerulv) and the FF7 cha
llenge-run community for
getting me to think about the game in new ways and better prepare me for the the
tough job of balancing
the game and creating new content that was challenging but in line with the diff
iculty arc.
In addition to the tools, the mod was shaped and changed over time by invaluable
player feedback which
has helped to further refine the game. Random battles are designed to be quick a
nd fun, with boss fights
providing unique challenges that test a player's knowledge of the game's mechani
cs in ways that the
vanilla game isn't able to. It's been great fun exploring the game's AI and brin
2. INSTALLATION
-------------------------------------------------------------------------------------------------------The New Threat Mod has two installation methods, with some work-arounds for gett
ing it installed to
currently unsupported platforms such as Bootleg. The two 'normal' installation m
ethods include the
mod's 'Main Installer' which simply patches a default copy of FF7 (either the 19
98 version or the
newer releases such as 2012 or Steam) with the NT Mod and the '7th Heaven .IRO'
which is used with
the 7H Mod Loader tool developed by Iros and maintained by EQ2Alyza (god bless '
er).
[Main Installer]
To install the patch, just follow these easy instructions:
First, make sure that you have a regular copy of FF7 installed to your P
C. Preferably one that
hasn't been altered using a program such as Bootleg or similar.
Before patching, go into your FF7 folder and make a back-up copy of the
'data' folder. This
contains all the files that will be patched by the Main Installer. By ke
eping this back-up,
you can swap back to the default version of the game at any time without
having to reinstall.
Run the Installer and direct it to the 'data' folder in the FF7 folder.
This applies to either
version of FF7, despite the slight differences in architecture. Make sur
e that the installer has
the appropriate writing permissions and isn't blocked by your anti-virus
. If you find that the
Installer is unable to alter the data folder due to security, try moving
the 'data' folder to
the Desktop and then patching it there before moving it back into the FF
7 folder.
[7H Installer]
This is a bit more complicated, but much more compatible with other mods:
This is best followed from the relevant Qhimm Forum found here:
http://forums.qhimm.com/index.php?topic=15520.0
Installation of 7H can be complex and plenty of things can go wrong so i
t's best to follow the
advice given here as closely as possible and to ask questions if you're
unsure or run into
trouble with it.
The general procedure for a 7H installation is to clear away any and all
files pertaining to
FF7 from your computer and clean the registry. Then, install the default
FF7 Steam version
and convert it using the 7H Game Converter (GC). This will set the game'
s file architecture
to support the 7H Mod Loader which can be run instead of the usual Launc
her program.
With this done, a 'catalogue' of mods can be loaded which the player the
n picks from to apply
to their game, with the NT Mod being one of the included options. The be
nefits this installation
has is making the mod much more easily compatible with graphical mods th
at change battle models,
field screens, etc.
[Verification]
To check that you've patched it properly:
If you want to make sure that the patch was applied properly, either sta
rt a new game or load
any save file. If the Bronze Bangle armor has three slots instead of non
e, then the mod has been
successfully applied. If you've loaded a save file which doesn't have a
Bronze Bangle in the
inventory then damn son, just start a new game and check it that way.
One last thing to note is that it's highly recommended to start a new game if pl
aying New Threat for
the first time, rather than loading a save file made without the mod installed (
to skip the opening
intro, for instance). This is to avoid missing out on certain early Materia such
as Barrier, Time,
Revive, etc. that come equipped on characters like Tifa, Aeris, and Red XIII whe
n they join.
Save files made on older versions of NT are fully compatible however.
Oh, and one last thing:
VISIT THE BEGINNER'S HALL IN SECTOR 7 FOR PRO-TIPS
No, seriously.
--------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------Whether you've played FF7 for a long time or just once or twice years ago, you'l
l know that the game
is not the most challenging RPG out there. The game can be cleared with nothing
more complex than a
Cure spell or two with physical attacks & Limits. In fact, you can beat the game
with lv.1 characters
under a whole variety of restrictions; there's hundreds of exploits, imbalances,
and altogether useless
battle elements in this game that never get a chance to shine. The game was rush
ed to the finish line
as well, which has resulted in a whole number of glitches, AI oversights, and ot
her problems. Wading
into that mess to craft something resembling a difficulty arc with proper shape,
challenge, and variety
has not proved easy and previous NT versions have all failed in some way to achi
eve this to the standard
that I want for it.
The fundamental problem with balancing FF7 is that a see-saw occurs with it's ph
ysical attack formula.
As Level is called twice, this results in physical attacks suddenly spiking up o
nce your party has
reached a certain level threshold, quickly leaving magical attacks with their lo
nger animations and
MP costs completely in the dust. There's also the issue with characters being ve
ry generic in their
stats, with only weapons and Limits really separating them from each other. Fina
lly, Materia can be
equipped in very powerful combos with some being as simple as five Counter-Attac
ks + Cover.
So there was several 'fronts' to tackle in bringing a curve, or arc, of challeng
e to the game that felt
satisfying to play. The first of these fronts was bringing some identity to each
character through
their stats and complimenting these with stat boosts and special effects for the
ir weapons.
Here's a summary of each character and the decisions made when speccing them:
-------------------------------------------------------------------------------------------------------CLOUD
--------------A powerhouse in the vanilla game, Cloud enjoyed some great stats, strong Limits,
and the best STR stat.
While this was understandable due to him being mandatory for most of the game an
d his backstory as an
(albeit 'failed') SOLDIER experiment, we've reined this in a bit and toned down
his stats so that he
better fits the all-rounder archetype and can be used for a variety of different
roles. With Cloud being
in the party 90% of the time, it's important not to make him lean too heavily to
ward certain roles.
One of the ways in which characters are given greater identity is through their
weaponry, which only they
can equip. By giving these weapons different stat boosts and other unique effect
s, characters can be 'built'
by the player to better fulfil different roles or tasks in battles. Cloud's weap
ons cover a wide range of
different stat boosts to help him fit into many different roles from caster to t
ank. He has solid stats in
NT, with his vanilla 'weakness' in DEX being made a little more pronounced.
His Limits are still very powerful, with Paralysis coming from Cross Slash and h
is later Limits like
Meteorain and Climhazzard tearing up the joint with their high base-power. In Ar
range, they're given a
slight tweak so that Braver can remain viable against Cross Slash and the remova
l of critical hits from
Meteorain and Omnislash.
-------------------------------------------------------------------------------------------------------BARRET
--------------The original powerhouse with the highest HP and VIT
s, this remains true in
NT with Barret being specced to suit a tanking role
e for the other characters
from the (relative) safety of the Back Row. His SPR
d and he no longer has the
worst SPR stat in the game. To compensate, his MAG,
'Yeah' consistently. In Arrange, these attacks have been given various effects s
uch as Slow along with
a slight damage boost.
-------------------------------------------------------------------------------------------------------AERIS
--------------Sporting the highest MAG, MP, and SPR stats of the
r strongest stats in
NT with a respectable DEX stat to help her keep up
d their naturally
faster attacks. As you'd expect from a traditional
able to physical
damage and has an abysmal STR stat which makes her
bat.
With the exception of her new starting weapon, the Full Metal Staff, Aeris' weap
ons alternate between
boosting either her MAG stat for better nuking or the DEX & SPR stats for faster
, safer casting.
She also has a weapon that can steal MP from the enemy, making her useful in are
as where MP consumption
can be high or in longer boss battles, while her Ultimate is a pure support weap
on that boosts her MAG
stat heavily while providing HP + Shield on strike.
In terms of Limits, Aeris is exclusively support with no damage-dealing Limits.
They are, however, some
of the most powerful in the game with Seal Evil providing a free 255% accuracy S
top and Fury Brand filling
the Limit gauges of the other characters for some quick offence. She can also gi
ve the Peerless status
(invincibility) and fully restore the party's HP and MP. For this reason, the ch
arge times on her Limits
are now much longer and in Arrange Peerless has been made exclusive to her Lv.4
Limit Great Gospel, with
Planet Protecter providing buffs such as Wall & Shield instead.
-------------------------------------------------------------------------------------------------------RED XIII
--------------Another all-rounder like Tifa in vanilla, Red XIII was nevertheless a solid choi
ce for the early game
thanks to his Lunatic High Limit and decent stats overall. His later Limits, how
ever, are quite bad and
fall short of the other party members. With this in mind, Red was specced as a S
upport character with
great HP, MP, and DEX along with a solid MAG and STR stat to help him keep an of
fensive edge. Though
not as tough as Cloud, he can fit into multiple roles such as Striker and Caster
with his higher DEX
allowing him to get more of an edge over the enemy.
Like with Cloud, Red's weapons can boost each of his stats, but he has a few tha
CAIT SITH
--------------Recipient of a less than flattering nickname, Cait Sith throws a strange curveba
ll in Vanilla with his
poor VIT and bad MP which doesn't compliment his MAG stat at all. His Limits are
unique in that a
speedrun category is built around them, but that's not going to fly in a regular
run so some major tweaking
was in order. First of all, Cait Sith has a great Lck stat that develops like a
normal stat, easily leaving
him with close to 90 LCK which can be built into a 'Lucky Tank' with the right e
quipment. He also has
decent VIT and SPR to better fit him into a Tank role, but suffers from atrociou
s DEX and bad STR & MAG.
He's a pure tank, with some Support in him.
Luck is the theme for Cait's equipment, with his weapons providing either a heft
y VIT/SPR boost or a
big dose of LCK to compliment his natural stat. He also has access to an early 8
-slot weapon in the
Silver M-Phone for setting him up as a Materia Tank (his traditional role), and
for providing some
Support through his Black & White M-Phones which grant handy buffs when used on
party members.
Cait's Limits were expanded slightly for NT. On Lv.1, he now has Transform which
is an interesting Slots
outcome that combines your party members into Cait to make him into a super-powe
red giant. His Dice Limit
also still ignores Defence, which can be very potent while Slots remains the cur
e-all it's always
been...provided you know how to 'encourage' certain results.
-------------------------------------------------------------------------------------------------------VINCENT
--------------The vanilla gunslinger was a replacement of sorts for Aeris as a caster, sportin
g a decent MAG stat and
MP for when she kicked the bucket. He was quite fragile though, and his Limits a
re arguably the worst
in the game as they rob you of any control over him and are quite one-dimensiona
l. For NT, Vince is made
much tankier in VIT and retains his high MAG and MP to make him a 'tanky' caster
with the drawback of
having one of the lowest DEX stats. His SPR and HP are also still quite low, so
he's vulnerable to being
nuked by magical damage.
Vincent's weapons are all Long Ranged, with his guns either boosting his MAG sta
t or providing a unique
effect such as the slash-all effect on the Shotgun, the 255% accuracy on the Sni
per CR, or the Inflict
Slow on his Lariat. His Buntline also has linked 2x growth slots which can be us
eful for growing Materia
while still being able to retain basic Materia combos.
Limit Breaks are quite unique for Vincent, transforming into one of four monster
s that can attack either
physically or with an elemental attack. Unfortunately, these can be quite situat
ional and his Lv.4 Limit
is arguably the worst of the lot. In Arrange, these attacks are boosted slightly
with Hellmasker's
Nightmare inflicting Poison-elemental damage and Chaos gaining many powerful eff
ects such as
Ignore Defence.
-------------------------------------------------------------------------------------------------------CID
--------------The foul-mouthed brawler was often the main pick for parties back in the day, bu
t he was actually
quite behind in terms of stats with only his HP and VIT coming anywhere close to
being on par with
the other characters. In NT, he's been set up as a powerful physical striker wit
h LCK rather than
DEX being his edge over the others. Though quite slow and vulnerable to magical
damage, Cid is quite
tough with HP and VIT, being able to stand on the front line with a greater degr
ee of tankability than
the other physical strikers.
Cid's weapons focus on boosting his VIT for better survivability, or his LCK for
a better flow of
critical hits and Luck-based evasion. He also carries some varied effects on som
e weapons, such
as Water/Lightning elemental on the Trident which is effective against machine e
nemies or the Grow Lance
which is Long Range.
Cid's Limits are excellent damage-dealers, with his Lv.4 being only marginally o
ut-done by Omnislash
in terms of raw power. In Arrange, these Limits have been fine-tuned to bring hi
s weaker ones like
Dragon more into it while taking some of the bite out of Highwind and Big Brawl.
One very important
thing to note is that Hyper Jump's animation can cause infrequent crashing on th
e PC version (particularly
with graphical mods installed that increase the workload for the game), so be ve
ry wary before using it.
-------------------------------------------------------------------------------------------------------With the character roles and potential builds for them more clearly defined, it
was time to tackle the
game's broken balance and start crafting a difficulty curve that was both fun an
d challenging.
There are two main damage formulas in this game; Physical and Magical. The Physi
cal formula starts off
weaker than the Magical one, but see-saws to being the much stronger formula as
the player's levels rise.
By contrast, Magic is the opposite with plenty of power early on but ends up req
to last no longer than 1-2 minutes in order to prevent player fatigue. By contra
st, Boss battles are
specced against teams making full use of protective magic and are aimed toward t
he 8-12 minute mark in
most cases for a prepared party. To assist in preparation, consistent elemental
weaknesses have been
enforced with plenty of status ailments to make use of in order to make fights m
ore intuitive and
strategic, rewarding set-ups that are responsive to the local flora and fauna.
But as far as strategy and set-ups go, there's hundreds of effective strategies
that have emerged from
players gunning through the mod so far. There's no 'correct' way to play, and th
e NT Mod was never
billed as being a 'Hard-type' mod. It was designed to present a fun and reasonab
le challenge to both
experienced players and newcomers alike, which judging from feedback it has succ
eeded in doing. I'm very
proud that the mod was able to strike this balance and I've made efforts to incl
ude as many unique and
unusual elements within reason to promote unusual strategies and set-ups. And a
big thanks to people
who took the time to report their strategies and what they found worked, and wha
t didn't.
--------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------New Enemies
o keep players on their
the AP required to
unlock spells has been adjusted to help pace out
magic appropriately.
-------------------------------------------------------------------------------------------------------Revised Enemies
, all of the existing ones
-------------------------------------------------------------------------------------------------------Battle Square
tle Square minigame in
Elemental Weaknesses
elemental weaknesses
y three criteria;
the enemy's Type (bug, machine, flying, heavy, e
tc.), natural affinities
(a Bomb has a natural affinity to Fire for insta
nce), and the area in
which an enemy appears (Great Glacier enemies re
sist Ice for example).
Beast/Vermin Weak: Fire/Ice
Machine
Weak: Bolt/Water,
Resists:
Flying
Weak: Wind/Gravity
Resists:
Heavy
Weak: Earth
Resists:
Humanoid
WEAPON
Weak: Poison
Weak: Hidden
Resists:
Undead
Weak: Holy
Resists:
Poison
Earth
Flying/Gravity
Holy
Hidden
Types can be combined, for instance a large flyi
ng enemy will be resistant
to Gravity and only be damaged normally by Wind.
An elemental affinity
will override a Type weakness, and so will an Ar
ea weakness; for example,
if you encounter a bug enemy that uses fire-magi
c, then it'll be resistant
to Fire rather than being weak to it.
-------------------------------------------------------------------------------------------------------Lv.4 Limit Sidequest
ved and incorporated
or a rematch. It's a
handy way to get some quick EXP and another shot
at their drops and
steals.
-------------------------------------------------------------------------------------------------------Party Leader Swap
the Party Leader
-------------------------------------------------------------------------------------------------------Due to the size of the mod and the nature of some changes, certain bugs and issu
es have popped up
that can affect the way the mod runs. Whenever a crash or soft-lock pops up thou
gh, every effort is
made to correct it ASAP.
In Special Battle for Battle Square, some reels and effects can cause od
d effects such as
unlimited Limits. Because we wouldn't want that, would we.
When using Steal with Barret's Enemy Launcher, he'll attempt to Steal fr
om every single actor
on the field which can result in him running off to god knows where to d
rag items back.
In Junon Leagues, during the 'preparation' phase when the player has opt
ions to access the
Menu, see League standings, etc. mashing Start or another button before
the text box appears
can sometimes derail the script which will cause a soft-lock. Give the g
ame a chance to display
the textbox before selecting a command, just to be safe.
While a fail-safe was added to prevent it, when changing your Party Lead
er on Disc 3 to either
Tifa or Cid you need to be wary of a potential issue that can occur when
using the PHS on the
World Map. The World Map will display the character who has the highest
'priority' rather than
who is actually Party Leader:
Cloud > Tifa > Cid
In other words, if Tifa is Party Leader but Cloud is also in the party t
hen his model will
be shown instead of Tifa. The issue arises when opening the Menu on Worl
d Map, going to PHS,
swapping in Cloud (or Tifa, if Cid is party leader) and then saving/clos
ing the game WITHOUT
closing the menu. This doesn't allow the game to 'update' the character
who should be displayed
on the world map, and so when the save file is next loaded the player wi
ll be stranded in the
middle of the ocean at coordinates x0, y0 (which is where models are 'st
ored' when not in use).
To prevent this, Cloud and Tifa are 'locked' when the initial Party Lead
er swap is made to prevent
them from being placed in the party from PHS on the World Map. But to be
safe, when using Tifa
or Cid as party leader always close the menu after using PHS in order to
avoid being teleported
into the middle of nowhere. Only a save editing can restore the save fil
e by either moving the
player back to the Highwind or putting the party back to the way it was
before the save was made.
At the beginning of the game, a visual glitch can occur on the second sc
reen of the game where
parts of the background do not load in correctly. This is inherent with
the Steam version and
can occur sometimes. There's also rare issues in which a 'giant upside-d
own' Cloud can appear,
though this exists with both versions of the game.
The Bizarro fight at the end of the game has been set to be a three part
y fight, but an oversight
at the time was that players who didn't recruit Yuffie and Vincent would
be left one party member
short of creating all three parties which creates a soft-lock. There's p
lans to make Vincent and
Yuffie mandatory recruitment to avoid this, but for now it's recommended
to at least one of these
optional characters before taking on the final bosses.
--------------------------------------------------------------------------------------------------------
v1.0.5 bug-testing
v1.0.5 video playthrough
v1.1 playthrough
v1.1 & v1.2 playthrough
v1.2 Feedback & Testing
v1.2 Streaming & bug reports
v1.2 Troubleshooting
v1.3 Streaming & 1.3 bug reports
The creators of the tools that the mod was made with:
Borde:
NFITC1:
Myst6re:
Aali:
Luksy:
Iros:
Bosola:
-------------------------------------------------------------------------------------------------------Please feel free to get in touch with any questions, feedback, or sugges
tions.
You can find places where the mod is supported here:
http://forums.qhimm.com/index.php?topic=14938.0
http://www.insanedifficulty.com/board/index.php?/topic/5
806-ff7-new-threat-mod-v12/
http://youtu.be/I7JlJHP4xb0
-------------------------------------------------------------------------------------------------------And remember to attack when the tail is up.