Guest User

Untitled

a guest
Mar 11th, 2017
386
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 48.83 KB | None | 0 0
  1.  
  2.  
  3. Ye Olde Grand Changelogge
  4.  
  5. This list details the majority of the changes in NT, listing
  6.  
  7. Content and Gameplay.
  8. Needless to say, there may be spoilers for those who haven't
  9.  
  10. played/finished FF7
  11. in the past, and for NT-specific surprises, so read at your
  12.  
  13. own risk.
  14.  
  15. -------------------------
  16. \\Features & Utilities//
  17. -------------------------
  18.  
  19. \\Extended Save Points//
  20.  
  21. -) NT has expanded the scripts used by Save Points to offer
  22.  
  23. some new options and conveniences
  24. for the player. When coming into contact with a Save
  25.  
  26. Point, a new set of text boxes
  27. will appear listing several commands and options. From
  28.  
  29. there you can either use the
  30. Save Point as normal by opening the Party Menu and
  31.  
  32. selecting Save, or you can activate
  33. some of the special options by pressing the other
  34.  
  35. buttons.
  36.  
  37. The features available are listed below:
  38.  
  39. Quick Tent: L1/Page-Up
  40. This checks your inventory for a Tent and then
  41.  
  42. automatically uses it, saving you the
  43. bother of looking for it in your Item Menu.
  44.  
  45. Rank-Up: L2/Camera
  46. This takes the player to the Rank-Up/SP screen where
  47.  
  48. they can spend their accumulated
  49. SP and upgrade their character's stats. A more
  50.  
  51. detailed explanation is given under the
  52. 'Rank Up/SP System' entry in this text file.
  53.  
  54. Toggle Battle Music Type: R1/Page-Down
  55. This toggles the music behaviour for random battles
  56.  
  57. between using the default battle
  58. theme or retaining the currently playing Field music
  59.  
  60. instead.
  61.  
  62. Toggle Random Battle: R2/Target
  63. Random battles begone! If you're looking to explore an
  64.  
  65. area without being hassled by
  66. random encounters then this option disables them. Note
  67.  
  68. that boss battles and fixed
  69. encounters will still occur.
  70.  
  71. Check SP: Square/Switch
  72. This allows you to check your party's currently
  73.  
  74. accumulated SP totals. If you have
  75. more than 100 for any character, then it's worth
  76.  
  77. visiting the Rank Up screen to buy
  78. a stat upgrade for them. More info on Ranks and SP can
  79.  
  80. be found under it's related
  81. entry further down.
  82.  
  83. Open Menu: Triangle/Menu
  84. Same as before, just opens the party menu and allows
  85.  
  86. you to save, etc.
  87.  
  88. Continue: OK/Confirm
  89. Closes the Extended Save Menu
  90.  
  91. Overall, it's also actually faster to save your game
  92.  
  93. using an extended save point
  94. than a regular save point as you can open the Menu
  95.  
  96. immediately, rather than having
  97. to skip through a text box like in the vanilla game.
  98.  
  99.  
  100. \\Rank Up/SP System//
  101.  
  102. -) Trialed in the 1.35 build, Rank Up is a new alternate
  103.  
  104. system that has the player decide
  105. how to develop each character's stats rather than
  106.  
  107. raising them through levels.
  108. Players earn 'SP' for their characters by defeating
  109.  
  110. random enemies that are of
  111. a lower level than all active party members, by
  112.  
  113. defeating bosses (SP is always
  114. gained), and small amounts are also earned by
  115.  
  116. selecting certain dialogue options,
  117. completing story/sidequests, etc.
  118.  
  119. In the 1.4 build, Rank Up has been renamed to the 'SP
  120.  
  121. System' and it's easier
  122. to use than before. At Save Points, you can now track
  123.  
  124. how much SP each character
  125. has earned before visiting the SP Screen itself,
  126.  
  127. saving valuable time.
  128.  
  129. Each Rank costs 100SP, and a total of 255 SP can be
  130.  
  131. stored with any one character.
  132. When you buy a Rank, you get 5 Sources of every type
  133.  
  134. to raise the character's
  135. Strength, Vitality, Magic, Spirit, Dexterity, and
  136.  
  137. Luck. You then choose one of
  138. four options to raise three of these stats even
  139.  
  140. further. An example of a Rank
  141. selection is below:
  142.  
  143. Base Gain
  144. +5 Strength, Vitality, Magic, Spirit, Dexterity, Luck
  145.  
  146. Additional Gain: Player's Choice
  147. Set #1: +10 Strength/Vitality, +5 Spirit
  148. Set #2: +10 Strength/Spirit, +5 Magic
  149. Set #3: +10 Strength/Luck, +5 Dexterity
  150. Set #4: +10 Magic/Dexterity, +5 Vitality
  151.  
  152. So choosing Set #1 will result in the character's
  153.  
  154. stats increasing by:
  155. +15 Strength
  156. +15 Vitality
  157. +5 Magic
  158. +10 Spirit
  159. +5 Dexterity
  160. +5 Luck
  161.  
  162. The SP System becomes available shortly after leaving
  163.  
  164. Midgar, after which it can
  165. be accessed/checked using Save Points. SP can still be
  166.  
  167. gained while playing up
  168. to this point, and will be available for use
  169.  
  170. immediately when it is unlocked.
  171. Characters who have not yet joined the party will
  172.  
  173. still gain SP.
  174.  
  175. tl;dr - Kill dudes, get SP, buy Sources, use Sources.
  176.  
  177.  
  178.  
  179. -------------------------------------------
  180. \\Gameplay Balancing & Equipment Changes//
  181. -------------------------------------------
  182.  
  183.  
  184. \\Magic/Materia//
  185.  
  186. -) Materia: AP needed to Master
  187. You may notice that common Materia can have either the
  188.  
  189. same or greater overall AP
  190. requirement to master than the rare pieces like Mega-
  191.  
  192. All or Double-Cut. This was
  193. done because common pieces can actually sell for
  194.  
  195. exorbitant amounts of gil once
  196. Mastered (not just All Materia). Another reason was to
  197.  
  198. cut down end-game grinding
  199. to an absolute minimum; you'll be able to Master and
  200.  
  201. distribute Materia like
  202. Double-Cut much faster than was possible in the
  203.  
  204. vanilla game. However, there's
  205. restrictions on certain Materia which is covered
  206.  
  207. below.
  208.  
  209.  
  210. -) Materia: Single-Star
  211. As part of the large-scale balancing, a number of
  212.  
  213. Materia in NT have had their
  214. levels and AP requirements adjusted. However, some
  215.  
  216. have been taken a step further
  217. and set to only have 1 level and to already be
  218.  
  219. Mastered when you find them.
  220.  
  221. There can be several reasons for this depending on the
  222.  
  223. Materia. In the case of
  224. Pre-Emptive, EXP Plus, Gil Plus, Enemy Away, Enemy
  225.  
  226. Lure, Chocobo Lure, and
  227. several other 'effect' Materia their effects aren't
  228.  
  229. particularly game-breaking
  230. and are more 'quality of life' than anything else.
  231.  
  232. Other Materia such as Summons and Final Attack,
  233.  
  234. however, have been changed to 1-Star
  235. in order to restrict their availability and, in some
  236.  
  237. cases, the number of uses.
  238. In most cases, these Materia will be unique and the
  239.  
  240. only one of their kind in the
  241. entire game. This was done for balancing reasons, and
  242.  
  243. to make potent Materia feel
  244. much more valuable than before.
  245.  
  246. All Summon Materia drop as a mastered 1-Star; this
  247.  
  248. means they can only be used once
  249. in battle (unless Mime is used) and only one copy of
  250.  
  251. them exists in the playthrough.
  252. This is to compensate the boosted properties of summon
  253.  
  254. spells, which ignore MDEF and
  255. can inflict a status ailment (100% chance). Master
  256.  
  257. Summon Materia is still available,
  258. but requires the defeat of a super-boss to get it (the
  259.  
  260. Huge Materia no longer enable
  261. Materia Blending to make the three 'Master' Materias;
  262.  
  263. a new function was added here).
  264.  
  265. Materia with potent effects like W-Item and Mime drop
  266.  
  267. as mastered in order to keep
  268. only one copy of them in the playthrough. This is to
  269.  
  270. help encourage variety in the
  271. party set-up instead of having three characters with
  272.  
  273. all the same end-game commands.
  274. The affected Materia are Mime, Speed/Magic/Luck/HP/MP
  275.  
  276. Plus, W-Magic/Item/Summon,
  277. and Final Attack.
  278.  
  279. You may feel this is a step in the wrong direction,
  280.  
  281. but I feel that the best way
  282. to balance something while keeping its original use
  283.  
  284. intact is to limit how many
  285. of them you can get. Since limiting Enemy Skill
  286.  
  287. Materia to 1 in the game, I've
  288. seen players making much more use of their other Magic
  289.  
  290. Materia instead of relying
  291. on three Enemy Skill Materia to cover all their needs.
  292.  
  293. Same thing with Mime and the
  294. W-Materia; having only one means you need to consider
  295.  
  296. who to equip it on and
  297. encourages you to make more focused use of them,
  298.  
  299. instead of just splashing them
  300. into a set-up as an afterthought.
  301.  
  302.  
  303. -) Cover + Counter + Sneak Attack
  304. In the default game, these have a %-based chance to
  305.  
  306. trigger that increases
  307. incrementally on each Level, up until they reach 100%
  308.  
  309. at Master. However,
  310. for NT the chances of these Materia effects triggering
  311.  
  312. has been adjusted.
  313. For counter-based Materia, the chance starts at 10%
  314.  
  315. (down from 20%) and rises
  316. by 10% each time for a max of 50%. For Cover, it's the
  317.  
  318. same but starts at 20%
  319. and has one less star (this was because a 10% Cover
  320.  
  321. Materia wasn't proccing
  322. often enough early-game).
  323.  
  324. This is a counter-measure against the 'automated'
  325.  
  326. set-ups that ran rampant in
  327. older builds. Cover can still proc at 100% though if
  328.  
  329. you equip at least two copies
  330. of the Materia onto a character, assuming you have the
  331.  
  332. extra slot(s) to spare.
  333. Counter Attack works differently in that each separate
  334.  
  335. Materia has their own
  336. separate chance to proc; so having 5 mastered Counter
  337.  
  338. Attack in vanilla meant
  339. 5 100% chances to counter-attack which is very tricky
  340.  
  341. to balance against.
  342.  
  343. It's not all bad news, though. Counter Attack's AP
  344.  
  345. requirements are very low
  346. meaning you can quickly build it up for more
  347.  
  348. consistent use and/or get multiple
  349. copies of it floating about. Also, Sneak Attack was
  350.  
  351. adjusted so that it now procs
  352. 100% of the time when Mastered, as opposed to the
  353.  
  354. original game's annoying 80%.
  355.  
  356. Quick list on affected Materia:
  357. -) Cover
  358. -) Counter Attack
  359. -) Command Counter
  360. -) Magic Counter
  361. -) Sneak Attack
  362.  
  363.  
  364. -) Plus Materia
  365. Making a not so triumphant return for the 1.4 build is
  366.  
  367. the previously disabled
  368. Plus Materias, namely Speed Plus, Luck Plus, Magic
  369.  
  370. Plus, and HP Plus. Due to
  371. balancing concerns, these were removed from the game
  372.  
  373. entirely as higher stat
  374. boosts on equipment make it dangerous to have %-based
  375.  
  376. boosts lying around that
  377. can be stacked up to 100% total.
  378.  
  379. For their return, these Plus Materia all drop as 1-
  380.  
  381. star Mastered Materia conferring
  382. a 20% boost to their respective stat (MP Plus was
  383.  
  384. already present, but will now drop
  385. as a 1-star like the others). This means they'll still
  386.  
  387. provide a considerable boost
  388. for high stats, but can't be stacked to easily break
  389.  
  390. the game. And while MP Plus will
  391. be available from the Junon world map onwards, the
  392.  
  393. others won't appear until later
  394. in the game as part of new sidequests.
  395.  
  396.  
  397. -) Spell Strength
  398. 4 versions and plenty of tweaks have resulted in a
  399.  
  400. spell list that holds its own
  401. at all levels and will hopefully always be of some use
  402.  
  403. to the player. In FF7, Magic
  404. tends to start off strong but begins to fall away
  405.  
  406. toward the end of the game as
  407. physical attacks start to leap ahead using their
  408.  
  409. Level-heavy formula. And many
  410. spells fall to the wayside before they're even
  411.  
  412. unlocked due to Enemy Skills like
  413. Beta and the generally low base power vs. MP cost of
  414.  
  415. the 'Magic Materia' spells.
  416. Add to that a slew of other obsolete spells and you've
  417.  
  418. got a Magic list that's
  419. ripe for an overhaul.
  420.  
  421. NT's magic list adjusts the MP cost, base power,
  422.  
  423. effects, and outright changes/merges
  424. certain spells to try and make everything useful for
  425.  
  426. as long as possible. So let's
  427. go through them all:
  428.  
  429. -) Cure
  430. These had their base power boosted heavily for 1.4 as
  431.  
  432. a common complaint was that
  433. MBarrier made them a waste of MP next to the improved
  434.  
  435. healing items like Potion
  436. and Hi-Potion. So for this build, they're now powerful
  437.  
  438. enough to heal through
  439. MBarrier for a reasonable amount even if split across
  440.  
  441. the whole party.
  442.  
  443. -) Regen
  444. One of the strongest healing spells in the game with
  445.  
  446. the right set-up, Regen was
  447. moved to Slot 4 of the Restore Materia, and requires a
  448.  
  449. lot more MP to cast at 70.
  450.  
  451. -) Life
  452. During playthroughs, I'd rarely find use for the
  453.  
  454. Revive Materia as it tended to have
  455. a high MP Cost vs. something that could be done
  456.  
  457. quickly with an item so for this build
  458. Life has been buffed to revive a KO'd character with
  459.  
  460. 50% of their MaxHP instead of
  461. the same 25% that a Phoenix Down offers.
  462.  
  463. -) Mini & Frog = Lagomorph
  464. In order to create space for new spells, I condensed
  465.  
  466. certain spells down and combined
  467. their effects into one. In the case of Transform
  468.  
  469. Materia, I decided to combine Mini
  470. and Frog into the same spell which helps differentiate
  471.  
  472. it from Frog Song and the
  473. two Frog/Mini inflicting items Shrivel and Impaler.
  474.  
  475. -) Status Magic = 100% chance
  476. Using status magic tended to be a bit of a crapshoot,
  477.  
  478. as they didn't work all the time
  479. and there wasn't really any cause for it in the
  480.  
  481. default game. For NT, enemies are
  482. generally weak to a number of status ailments and they
  483.  
  484. have been given a 100% chance of
  485. landing successfully. Bear in mind that differences in
  486.  
  487. Level can affect the accuracy
  488. of these statuses so even with the 100% chance set,
  489.  
  490. they can still miss if the difference
  491. between your Level and the Target's level is great
  492.  
  493. enough.
  494.  
  495. -) Debarrier & Dispel
  496. This has been improved to handle later enemies using
  497.  
  498. the Shield and Peerless statuses,
  499. able to bypass the immunity of even Peerless to get
  500.  
  501. rid of protection effects.
  502. They cost less MP and their Materia has less penalties
  503.  
  504. than before, so always keep
  505. Destruct Materia handy on your set-ups. Dispel has
  506.  
  507. also been tweaked and will now affect:
  508.  
  509. Sadness, Fury, Haste, Slow, Stop, Regen, Barrier,
  510.  
  511. MBarrier, Reflect, Dual-Drain, Shield,
  512. Death Sentence, Manipulate, Peerless, Death Force,
  513.  
  514. Resist, and 'Lucky Girl' (auto-crits).
  515.  
  516. -) Death + Remove
  517. On the Destruct Materia, the Death spell was replaced
  518.  
  519. instead with the Remove spell as
  520. they both had the same function. The reason I chose
  521.  
  522. Remove over Death was because it
  523. has a unique spell animation. This freed up space for
  524.  
  525. another new spell.
  526.  
  527. -) Elemental Magic
  528. From Fire1 to Flare, all these spells have had their
  529.  
  530. base power and MP cost adjusted.
  531. Early spells like Fire1 will cost more MP to cast than
  532.  
  533. vanilla but have a slightly
  534. higher base power to compensate. As you progress up
  535.  
  536. the tiers of magic, the ratio
  537. between base power and MP increases in the player's
  538.  
  539. favour, with stronger spells
  540. costing less MP to cast than before. This is to tackle
  541.  
  542. the imbalance between physical
  543. and magical formulas; the idea is that a spell which
  544.  
  545. has a cost should always be
  546. slightly ahead of a 'free' physical attack in terms of
  547.  
  548. raw damage.
  549.  
  550. For the Contain spells, all four were given the same
  551.  
  552. base power of 115, a 10% chance
  553. to proc their status ailment, and Flare was given a
  554.  
  555. chance to inflict Dual-Drain.
  556.  
  557. -) Full Cure
  558. This has adopted the effects of Angel Whisper, an
  559.  
  560. enemy skill that was replaced with
  561. a new entry. Full Cure will now, in addition to fully
  562.  
  563. healing a character, also restore
  564. their status and revive them from KO if applicable.
  565.  
  566. -) Hydro, Pearl, and Ultima
  567. Two new end-game spells specced to be similar to
  568.  
  569. Contain magic, Hydro and Pearl cover
  570. the water and holy elements with Hydro proccing Sleep
  571.  
  572. and Pearl proccing Death. Both
  573. were placed onto Ultima's Materia, which was renamed
  574.  
  575. to 'Planet Materia'. Ultima's
  576. base power is the highest of any kernel-based spell in
  577.  
  578. the game and will ignore split
  579. damage through it's innate target-all enemies, but has
  580.  
  581. no other special effects.
  582.  
  583. -) Poisona => Osmose
  584. Replacing the situational Poisona is Osmose, a spell
  585.  
  586. that appears in Slot 1 of the
  587. Heal Materia. This is a handy solution to MP problems
  588.  
  589. that players can encounter if
  590. they blow through all their Ethers and need an extra
  591.  
  592. shot in the arm midway through
  593. a fight. Osmose will drain MP from the target, and
  594.  
  595. costs 3MP to cast (usually returning
  596. somewhere upwards of 50-80MP depending on the caster's
  597.  
  598. Magic stat).
  599.  
  600. This however means that Magic Hammer now has a
  601.  
  602. duplicate function, so that Enemy Skill
  603. was changed slightly.
  604.  
  605.  
  606. -) Summon Magic
  607. A tough set of spells to balance, in NT these have
  608.  
  609. been made one-use only through their
  610. Materia so they can only be used once per battle
  611.  
  612. (unless Mime is being used). This and
  613. their higher MP cost is to compensate for their high
  614.  
  615. base-power, 100% status-ailment
  616. proc, and their ability to ignore Magic Defence.
  617.  
  618. Unless the enemy is resistant to the
  619. element, you'll always see a return from Summon Magic
  620.  
  621. and they make for great panic
  622. buttons or as a way to open a battle and lay down some
  623.  
  624. damage + an important status
  625. like Shiva's Slow.
  626.  
  627. A quick-list of each Summon:
  628. Choco/Mog: Base 28 (35), 70MP - Both forms inflict
  629.  
  630. Confusion, instead of Stop.
  631. Shiva: Base 30, 72MP - Inflicts Slow
  632. Ifrit: Base 31, 74MP - Inflicts Berserk
  633. Ramuh: Base 32, 80MP - Inflicts Paralysis
  634. Titan: Base 33, 86MP - Inflicts Petrify
  635. Odin: Base 48, 135MP - Inflicts Death (damage from
  636.  
  637. Gunge Lance only), Cut/Pierce element
  638. Leviathan: Base 65, 108MP - Inflicts Silence
  639. Bahamut: Base 70, 125MP - Debarrier Effect, Shout
  640.  
  641. Element
  642. Kjata: Base 100, 160MP - Fire, Ice, Lightning, Earth
  643.  
  644. element
  645. Alexander: Base 88, 130MP - Inflicts Stop
  646. Phoenix: Base 60, 174MP - Revives party from KO
  647. Neo-Bahamut: Base 105, 160MP - Inflicts Dual-Drain,
  648.  
  649. Shout element
  650. Hades: Base 90, 182MP - Inflicts Sleep, Poison, Confu,
  651.  
  652. Silence, Slow, Frog, Mini, Paralysis
  653. Typhon: Base 130, 190MP - Inflicts Mini, Gravity
  654.  
  655. element
  656. Bahamut ZERO: Base 140, 240MP - Dispel effect, Shout
  657.  
  658. element
  659. Knights of Round: Base 30x13, 250MP - 75% base
  660.  
  661. accuracy per hit
  662.  
  663.  
  664. -) Enemy Skills
  665. Some changes were made here to cover some of the
  666.  
  667. remaining gaps in the spell list and also
  668. to get rid of clashes with 'duplicate' spells in the
  669.  
  670. regular Magic list. Some of the more
  671. useless ones that didn't have a unique spell animation
  672.  
  673. were replaced with new ones.
  674.  
  675. Frog Song: Less accurate than regular status magic,
  676.  
  677. and costs more MP
  678.  
  679. L5 Suicide: Same as before, except a little easier to
  680.  
  681. work out who it will hit :x
  682.  
  683. Vital Hammer: Same as Magic Hammer, but drains HP
  684.  
  685. instead. Has decent base power at 25
  686. and doesn't hit for determined/%-based damage but is
  687.  
  688. still Gravity element.
  689.  
  690. White Wind: Costs more MP than before, was also
  691.  
  692. changed to a Magic formula so it will
  693. no longer cure several status ailments like Confusion
  694.  
  695. by accident. It can also be
  696. Reflected, unlike in vanilla.
  697.  
  698. Big Guard: Single-target, gives Haste + Wall +
  699.  
  700. Reflect. The Haste wears down Barriers
  701. faster so was kept, but Reflect turns this into a
  702.  
  703. double-edged Skill. MP cost is also
  704. higher at 76.
  705.  
  706. Stasis Lock: Replacing Angel Whisper, which was
  707.  
  708. condensed onto Full Cure. Stasis Lock
  709. forces Peerless, Slow, Stop, Paralysis, and Resist to
  710.  
  711. a target. This skill is unique
  712. to the player's arsenal because it ignores a target's
  713.  
  714. status immunities, which may
  715. 'break' certain fights if used correctly; this can
  716.  
  717. only be obtained from Binah.
  718.  
  719. Dragon Force: No longer raises stats unfortunately,
  720.  
  721. but instead gives a slew of buffs.
  722. The buffs given are Regen, Haste, and Auto-Crits
  723.  
  724. (called Lucky Girl in the files).
  725.  
  726. Antipode: Replaces Flamethrower, this is a Fire/Ice
  727.  
  728. element skill that hits all targets
  729. and can inflict Slow; this gives the player early
  730.  
  731. access to the status in addition to
  732. Shiva and Added Effect with Time.
  733.  
  734. Laser: No longer a clone of Demi2, this skill inflicts
  735.  
  736. damage equal to 1/3 of the MaxHP
  737. of the target rather than the current HP. In other
  738.  
  739. words, it can kill the target.
  740.  
  741. Beta/Aqualung/Trine: Base power has been lowered from
  742.  
  743. the 50s down to the 30s (roughly
  744. where default Trine was). They are now found in
  745.  
  746. different locations:
  747. Beta: Jemnezmy, Temple of the Ancients (also
  748.  
  749. Stilva, Gaea Cliffs)
  750. Aqualung: Garuda enemy, Da Chao
  751. Trine: Thundercracker, Mt. Nibel (first few
  752.  
  753. screens)
  754.  
  755. Magic Breath: A non-element skill with a debarrier
  756.  
  757. effect and high base-power at 77.
  758. This can be learned from Malboro and Abyss in the
  759.  
  760. North Crater on Disc 3.
  761.  
  762. Chocobuckle: This skill has been changed from it's
  763.  
  764. largely useless Escapes formula
  765. to be a straight-up early Wind skill. It has 16 base
  766.  
  767. power and has a chance to
  768. inflict Confusion. Every chocobo in the game had it's
  769.  
  770. level adjusted so you can now
  771. learn this E. Skill from any set of tracks provided
  772.  
  773. you have L5 Suicide.
  774.  
  775. Alpha: A new Enemy Skill that slightly outstrips Beta
  776.  
  777. in terms of base power, Alpha
  778. replaces Roulette and is carried by the Midgar Zolom
  779.  
  780. wandering around the marshes.
  781. In addition to it's damage, it has a good chance to
  782.  
  783. inflict Slow-Numb.
  784.  
  785. Shadow Flare: Changed to use the 'Hidden' element
  786.  
  787. which has been set up to act as a
  788. counter to Holy, Shadow Flare ignores magic defence
  789.  
  790. and can inflict KO, albeit with
  791. a huge MP cost. Reflectable.
  792.  
  793. Pandora's Box: The second Hidden-element Skill, Box
  794.  
  795. also ignores defence and has a
  796. huge MP Cost but it's special effect is that it will
  797.  
  798. hit everything on the field,
  799. including the player party. Reflectable, which can
  800.  
  801. cause some chaos.
  802.  
  803.  
  804. \\Character Equipment//
  805.  
  806. -) Weapons, Armour, and Accessories
  807. NT's equipment lists have gone through a thorough
  808.  
  809. overhaul with every piece having a
  810. more focused use and effect. Each new weapon you find
  811.  
  812. won't be a straight upgrade to
  813. the previous one, but rather a different alternative
  814.  
  815. that can help you create specific
  816. builds for clearing out an area, or dealing with a
  817.  
  818. problematic boss.
  819.  
  820.  
  821. -) Cloud's Weapons
  822. As an 'all-rounder', Cloud's weapons give a wide range
  823.  
  824. of stat boosts to help him fulfil
  825. various roles such as frontline fighter, mage, tank,
  826.  
  827. support, etc. His starting weapon
  828. has a higher base power and will retain this up until
  829.  
  830. Cosmo Canyon when it'll be made
  831. obsolete by the Butterfly Edge.
  832.  
  833. His weapons mostly have average accuracy, hovering
  834.  
  835. around 97-100% with a 1% crit modifier.
  836. For special weapons he has the Yoshiyuki and Ultima
  837.  
  838. Weapon, but also the Force Stealer which
  839. now drains damage as HP (basically a blood sword).
  840.  
  841.  
  842. -) Barret's Weapons
  843. While his Long Range weapons are very accurate, they
  844.  
  845. have no crit modifier, rarely offer
  846. stat bonuses, and are slightly behind his short range
  847.  
  848. weapons in terms of base power.
  849. On the flip-side, his short range weapons are
  850.  
  851. inaccurate at 80% though boast a high
  852. crit modifier and bonuses to various stats. Later,
  853.  
  854. he'll get access to cannon-type
  855. weapons like Microlaser and A.M. Cannon that combine
  856.  
  857. the best of both, albeit with
  858. slightly less accuracy than his automatic weapons.
  859.  
  860. For specials, he's got the global-targeting Enemy
  861.  
  862. Launcher which hits everything on
  863. the field to enable blender strats, Max Ray for non-
  864.  
  865. elemental damage, Solid Bazooka
  866. to inflict Paralysis, and Missing Score which counts
  867.  
  868. on the equipped Materia's AP.
  869. To counter-balance Score's damage, though, it now only
  870.  
  871. has 4 slots instead of 8.
  872.  
  873.  
  874. -) Tifa's Weapons
  875. As a predominantly melee fighter, Tifa's weapons have
  876.  
  877. decent accuracy and higher crit
  878. modifiers. Her standard weapon list alternates between
  879.  
  880. small boosts to auxiliary stats
  881. and a larger boost to the Dexterity stat. Her starting
  882.  
  883. weapon has been refashioned into
  884. a late-game Triple AP weapon, with her Metal Knuckle
  885.  
  886. replacing it as the default weapon.
  887.  
  888. For specials, Tifa still has Powersoul and Master Fist
  889.  
  890. but these now come with 0 base power
  891. to counter their incredibly high damage. She also has
  892.  
  893. Motor Drive, which gives a heavy Dex
  894. bonus but at the cost of inflicting Haste on her
  895.  
  896. targets, Kaiser Knuckle (inflicts KO),
  897. and God Hand which still boasts 255% Accuracy. Her
  898.  
  899. Premium Heart had its damage formula
  900. swapped with Red XIII's Limited Moon, so it uses MP as
  901.  
  902. the modifier rather than the
  903. Limit gauge now.
  904.  
  905.  
  906. -) Aeris' Weapons
  907. Not typically a melee fighter, Aeris has a mix of
  908.  
  909. 'stat sticks' and unique healing weapons
  910. that restore HP instead of dealing damage. Some of
  911.  
  912. these also confer positive statuses
  913. such as Barrier or even Shield. She'll start the game
  914.  
  915. with a 'Restore Rod' which recovers
  916. the target's HP, replacing the Mythril Rod. Her Guard
  917.  
  918. Stick was converted into a Triple AP
  919. weapon and is acquired later.
  920.  
  921. Due to an unfortunate incident at the end of Disc 1,
  922.  
  923. Aeris has fewer weapons than the rest
  924. of the cast. Not counting her restore weapons, she
  925.  
  926. only has one special weapon with the
  927. Wizer Staff which can drain a target's MP.
  928.  
  929.  
  930. -) Red XIII's Weapons
  931. As the other all-rounder, Red's weapons also cover a
  932.  
  933. lot of different stats but have
  934. a tendency to carry Dexterity bonuses. He has good
  935.  
  936. crit modifiers, and functional
  937. accuracy on them with plenty of unique effects to
  938.  
  939. choose from.
  940.  
  941. First, his Howl Comb (formerly Magic Comb) can inflict
  942.  
  943. Berserk, Plus Barrette drains
  944. damage as MP which is handy for magic builds relying
  945.  
  946. on heavy MP use, Centclip offers
  947. 8 linked slots for intricate set-ups or AP farming,
  948.  
  949. and Hairpin is one of the very few
  950. long range weapons available outside of Yuffie,
  951.  
  952. Barret, and Vincent's weapons.
  953. Red XIII's Ultimate Weapon, Limited Moon, has also had
  954.  
  955. it's formula swapped with Tifa's
  956. Premium Heart and now uses his Limitn gauge to
  957.  
  958. determine damage; this should be a better
  959. fit as Red's Lv.4 Limit is a little lackluster
  960.  
  961. compared to others.
  962.  
  963.  
  964. -) Yuffie's Weapons
  965. Speed and Magic are the two common themes for Yuffie's
  966.  
  967. weapons, with a few additional
  968. options to inflict statuses or elemental damage. She
  969.  
  970. has above average accuracy and
  971. all of her weapons are long-range, but the stat gains
  972.  
  973. are quite linear and you'll
  974. find it tough to raise her defensive attributes.
  975.  
  976. On the other hand, she can make use of some innate
  977.  
  978. elemental damage from Wind Slash
  979. and Twin Viper (Poison) to deal double damage against
  980.  
  981. enemies that are weak to those
  982. elements, with Viper inflicting the poison status as
  983.  
  984. well. The Conformer has its
  985. original LV-based formula, which is already very
  986.  
  987. potent against higher level enemies.
  988.  
  989.  
  990. -) Cait Sith's Weapons
  991. Boasting the highest crit modifiers on his weapons, he
  992.  
  993. also has the lowest base accuracy
  994. at around 70% meaning his naturally high Luck has to
  995.  
  996. carry some of the weight where his
  997. poor Dexterity cannot. He's got some chunky stat
  998.  
  999. bonuses for Luck and defence on his
  1000. early weapons, and a few options to raise Magic here
  1001.  
  1002. and there.
  1003.  
  1004. His special weapons suit his preferred role as a
  1005.  
  1006. support tank, with White M-Phone acting
  1007. in a similar way to Aeris' healing weapons but giving
  1008.  
  1009. MP on strike instead. He can also
  1010. drain damage as HP using the Black M-Phone which can
  1011.  
  1012. be handy if you bulk up his Strength
  1013. and have him counter-attack any Covered damage. HP
  1014.  
  1015. Shout has also been changed, given the
  1016. same damage formula as the ???? Enemy Skill (Max HP -
  1017.  
  1018. Current HP = Damage) so the more
  1019. damage he takes, the more his defence-ignoring
  1020.  
  1021. ultimate weapon inflicts.
  1022.  
  1023.  
  1024. -) Vincent's Weapons
  1025. While nothing special in terms of accuracy or crit
  1026.  
  1027. modifiers, Vincent's long-range guns
  1028. enjoy decent Magic boosts and a range of status
  1029.  
  1030. ailments that they can inflict on enemies.
  1031. Among the statuses he can inflict are Slow, Silence,
  1032.  
  1033. Slow-Numb (gradual petrify), and Fury
  1034. which reduces enemy accuracy by 30%.
  1035.  
  1036. Vince also has a few unique pieces like the Shotgun
  1037.  
  1038. which hits all targets on the field
  1039. and the Sniper CR which has 255% accuracy like the God
  1040.  
  1041. Hand. The Death Penalty has also
  1042. been adjusted and now uses the same formula as
  1043.  
  1044. Yoshiyuki, inflicting increased damage
  1045. when allies are KO'd.
  1046.  
  1047.  
  1048. -) Cid's Weapons
  1049. Joining late, a lot of Cid's weapons are quite
  1050.  
  1051. powerful with a high crit modifier of 3%
  1052. countered by a lower accuracy of around 80%. His
  1053.  
  1054. primary stat gains are to Vitality and
  1055. Luck, with the rest being a mix of elemental, status-
  1056.  
  1057. ailment, and other special effects
  1058. such as the Trident with its innate Lighting/Water
  1059.  
  1060. element damage and the Viper Halberd
  1061. which inflicts Poison like Yuffie's Twin Viper.
  1062.  
  1063. Among Cid's special weapons are a long range spear,
  1064.  
  1065. Grow Lance, and the Flayer which gives
  1066. him a huge boost to Luck but inflicts Auto-Crits/Lucky
  1067.  
  1068. Girl status on hit (though perhaps
  1069. this could be used to your advantage). As for his
  1070.  
  1071. Ultimate Weapon, he has no special attack
  1072. formula for it but instead has the very potent drain
  1073.  
  1074. damage as HP effect which can make him
  1075. very tough for enemies to put down.
  1076.  
  1077.  
  1078. -) Sephiroth's Masamune
  1079. The Masamune can now be crafted and used as an
  1080.  
  1081. alternate Ultimate Weapon for any character
  1082. by the player. It has the highest base power of any
  1083.  
  1084. weapon at 100, double the cap that was
  1085. imposed for 'normal' weapons, and sports 255% accuracy
  1086.  
  1087. with a 255% crit modifier meaning it
  1088. will always land a critical hit. It's also non-
  1089.  
  1090. elemental, so it'll hit through Shield and
  1091. other elemental resistances.
  1092.  
  1093.  
  1094. -) Armour
  1095. In NT, characters have a special defence boost in-
  1096.  
  1097. battle that makes their defensive stats
  1098. twice as effective as vanilla. This means that the
  1099.  
  1100. differences between Armour defensive
  1101. ratings are much wider than they initially appear, and
  1102.  
  1103. choosing between a Bronze Bangle
  1104. and Iron Bangle will make a noticeable difference in
  1105.  
  1106. damage reduction.
  1107.  
  1108. The majority of NT's armour also carry additional stat
  1109.  
  1110. gains and elemental/Status resistances
  1111. to help better protect your team. Strength and Magic
  1112.  
  1113. are the common buffs, but you'll also
  1114. get Armours like Shinra Beta which gives a high Dex
  1115.  
  1116. boost at the cost of zero defence.
  1117. The powerful end-game Armours like Ziedrich and
  1118.  
  1119. Mystile all carry their own innate drawbacks
  1120. as well such as Mystile offering 0 defence for it's
  1121.  
  1122. high evasion and the Ziedrich halving all
  1123. elemental damage, including the Restorative element
  1124.  
  1125. from healing.
  1126.  
  1127.  
  1128. -) Accessories
  1129. Radically overhauled with stat gains and other
  1130.  
  1131. effects, Accessories have a wide range of
  1132. effects and buffs to make them much more competitive
  1133.  
  1134. with each other. Anything that offers
  1135. status protection now also offers a unique mix of stat
  1136.  
  1137. boosts to keep them viable against
  1138. the dedicated stat gain Accessories like Power Wrist
  1139.  
  1140. and Earring.
  1141.  
  1142. There are also accessories that give higher stat
  1143.  
  1144. boosts, but at the cost of preventing the
  1145. character from using a particular buff like Barriers
  1146.  
  1147. or restricting the effectivness of
  1148. healing magic on them. The Ribbon, usually a standard
  1149.  
  1150. in default games, has taken a note
  1151. out of the Hardcore mod's book and now prevents any
  1152.  
  1153. status, good or bad.
  1154.  
  1155.  
  1156. -) Items
  1157. A large-scale overhaul of item effects was carried
  1158.  
  1159. out, with the aim of turning largely
  1160. useless items like Potions into viable mainstays that
  1161.  
  1162. will be useful for much longer.
  1163. Starting off, Potions now restore 300HP in-battle
  1164.  
  1165. which means they continue to be
  1166. useful through a large section of Disc 1 as an
  1167.  
  1168. alternative to Cure when MBarrier is
  1169. in use or for topping up HP cheaply.
  1170.  
  1171. Some status-healing items were also condensed down to
  1172.  
  1173. make room for new items, but also
  1174. to make them much more useful throughout the game.
  1175.  
  1176. Echo Screens were combined with the
  1177. badly placed Eye Drops item to make Echo Drops, that
  1178.  
  1179. heal Silence and Darkness.
  1180. Cornucopia also took on Maiden's Kiss' effect to heal
  1181.  
  1182. Frog & Mini, leaving space to make
  1183. a new item that heals Confu & Berserk, two nasty
  1184.  
  1185. statuses that were missing from the
  1186. original status-healing item list and which could only
  1187.  
  1188. be healed by Remedy (or a hit,
  1189. in the case of Confusion).
  1190.  
  1191. Attack items were also brought more in line and should
  1192.  
  1193. be useful around the time that
  1194. they are obtained. But for balancing reasons, the
  1195.  
  1196. multi-target effect of many status
  1197. inducing items were changed to be single-target
  1198.  
  1199. instead. This includes Light Curtain,
  1200. Spider Web, etc. Ink was also changed to inflict Fury,
  1201.  
  1202. as Darkness does not affect
  1203. monster accuracy, and Molotovs can inflict Slow. The
  1204.  
  1205. Eye Drops item was changed to
  1206. a 100% poison-inflicting Grenade as well, the
  1207.  
  1208. decidedly infamous 'Dirty Bomb' that
  1209. previous NT players seem to be quite fond of.
  1210.  
  1211. There's a few other surprises in store; try using
  1212.  
  1213. Greens on your party members, or
  1214. give the new and improved Hero Drink II a whirl. It
  1215.  
  1216. may not be what you expect, but
  1217. I promise that, if used correctly, it can make
  1218.  
  1219. something very, very powerful. There's
  1220. also a few brand new items that were added to the
  1221.  
  1222. list, like Astral Curtain (Shield),
  1223. Yellow Wave, and Fletch Rockets.
  1224.  
  1225.  
  1226. \\Enemies & Bosses//
  1227.  
  1228. -) Enemy Stats & Weaknesses
  1229. Rather than just tweaking these based on a % of their
  1230.  
  1231. original values, every enemy was
  1232. fine-tuned to present a reasonable threat to parties
  1233.  
  1234. on a normal curve of progression.
  1235. Everything from Level to Evasion was adjusted to
  1236.  
  1237. spread out the effectiveness of
  1238. different tactics.
  1239.  
  1240. Elemental and defensive strengths/weaknesses have been
  1241.  
  1242. made far more consistent across
  1243. enemy types.
  1244.  
  1245. Machines: Weak to Bolt & Water, Resists Poison
  1246. Beasts/Bugs: Weak to Fire & Ice
  1247. Flying: Weak to Wind & Gravity, Resists Earth
  1248. Large/Heavy: Weak to Earth, Resists Gravity & Wind
  1249. Humans: Weak to Poison
  1250. Demonic/Jenova: Weak to Holy, Resists Hidden
  1251.  
  1252. You'll also find that some types like Machines will
  1253.  
  1254. have higher Defence than Magic Defence
  1255. while smaller enemies will be more vulnerable to
  1256.  
  1257. physical attacks while elemental monsters
  1258. like Bomb or Bottomswell will have their resistances
  1259.  
  1260. adjusted to account for their
  1261. elemental affinity. The idea with all this is that you
  1262.  
  1263. can quickly discern a new enemy's
  1264. weaknesses and adjust tactics on the fly.
  1265.  
  1266.  
  1267. -) Enemy Attacks
  1268. To accompany the adjusted stats, every enemy attack
  1269.  
  1270. was reviewed and some new ones were
  1271. added to their arsenal. You'll be dealing with new and
  1272.  
  1273. unusual effects like Dual-Drain,
  1274. Resist, and unique damage formulas that were normally
  1275.  
  1276. reserved for special weapons or
  1277. rare attacks. These attacks have been picked to best
  1278.  
  1279. compliment the monster using them
  1280. and the other enemies that might be in the formation.
  1281.  
  1282.  
  1283. -) Enemy AI
  1284. A core component in any balance adjustment to enemies
  1285.  
  1286. is the AI; in a lot of cases,
  1287. enemies will have smarter AI that will avoid knocking
  1288.  
  1289. off statuses like Sleep and
  1290. try to apply statuses to characters that don't already
  1291.  
  1292. have them. Boss AI was also
  1293. generally tweaked either to make them more aggressive
  1294.  
  1295. or to pace out their attacks
  1296. to account for increased power (Dyne being a good
  1297.  
  1298. example, in order to avoid a
  1299. scenario where the player becomes trapped in a healing
  1300.  
  1301. cycle).
  1302.  
  1303. You'll also be encountering unusual twists in AI, such
  1304.  
  1305. as attacks that will decrease
  1306. MaxMP, flags being set to nullify Restorative, and
  1307.  
  1308. others.
  1309.  
  1310.  
  1311. -) New Enemies
  1312. There's a host of new enemies to be found in NT. Some
  1313.  
  1314. are bosses blocking special
  1315. treasure, or which are part of new/adjusted events
  1316.  
  1317. you'll find either in the story
  1318. or as a part of new sidequests. There's also new
  1319.  
  1320. random enemies in most of the areas
  1321. in the game to keep players on their toes.
  1322.  
  1323.  
  1324.  
  1325. -----------------
  1326. \\Area Changes//
  1327. -----------------
  1328.  
  1329. This is a breakdown of some of the new things/adjustments to
  1330.  
  1331. be found in each area
  1332. of the game. Not everything is listed, but the important
  1333.  
  1334. things are.
  1335.  
  1336.  
  1337. \\Kalm & Nibelheim Flashback//
  1338.  
  1339. -) Kalm Traveller
  1340. In a slight departure from his original function, he
  1341.  
  1342. will now make three difficult
  1343. battles available when trading him the Earth Harp,
  1344.  
  1345. Desert Rose, or Guidebook.
  1346. Two of these fights have a unique and powerful Enemy
  1347.  
  1348. Skill to learn (used when
  1349. the monster is killed) and the third drops an item
  1350.  
  1351. used to make Red XIII's
  1352. Ultimate Weapon: Limited Moon.
  1353.  
  1354. -) Flashback Skip & Easter Egg
  1355. The Flashback can now be skipped, with all important
  1356.  
  1357. optional variables flipped such
  1358. as the piano for a Disc 2 Elemental Materia. For this
  1359.  
  1360. playing the Flashback
  1361. anyway, Sephiroth has been made player-controlled and
  1362.  
  1363. has a more varied arsenal
  1364. of Materia at his disposal while 'Young Cloud' has
  1365.  
  1366. been specced to be more on
  1367. par with his 'predecessor'.
  1368.  
  1369.  
  1370.  
  1371. \\Chocobo Ranch//
  1372.  
  1373. -) Cheaper Choco-Lure Materia
  1374. The price of this has been adjusted down from 2000gil
  1375.  
  1376. to 200gil.
  1377. Poverty may still find you.
  1378.  
  1379. -) Lv.5 Divisible Chocobos
  1380. All chocobos have been given a level that is divisible
  1381.  
  1382. by 5 so that L5 Suicide
  1383. can prompt Chocobuckle from any Chocobo; note that
  1384.  
  1385. Chocobuckle was turned into
  1386. a straight-up wind-element attack that uses a regular
  1387.  
  1388. magic formula and is worth
  1389. getting early on.
  1390.  
  1391.  
  1392.  
  1393. \\Mythril Mines//
  1394.  
  1395. EXP Plus
  1396. -) As Long Range Materia has been removed from the game, EXP
  1397.  
  1398. Plus has been put down in
  1399. it's place. This drops as a 1-Star mastered Materia
  1400.  
  1401. with it's full effect active
  1402. meaning it doesn't need to be built with AP.
  1403.  
  1404. The Turks D:
  1405. -) A new battle with Elena and Rude will occur while talking
  1406.  
  1407. to them next to the exit
  1408. of the Mythril Mines.
  1409.  
  1410. Antipode
  1411. -) The Flamethrower Enemy Skill was converted into a new one
  1412.  
  1413. called Antipode, which is
  1414. basically Fire + Ice and hits all targets with a
  1415.  
  1416. chance to inflict Slow. Should
  1417. be more useful than the original.
  1418.  
  1419. New Random Enemy
  1420. -) A Mythril Diver enemy can now appear; it has decent
  1421.  
  1422. physical defence and gives a hefty
  1423. chunk of gil when killed. You'll generally find one
  1424.  
  1425. new random enemy in each area,
  1426. but some are tucked away on the beaches or rarely
  1427.  
  1428. walked terrain.
  1429.  
  1430. SP Introduction
  1431. -) The SP system is introduced following the scene with the
  1432.  
  1433. Turks.
  1434.  
  1435.  
  1436.  
  1437. \\Junon Area: World Map//
  1438.  
  1439. -) Ziegfried Miniboss
  1440. Replacing the now defunct Mystery Ninja encounter is
  1441.  
  1442. an optional boss (Hellrider V2)
  1443. renamed to Ziegfried from FF6. He's quite tough, but
  1444.  
  1445. will give you a special Materia
  1446. if you somehow manage to beat him.
  1447.  
  1448.  
  1449. \\Fort Condor//
  1450.  
  1451. -) Improved Funding & Starting Funds
  1452. Fort Condor now starts with 15,000gil as disposable
  1453.  
  1454. income which they can use
  1455. to defend themselves when you're not around. Each
  1456.  
  1457. automated defence costs 3000gil,
  1458. and it covers all of the 'inaccessible' battles should
  1459.  
  1460. you choose not to disrupt
  1461. the story-critical scenes they unlock in by
  1462.  
  1463. teleporting away to FC.
  1464.  
  1465. You also gain 400gil back per soldier, so assuming you
  1466.  
  1467. don't lose too many units
  1468. there won't be too much lost on costs for a successful
  1469.  
  1470. battle.
  1471.  
  1472. -) Rewards Revision
  1473. In addition to cleaning up the text and scripts, Fort
  1474.  
  1475. Condor now dishes out some
  1476. improved rewards for helping them clear each battle
  1477.  
  1478. (but as ever, nothing is
  1479. missable). Potent healing items are given in batches
  1480.  
  1481. of 3-5, strong equipment
  1482. can be accessed early, and there is a very special
  1483.  
  1484. prize available to players
  1485. who don't allow Fort Condor to be beaten by Shinra a
  1486.  
  1487. single time (awarded when
  1488. receiving the Huge Materia following the final &
  1489.  
  1490. mandatory Fort Condor battle).
  1491.  
  1492. -) Teleport NPC
  1493. This NPC appears in various towns at different points
  1494.  
  1495. of the game (usually) when
  1496. a new Fort Condor battle becomes available and will
  1497.  
  1498. warp your party to FC
  1499. and then back again once you've concluded your
  1500.  
  1501. business there.
  1502.  
  1503. -) Battle Notification
  1504. In certain scenes where there is a small window to
  1505.  
  1506. access a particular FC battle,
  1507. a small notification will appear to alert players. In
  1508.  
  1509. the special case of the
  1510. Weapon Raid & Mideel scenes, a discreet confirmation
  1511.  
  1512. window is shown beforehand
  1513. to decide whether or not to interrupt these scenes
  1514.  
  1515. with notifications + teleports.
  1516.  
  1517. -) Shops Revision
  1518. The basic Materia store has been changed to use their
  1519.  
  1520. more advanced Disc 2/3
  1521. version with Deathblow and others available for
  1522.  
  1523. purchase. The Item store has
  1524. also been changed and now sells Echo Drops which are
  1525.  
  1526. very useful for the
  1527. upcoming Illuyankas (Bottomswell) boss fight in Junon.
  1528.  
  1529.  
  1530. \\Junon//
  1531.  
  1532. Changed Item Shop Inventory
  1533. -) The inventory sold by the man in Under Junon has been
  1534.  
  1535. swapped to sell Echo Drops which
  1536. are an important status healing item for the impending
  1537.  
  1538. boss fight.
  1539.  
  1540. Respectable Inn - Revised
  1541. -) Like the Beginner's Hall, it's Junon counterpart has had
  1542.  
  1543. it's information changed to
  1544. better reflect battle mechanics and some of the
  1545.  
  1546. advanced tricks that can be
  1547. performed to gain an edge over enemies.
  1548.  
  1549. Junon Leagues
  1550. -) In the Beginner's Hall/Respectable Inn, a new tourney-based
  1551.  
  1552. 1v1 bracket can be entered
  1553. by one of your party members. Winning the bracket will
  1554.  
  1555. net a batch of prizes,
  1556. with higher brackets offering better rewards but
  1557.  
  1558. tougher opposition.
  1559.  
  1560. Marching Minigame
  1561. -) The top prize for this was changed to make it more
  1562.  
  1563. worthwhile (?) than the Ether prize.
  1564. Maybe.
  1565.  
  1566. Send-Off Minigame
  1567. -) The prizes have been changed here as well, with a HP Plus
  1568.  
  1569. no longer being available.
  1570. The top prize (120+) is now a Mastered 'Enemy Away'
  1571.  
  1572. Materia, with 2nd Prize being
  1573. a Rune Armlet. There is no longer a consolation prize.
  1574.  
  1575. Comet Materia
  1576. -) If players missed Comet during the Corel Train sequence due
  1577.  
  1578. to not catching up to the
  1579. train at all (which is unlikely but can happen) then
  1580.  
  1581. it can be picked up from
  1582. the empty Cargo Ship port on Disc 2/3.
  1583.  
  1584. Shop Inventory - Disc 2/3
  1585. -) Some stores had their inventory changed to keep certain
  1586.  
  1587. weapons as 'end-game' weapons.
  1588.  
  1589.  
  1590. \\Cargo Ship//
  1591.  
  1592. Shop Inventory
  1593. -) The sailor's shop inventory was adjusted for the upcoming
  1594.  
  1595. boss fight with Jenova.
  1596.  
  1597.  
  1598. \\Costa Del Sol//
  1599.  
  1600. Cloud's Villa: Redux
  1601. -) When purchased, several new NPCs appear who will
  1602.  
  1603. periodically give you a supply of
  1604. rare items including Megalixirs.
  1605.  
  1606. Alternate Rufus Scene
  1607. -) Restored from the game script, an alternate version to the
  1608.  
  1609. arrival of Rufus scene is
  1610. now played after disembarking from the Cargo Ship for
  1611.  
  1612. the first time.
  1613. It features the greatest punch in history.
  1614.  
  1615. Basement Inventory
  1616. -) The items available from the Villa's basement have been
  1617.  
  1618. changed.
  1619.  
  1620.  
  1621. \\Mt. Corel//
  1622.  
  1623. Extended Scenes
  1624. -) A mixture of new scenes and restored/reactivated events
  1625.  
  1626. have been peppered throughout
  1627. Mt. Corel, mostly revolving around Barret's odd
  1628.  
  1629. behaviour as they approach the town.
  1630.  
  1631. Cokatolis' Nest
  1632. -) The items taken from the nest were changed to a stock of
  1633.  
  1634. Remedy instead, and the enemy
  1635. fought is a unique Mamatolis instead of a regular
  1636.  
  1637. Cokatolis.
  1638.  
  1639.  
  1640. \\North Corel//
  1641.  
  1642. Barret Flashback Skip
  1643. -) You can now skip Barret's (admittedly brief) Flashback
  1644.  
  1645. involving the town's decision to
  1646. let Shinra build a Reactor there + the attack.
  1647.  
  1648. Gold Saucer shortcut
  1649. -) After purchasing a Gold Ticket, you can talk to the Ropeway
  1650.  
  1651. Attendant to quick-warp to
  1652. any of the Gold Saucer areas rather than riding the
  1653.  
  1654. tram and going there manually.
  1655.  
  1656.  
  1657. \\Gold Saucer//
  1658.  
  1659. Price of Admission
  1660. -) The ticket price for one-time entry into the Gold Saucer
  1661.  
  1662. has been changed from 3000gil
  1663. to 300gil. Gold Tickets are still 30,000gil.
  1664.  
  1665. GP Seller
  1666. -) The random chance behind his appearance was removed; he
  1667.  
  1668. will now always be there after a
  1669. certain point in the game (Disc 2).
  1670.  
  1671. Cait Sith's Gift
  1672. -) Annoyed that Cait Sith is joining your party? He gives the
  1673.  
  1674. party 100GP to sweeten the
  1675. deal this time around.
  1676.  
  1677. Battle Square
  1678. -) The prizes here have been changed to the following:
  1679. [Pre-Bronco]
  1680. Spider Web = 100
  1681. Speed Drink = 200
  1682. T/S Bomb = 400
  1683. Ether = 800
  1684. S-Mine = 1600
  1685. Sun Curtain = 2000
  1686. Diamond Bangle = 4000
  1687. Peace Ring = 8000
  1688. Reflect Ring = 16000
  1689. Curse Ring = 32000
  1690.  
  1691. [Acquired-Bronco]
  1692. Speed Drink = 100
  1693. Hourglass = 200
  1694. Ether = 400
  1695. S-Mine = 800
  1696. 8-Inch Cannon = 1600
  1697. Astral Curtain = 2000
  1698. Crystal Bangle = 4000
  1699. Touph Ring = 8000
  1700. Circlet = 16000
  1701. Champion Belt = 32000
  1702.  
  1703. [Acquired Highwind]
  1704. Dazers = 100
  1705. Ether = 200
  1706. 8-Inch Cannon = 400
  1707. Sun Curtain = 800
  1708. Astral Curtain = 1600
  1709. Vaccine = 2000
  1710. SS-Mine = 4000
  1711. Hero Drink II = 16000
  1712. Oversoul Shard = 24000
  1713. Mystery Prize = 32000
  1714.  
  1715. The idea behind the prizes is to provide useful items
  1716.  
  1717. that can be used in-battle for
  1718. running Battle Square once, but to dole out equipment
  1719.  
  1720. that's ahead of the curve if
  1721. the player is patient enough to run it several times.
  1722.  
  1723. You'll notice that there's some
  1724. new items listed in this prize-list; refer to the Item
  1725.  
  1726. section for more info.
  1727.  
  1728. Extra Battle
  1729. -) An additional option that's unlocked in Battle Square once
  1730.  
  1731. the player has reached Disc 3,
  1732. cleared Special Battle, and bought the Mystery Prize.
  1733.  
  1734. A new NPC appears on the left-hand
  1735. side of the room who will enable the party to fight
  1736.  
  1737. against some super-bosses from other FFs;
  1738. including a replica of the Nemesis super-boss from
  1739.  
  1740. FFX's Monster Arena. This enemy's AI and
  1741. attacks are very similar to it's counterpart and can
  1742.  
  1743. make it appear overwhelming at first, but
  1744. using some of FF7's unique mechanics might expose some
  1745.  
  1746. surprising weaknesses...
  1747.  
  1748. Clearing Extra Battle nets the player a special item,
  1749.  
  1750. the Hero Medal. This was used
  1751. originally to unlock an alternate final battle in NT
  1752.  
  1753. but has a new function in the 1.4 build.
  1754. It's overall effect on the game is a secret, but
  1755.  
  1756. having it will enable a very special chain
  1757. of events at a certain time.
  1758.  
  1759. Dio's Trial
  1760. -) The prizes that Dio gives the player when participating in
  1761.  
  1762. the forced Battle Square encounter
  1763. for the Keystone have been changed. Clearing more than
  1764.  
  1765. five battles gets you an organics
  1766. sword for Cloud, while clearing it entirely will earn
  1767.  
  1768. you Organics, a Lucky Pill, and
  1769. 5x 8-Inch Cannons.
  1770.  
  1771. Wonder Square & Speed Square
  1772. -) Some prizes were tweaked slightly, nothing ground-breaking.
  1773.  
  1774. Don't believe the fortune-teller
  1775. and its lies.
  1776.  
  1777. Chocobo Square
  1778. -) You can now bet for A and S Rank races from the get-go,
  1779.  
  1780. instead of needing to become a Jockey.
  1781. This can make some end-game items available early,
  1782.  
  1783. assuming you have the money and
  1784. patience to actually do this :I
  1785.  
  1786.  
  1787. \\Desert Prison//
  1788. Junkyard
  1789. -) A new save point was added to the junkyard outside of
  1790.  
  1791. Dyne's hideout.
  1792. Nothing else.
  1793.  
  1794.  
  1795. \\Gongaga//
  1796. -) A new encounter is fought at the Reactor for the Titan
  1797.  
  1798. Materia; an opportunity to save the game
  1799. was added to the end of the Turks fight in order to
  1800.  
  1801. help prevent a potential loss of progress.
  1802.  
  1803. -) Aeris' additional dialogue is now possible to get when
  1804.  
  1805. talking to her after exiting Zack's house.
  1806. A disabled scene with Barret upon leaving Gongaga was
  1807.  
  1808. also added. Like with other towns,
  1809. your party members can be found around town.
  1810.  
  1811.  
  1812. \\Cosmo Canyon//
  1813. -) A new encounter is hiding somewhere in the Cave of the Gi,
  1814.  
  1815. and a new Save Point was added just
  1816. before the fight with Gi Nattak. The Added Effect
  1817.  
  1818. Materia was replaced with a Magic Counter.
  1819.  
  1820. -) HP & MP Plus can no longer be bought from the Materia
  1821.  
  1822. vendor in this town; both Materia are now
  1823. one-off unique pieces that are acquired elsewhere.
  1824.  
  1825.  
  1826. \\Nibelheim//
  1827. -) It's now mandatory to clear the Shinra Mansion in order to
  1828.  
  1829. set up a new event on Mt. Nibel.
  1830. Blocking the entrance to the Mansion is a squad of new
  1831.  
  1832. Shinra enemies based on the
  1833. SOLDIER enemy.
  1834.  
  1835. -) The key to the basement is now acquired from a treasure
  1836.  
  1837. chest rather than by opening the
  1838. safe; inside the safe is Odin Materia and the Lost
  1839.  
  1840. Number encounter, like before.
  1841. The Enemy Launcher weapon was moved to the treasure
  1842.  
  1843. chest upstairs on the right-wing.
  1844.  
  1845. -) An enemy change shouldn't be listed here, but Yin/Yang's AI
  1846.  
  1847. was changed so that it's text
  1848. strings no longer pause the flow of battle.
  1849.  
  1850. -) There seems to be something else here.
  1851.  
  1852.  
  1853. \\Mt. Nibel//
  1854. -) The Keeper boss is now optional, and no longer blocks the
  1855.  
  1856. route leading to Rocket Area.
  1857. He does drop the Powersoul weapon now, though, so if
  1858.  
  1859. you want this strong piece
  1860. of equipment you'll need to go through him first.
  1861.  
  1862.  
  1863. \\Rocket Town//
  1864. -) A save point was added into Cid's house so you can save
  1865.  
  1866. before the Palmer fight.
  1867. For whatever reason you'd want to do that.
  1868.  
  1869. -) Cid's new sidequest to get his Lv.4 Limit also starts from
  1870.  
  1871. here, and involves besting the
  1872. increasingly dangerous mechanised contraptions of his
  1873.  
  1874. 'student', who can be found
  1875. hanging around his house after you've acquired the
  1876.  
  1877. Bronco.
  1878.  
  1879. -) Cid's flashback can be skipped.
  1880.  
  1881. -) The boss fight with Rude up on the Rocket has been altered
  1882.  
  1883. slightly.
  1884.  
  1885. -) The Punmaster has a new unique script if you talk to him
  1886.  
  1887. during the rocket launch event.
  1888.  
  1889.  
  1890. \\Wutai//
  1891. -) Keeping in mind the stronger enemies + no Materia
  1892.  
  1893. situation, a number of powerful Lv.3 items
  1894. have been left lying around to help you with the Rapps
  1895.  
  1896. battle.
  1897.  
  1898.  
  1899. \\Temple of the Ancients//
  1900. -) Various shops were added to make it easier to survive
  1901.  
  1902. inside.
  1903.  
  1904. -) The battle that triggers when you're knocked down from the
  1905.  
  1906. clock puzzle is now with a unique
  1907. boss rather than the dreaded pincer battle with
  1908.  
  1909. Ancient Dragons.
  1910.  
  1911. -) Due to the unique nature of the boss fight with Brass/Red
  1912.  
  1913. Dragon and the lengthy cutscene that
  1914. precedes it, a Retry option was added in the event of
  1915.  
  1916. a Game Over.
  1917.  
  1918. -) Demons Gate is now double the fun.
  1919.  
  1920.  
  1921. \\Bone Village//
  1922. -) The shop here was changed so that Diamond Bangles are now
  1923.  
  1924. exclusive to Icicle Inn, allowing
  1925. Gold Armlets their time in the sun (they can be
  1926.  
  1927. acquired elsewhere, but not as conveniently).
  1928.  
  1929.  
  1930. \\Forgotten City//
  1931. -) Comet was removed from here, and is now acquired from the
  1932.  
  1933. Corel Train sequence. The Enemy Skill
  1934. that was here has also been removed.
  1935.  
  1936. -) Something good or bad will happen here, depending on your
  1937.  
  1938. perspective.
  1939.  
  1940.  
  1941. ...I'll finish the rest later :I
  1942.  
  1943. (but I never did - 11/03/2017 :c)
Add Comment
Please, Sign In to add comment