Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- FF7 NT V1.5 - June 2018 Patch (Preliminary)
- \\Executable//
- -) Limit Break tweaks:
- Cosmo Memory: Now fills allies Limit gauges in addition to dealing def-ignoring Magic damage
- All-Creation: Now revives KO'd party members in addition to dealing def-ignoring Physical damage
- Dragon Dive base-power adjusted down, Dynamite & Dragon Dance buffed
- Finishing Touch: If enemy not KO'd, enemy takes def-ignoring critical damage
- Blood Fang & Stardust Ray: Base power increased
- -) Materia Bonus/Penalties adjusted to make them build-friendlier
- Offence Magic
- -3 Defence
- -3 Mag.Def
- +3% MaxMP
- Offence Magic II
- -5 Defence
- -5 Mag.Def
- +5% MaxMP
- Status Magic
- +3 Defence
- +3 Mag.Def
- +3% MaxHP
- Physical-based Command Materia
- -5 Magic
- +5 Dexterity
- +5 Luck
- -5% MaxMP
- Added Cut & Cmd. Counter & Counter-Attack
- -5 Strength
- -5 Magic
- +10 Dexterity
- All/Mega-All
- -5 Magic
- +3% MaxMP
- Elemental/Added Effect Materia
- -15 Defence
- -15 Mag.Def
- HP/MP Absorb Materia
- -5 Magic
- +10 Dexterity
- -5% MaxMP
- MP Turbo & Quadra Magic & Magic Counter
- +5 Magic
- -25 Mag.Def.
- Final Attack/Sneak Attack
- +15 Dexterity
- -5% MaxHP
- Mime
- -15 Strength
- -15 Defence
- -15 Magic
- -15 Mag.Def
- Manipulate & Pre-emptive
- +10 Luck
- Morph & Throw
- +15 Defence
- -15 Mag.Def
- +15 Dexterity
- -15 Luck
- EXP/Gil Plus
- -10 Defence
- -10 Mag.Def
- W-Materia
- -15 Strength
- -15 Magic
- HP-MP Swap
- +50 Strength
- +50 Defence
- +50 Magic
- +50 Mag.Def
- Cover
- +15 Defence
- -10% MaxMP
- Summon I
- +5 Magic
- +5 Mag.Def
- -10% MaxHP
- -10% MaxMP
- Summon II
- +10 Magic
- +10 Mag.Def
- -15% MaxHP
- -15% MaxMP
- KOTR
- +15 Magic
- +15 Mag.Def
- -20% MaxHP
- -20% MaxMP
- \\Enemy Adjustments//
- -) Repaired Bizarro fight for Arrange Mode
- -) Fixed Air Buster facing issue
- -) Mythril Mines, defeating either miniboss will result in victory rather than
- needing to defeat both enemies, HP reduced for both
- -) Removed 0 EXP check from Mideel Island enemies (go wild)
- -) Ziegfried AI simplified
- -) Made Mystery Ninja's Innate consistent with character, and fixed 50% HP loop problem
- Ally in this battle given own attack command with a more appropriate SFX (gunfire)
- -) Jormungandr (Arrange Mode) balancing: Cyclone no longer inflicts Confu and is slightly weaker
- Serpentarius no longer inflicts Paralysis
- Boss can now be Slowed, has reduced defences, and slightly less HP
- Gyre Spume HP reduced from 500 to 250
- -) Armour Keeper (Arrange Mode) balancing: Guard Break power increased and defence loss increased
- All physical attacks now reduce target's Defence by a %
- Combo accuracy raised to 125%
- Tower Raze ignores defence
- Tower Ray base power increased
- Keeper Cross power increased, status chance increased, Statuses inflicted adjusted
- AI changes; Cross and Bolværk used once per battle based on HP%, effect of Bolværk changed
- Trine added to attack pool
- -) Saboteur Grunt (Shinra HQ): Oversight where dodging the Wither Shot attack would still display
- text string; attack was changed from physical to magical and is undodgeable
- -) Jenova-VECTOR: Fixed node spawn
- -) Dyne tweak to 50% HP behaviour (casts Haste instead of Haste + Shield)
- -) Gongaga Reno & Rude HP & Defences dropped
- Lich GT Zombie Powder no longer inflicts Poison, paralysis removed from Blood Sword
- -) Adjusted Cave of the Gi formations for less HP bloat
- -) Gi Kattan, effect of Rekindle changed
- -) Shinra Mansion, Ghirofelgo HP reduced, renamed Glace back to Mirror (enemy), Yin/Yang HP reduced
- -) Mt. Nibel: Thundercracker enemy can now use Trine while manipulated
- -) Temple of the Ancients: Satans Gate (Arrange Mode) rebalancing
- -) Gaea Cliffs: Icy Oscar Bad Breath behaviour changed, slight buff to Phrenia
- -) Underwater Reactor: Reinstated AI for Carry Armour that Arms must be destroyed
- before torso can be damaged
- -) Gelnika Turks: Changed behaviour of Chemical-Thrower
- -) Disc 2 Enemies > Disc 3 North Crater: Global Defence reduction
- -) North Crater Bosses: Neurotoxic Breath changed to single-target
- Left-Up Path Boss given EXP, AP, Gil
- -) Junon Leagues, unintended text string removed from Gun enemy
- Boristh text that said Borith for Boris enemy is unfixable
- -) North Crater: Power reduction for Tsarcat and Iron Fist attack
- -) Midgar Zolom given Beta again; Alpha has been repurposed into a different skill
- -) Removed Bad Plumbing attack from Hell House (arrange mode)
- -) Adjusted Brass Dragon AI to wait before triggering party-wipe mechanic; gives player a chance
- to heal Petrify on ????
- -) 8-Eyes enemy adjusted
- Kernel
- -) Changed Cloud's innate: Base bonus of +30 to Strength and Magic when a Limit Break is used,
- which deteriorates by -2 for each post-action 'tick'; after 15 ticks and the bonus has been
- completely lost, he will be able to proc the innate again.
- -) Fixed issue with Cid's innate where it could be procced repeatedly.
- -) Base damage for weapons above 50 corrected
- -) Aegis Armlet elemental protection fixed
- -) AP growth corrected on some weapons
- -) General revision of stats, bonuses, and effects on equipment
- -) General revision of spells
- -) Cloud's innate set with a stat-check to prevent stat rollover problem
- -) Changed L5 Suicide to Quarry Fuse; Earth-element magic skill with 12-base power and debarrier effect
- Multi-target
- -) Changed Magnitude8 to Time Flare: damage based on in-game timer /2, 99MP cost
- -) Alpha changed to Transfusion; sacrifice HP to revive Party (HP set to 1, revives KO'd party members),
- 100MP cost
- -) 'Big 3' Elemental E.Skills changed to dual-element
- Beta: Poison + Fire (small chance to poison)
- Aqualung: Water + Wind
- Trine: Bolt + Earth
- -) Magic Breath changed to Holy element
- -) Materia Elements adjusted; particularly Status Materia for more access to different elements
- Flevel (Scripts)
- -) Junon Weapon Raid: Battle with troopers replaced with quick scene, this also eliminates an
- inconsistency where Barret was able to participate in the fight despite still being cuffed.
- -) Improved tempo of the Weapon Raid by adjusting enemy encounters for this section.
- Encounters can now only be met at the heliport fields & enemy HP/defences reduced.
- -) Cloud animations fixed for Barret dialogue in Sector 7 (Materia Tutorial, selecting 'No')
- -) Cloud animations fixed for Great Glacier house when using Rank Up and returning
- -) Cloud animations fixed for when Curator is defeated
- -) Removed Sleeping Man script reset when turning in Mythril for one of the two Weaponsmith chests
- -) Clean up vars when cancelling Junon Leagues mid-tourney
- -) Added extra rank-up option for characters & revised/checked pre-existing ones
- -) Added an experimental RNG-based system that randomises which stat upgrades you get.
- This system uses an opt-in, and is being prototyped for feedback. It is intended for use with
- Arrange Mode but can be toggled on either mode currently.
- -) Corrected script during Mako Cannon Fires at Weapon scene
- -) Added handler for oil slip in Cave of the Gi to prevent Random Battles being turned back on if
- player has set this to Off prior
- -) Condensed exposition text for several scenes (specifically Cargo Ship and Ghost Hotel scenes)
- -) Tweaks to Beginner's Hall dialogue & sorted an unfortunate misunderstanding with Barret's animation
- -) Adjusted GameMoment check for Aeris appearing beneath Junon
- -) Adjusted text for Junon Leagues cancel options
- -) Fixed some misaligned dialogue boxes
- -) Ghost Ship Goannai attack changed from Eject/KO to Eject/Escape
- -) Corrected sprite shown in Forgotten City Altar (Disc 3)
- -) Wall Market Diner, 'get out of the kitchen' script now applies to party leader
- -) Fort Condor, sorted Yuffie's dialogue
- -) Attempted adjustment of line detection for Yuffie's House lever machine
- -) Fixed typos/grammar errors in Forgotten City
- -) Fixed old text on 4th crewman on Highwind Bridge from Midgar to Rocket Town
- -) Fixed Planet Materia check for Corel Train
- -) Added Exit Marks (Red Triangles when Assist enabled) to various fields
- -) Reworded Altar dialogue choice
- -) Corrected Text & Drops for Mythril trade-in at Weaponsmith House & for Red's Ultimate Weapon
- -) Restricted the Off course/No, Way joke
- -) Corrected Aeris' 'this guy am sick' dialogue
- -) Added fight music for Cloud's Lv.4 Limit battle
- -) Changed Ending behaviour
- Dark Cave
- -) Set Tifa/Cid unlocked in PHS
- -) Sector 5 Key re-added at end
- -) Moved Cid's text boxes (clipping issue with green triangle)
- -) Issue where Aeris wouldn't appear during Corneo scene
- -) Set up 2nd exit to Dark Cave on final screen
- -) Added door-block to Church if certain conditions aren't met to prevent script problems inside
- -) Fixed music reset in Aeris' house when going upstairs
- -) Pillar cannot be re-accessed after finishing event there
Add Comment
Please, Sign In to add comment