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  1.  
  2. Final Fantasy VII: New Threat Mod v1.4 - README
  3.  
  4. TABLE OF CONTENTS:
  5.  
  6. 1. WELCOME TO FF7 NEW THREAT
  7. 2. INSTALLATION
  8. 3. CHARACTERS & GAME BALANCE
  9. 4. NEW CONTENT & REVISIONS
  10. 5. BUGS & KNOWN ISSUES
  11. 7. CREDITS & CLOSING
  12.  
  13. ---------------------------------------------------------------------------------------------------------
  14.  
  15.  
  16.  
  17.  
  18. 1. WELCOME TO FF7 NEW THREAT
  19.  
  20.  
  21.  
  22.  
  23. ---------------------------------------------------------------------------------------------------------
  24.  
  25. Hey there, and welcome to New Threat! I don't like the name, but it appears to have stuck so I just
  26. call it NT for short. What started as a basic palette swap for the game's bosses has slowly grown into
  27. a full-scale revision and content mod, focused on enhancing & expanding gameplay. The original game
  28. had more than it's fair share of problems, chief among them being a very easy arc of difficulty that
  29. can quickly render the game trivial for most players, experienced or not. One of the main objectives
  30. for the NT Mod became tackling this problem, and creating a much more challenging and satisfying
  31. gameplay experience that could be considered fair and interesting.
  32.  
  33. The NT Mod for FFVII was created using a full array of tools, editing the weapons, armor, items, Materia,
  34. spells, character stats, enemies, events, and models used by the game. Most of the tools were developed
  35. by the hard-working folks on Qhimm, and without which this mod would not have been possible for me to
  36. put together. I also owe the FF7 Hardcore mod (made by Gjoerulv) and the FF7 challenge-run community for
  37. getting me to think about the game in new ways and better prepare me for the the tough job of balancing
  38. the game and creating new content that was challenging but in line with the difficulty arc.
  39.  
  40. In addition to the tools, the mod was shaped and changed over time by invaluable player feedback which
  41. has helped to further refine the game. Random battles are designed to be quick and fun, with boss fights
  42. providing unique challenges that test a player's knowledge of the game's mechanics in ways that the
  43. vanilla game isn't able to. It's been great fun exploring the game's AI and bringing unused oddities
  44. to the fore that can surprise even the most battle-hardened FF7 veterans.
  45.  
  46. As far as the game's story goes, there is one feature in NT that needs to be explained and that's the
  47. decision to retain Aeris in the player's party post-Disc 1. While this wasn't done for story reasons,
  48. it does have an undeniable impact on the game's storyline which threatened to derail the mod's scope
  49. as a purely gameplay-orientated mod. I spent a great deal of time, however, fine-tuning the dialogue
  50. in order to keep the impact of this to an absolute minimum. The final result was that only one scene
  51. required any kind of serious revision, and I took great care and consideration in pitching this one scene
  52. so that it a) fit naturally with the localised dialogue, and b) performed it's intended role in the story.
  53. There are also plans in the future to make this part of the mod optional.
  54.  
  55. As mentioned above, feedback is what shapes this mod and helps NT to develop and grow into something
  56. bigger and better than I could ever hope to make it alone. If you have any ideas, feedback, or bug
  57. reports regarding the mod and any of it's features then don't hesitate to get in touch either through
  58. Qhimm, Insane Difficulty, or through the associated Youtube channel.
  59.  
  60. Oh, and one last thing:
  61.  
  62. NO REFUNDS
  63.  
  64. -Sega Chief, 2015
  65.  
  66. ---------------------------------------------------------------------------------------------------------
  67.  
  68.  
  69.  
  70.  
  71. 2. INSTALLATION
  72.  
  73.  
  74.  
  75.  
  76. ---------------------------------------------------------------------------------------------------------
  77.  
  78. The New Threat Mod has two installation methods, with some work-arounds for getting it installed to
  79. currently unsupported platforms such as Bootleg. The two 'normal' installation methods include the
  80. mod's 'Main Installer' which simply patches a default copy of FF7 (either the 1998 version or the
  81. newer releases such as 2012 or Steam) with the NT Mod and the '7th Heaven .IRO' which is used with
  82. the 7H Mod Loader tool developed by Iros and maintained by EQ2Alyza (god bless 'er).
  83.  
  84. [Main Installer]
  85. To install the patch, just follow these instructions:
  86.  
  87. • First, make sure that you have a regular copy of FF7 installed to your PC. Preferably one that
  88. hasn't been altered using a program such as Bootleg or similar.
  89.  
  90. • Before patching, go into your FF7 folder and make a back-up copy of the 'data' folder. This
  91. contains all the files that will be patched by the Main Installer. By keeping this back-up,
  92. you can swap back to the default version of the game at any time without having to reinstall.
  93.  
  94. • Run the Installer and direct it to the 'data' folder in the FF7 folder. This applies to either
  95. version of FF7, despite the slight differences in architecture. Make sure that the installer has
  96. the appropriate writing permissions and isn't blocked by your anti-virus. If you find that the
  97. Installer is unable to alter the data folder due to security, try moving the 'data' folder to
  98. the Desktop and then patching it there before moving it back into the FF7 folder.
  99.  
  100. [French, Spanish, and German Versions]
  101. To install the patch, just follow these instructions:
  102.  
  103. • These versions of the game have different file/folder names that the Installer won't recognise.
  104. to fix this, go into your FF7 Steam installation and change the following file names:
  105.  
  106. Field Folder
  107. fflevel.lgp, sflevel.lgp, gflevel.lgp -> flevel.lgp
  108.  
  109. Data Folder
  110. lang-es, lang-fr, lang-de -> lang-en
  111.  
  112. Run the Main Installer. After it has finished, rename the files back to their original names
  113. and the game should be ready to play.
  114.  
  115. [7H Installer]
  116. This is a bit more complicated, but much more compatible with other mods:
  117.  
  118. • This is best followed from the relevant Qhimm Forum found here:
  119. http://forums.qhimm.com/index.php?topic=15520.0
  120. Installation of 7H can be complex and plenty of things can go wrong so it's best to follow the
  121. advice given here as closely as possible and to ask questions if you're unsure or run into
  122. trouble with it.
  123.  
  124. The general procedure for a 7H installation is to clear away any and all files pertaining to
  125. FF7 from your computer and clean the registry. Then, install the default FF7 Steam version
  126. and convert it using the 7H Game Converter (GC). This will set the game's file architecture
  127. to support the 7H Mod Loader which can be run instead of the usual Launcher program.
  128.  
  129. With this done, a 'catalog' of mods can be loaded which the player then picks from to apply
  130. to their game, with the NT Mod being one of the included options. The benefits this installation
  131. has is making the mod much more easily compatible with graphical mods that change battle models,
  132. field screens, etc.
  133.  
  134. [Verification]
  135. To check that you've patched it properly:
  136.  
  137. • If you want to make sure that the patch was applied properly, either start a new game or load
  138. any save file. On a New Game, a text box should appear asking the player to select a difficulty
  139. mode; this confirms the 'flevel' has been patched.
  140.  
  141. The second check is for the Bronze Bangle armor; if this now has three Materia slots and
  142. an item description (it has no description in the vanilla game) then the Kernel has patched.
  143.  
  144. The third check is the first encounter of the game. If the two soldiers fought in the first battle
  145. have the name 'MP Trainee' then the scene.bin has patched successfully.
  146.  
  147. The fourth and final check is the game's models. If Cloud's SOLDIER outfit appears to be a darker
  148. blue rather than the light purple used by the original game then the char.lgp has patched. If the
  149. first boss of the game is now black & gold rather than red, then the battle.lgp has patched.
  150.  
  151. One last thing to note is that it's highly recommended to start a new game if playing New Threat for
  152. the first time, rather than loading a save file made without the mod installed (to skip the opening
  153. intro, for instance). This is to avoid missing out on certain early Materia such as Barrier, Time,
  154. Revive, etc. that come equipped on characters like Tifa, Aeris, and Red XIII when they join.
  155. Save files made on older versions of NT are fully compatible however.
  156.  
  157. It's also highly recommended to play 'Original' difficulty; this is the intended NT experience for
  158. players. Arrange instead offers something new for repeat/returning NT players.
  159.  
  160. Oh, and one last thing:
  161.  
  162. VISIT THE BEGINNER'S HALL IN SECTOR 7 FOR PRO-TIPS
  163.  
  164. No, seriously.
  165.  
  166. ---------------------------------------------------------------------------------------------------------
  167.  
  168.  
  169.  
  170.  
  171. 3. CHARACTERS & GAME BALANCE
  172.  
  173.  
  174.  
  175.  
  176. ---------------------------------------------------------------------------------------------------------
  177.  
  178. Whether you've played FF7 for a long time or just once or twice years ago, you'll know that the game
  179. is not the most challenging RPG out there. The game can be cleared with nothing more complex than a
  180. Cure spell or two with physical attacks & Limits. In fact, you can beat the game with lv.1 characters
  181. under a whole variety of restrictions; there's hundreds of exploits, imbalances, and altogether useless
  182. materials in this game that never get a chance to shine. The game was rushed to the finish line during
  183. it's production too, which has resulted in a whole number of glitches, AI oversights, and other problems.
  184. Wading into that mess to craft something resembling a difficulty arc with proper shape, challenge, and
  185. variety has not proven easy and previous NT versions have all failed in some way to achieve this to the
  186. standard I was aiming for.
  187.  
  188. The fundamental problem with balancing FF7 is that a see-saw occurs with it's physical attack formula.
  189. As Level is called twice, this results in physical attacks suddenly spiking up once your party has
  190. reached a certain level threshold, quickly leaving magical attacks with their longer animations and
  191. MP costs completely in the dust. There's also the issue with characters being very generic in their
  192. stats, with only weapons and Limits really separating them from each other. Finally, Materia can be
  193. equipped in very powerful combos with some being as simple as five Counter-Attacks + Cover.
  194.  
  195. So there were several 'fronts' to tackle in bringing a curve, or arc, of challenge to the game. The first
  196. of these fronts was bringing some identity to each character through their stats and complimenting these
  197. with stat boosts and special effects for their weapons. This later evolved into producing a brand new
  198. character-development system for stats which would let players create their own 'builds' for each character.
  199. They were also given 'innate' abilities that trigger in-battle, helping to create more individuality for
  200. each character and lend an extra dimension to strategies and set-ups.
  201.  
  202. Here's a summary of each character and the decisions made when speccing them:
  203.  
  204. ---------------------------------------------------------------------------------------------------------
  205.  
  206. CLOUD
  207. ---------------
  208.  
  209. A powerhouse in the vanilla game, Cloud enjoyed some great stats, strong Limits, and the best STR stat.
  210. While this was understandable due to him being mandatory for most of the game and his backstory as an
  211. (albeit 'failed') SOLDIER experiment, I've made him into more of a jack of all trades with decent showings
  212. in the primary stats and the option to build those stats in different ways.
  213.  
  214. \\Character Innate: Second Wind//
  215.  
  216. After a certain amount of time has passed in-battle, and once per battle, Cloud will refresh his HP & MP.
  217.  
  218. ---------------------------------------------------------------------------------------------------------
  219.  
  220. BARRET
  221. ---------------
  222.  
  223. The original powerhouse with the highest HP and VIT of all the vanilla characters, this remains true in
  224. NT with Barret being specced to suit a tanking role in soaking up physical damage for the other characters
  225. from the (relative) safety of the Back Row. His SPR has also been greatly boosted and he no longer has the
  226. worst SPR stat in the game. To compensate, his MAG, MP, and DEX are very lacking and his STR has fallen
  227. slightly to compensate for his long range weaponry.
  228.  
  229. Barret has three types of weapons; his standard guns have high accuracy and are long range but often carry
  230. no statistical benefit. His close-range weapons, on the other hand, are inaccurate but carry solid stat
  231. boosts on them. Finally, his cannon-type weapons acquired late in the game are a mix of both; being long-range, middling accuracy, and carrying some stat bonuses.
  232.  
  233.  
  234. \\Character Innate: Attack/Defence Stacks//
  235.  
  236. Barret has a versatile innate that changes depending on which Row he is when hit by a physical attack.
  237. If struck while in the Front Row, he gains a stack that boosts his STR. If hit while in the Back Row, however,
  238. then he gains a stack that raises VIT & SPR instead. He can have five stacks of either Attack or Defence,
  239. but cannot have more than one type of stack at a time; if he gains an Attackstack while in the Front Row
  240. then he will lose any Defence stacks gained up to that point for example.
  241.  
  242. ---------------------------------------------------------------------------------------------------------
  243.  
  244. TIFA
  245. ---------------
  246.  
  247. Outside of a speedrun or challenge-run making specific use of her Powersoul, Tifa was considered to be
  248. ultimately garbage when compared to the other characters. A shoddy all-rounder with roulette limits
  249. that used random targeting, some drastic work was needed to make her properly viable again. In NT,
  250. she's been given an overhaul and now sports one of the highest STR stats in the roster, with great
  251. DEX to keep the hits flying fast. Her main weakness however is her VIT which leaves her vulnerable
  252. to physical damage on the front row without some kind of mitigation in place.
  253.  
  254. Tifa's weapons vary between boosting her naturally high DEX or raising her other stats like VIT and MAG.
  255. She has plenty of weapons with special effects like in the original game, such as God's Hand for 255% accuracy
  256. and Powersoul which greatly increases damage when at critical HP and under the Death Sentence status. She can
  257. also be built into a fast caster if players don't want to go the physical damage route.
  258.  
  259.  
  260. \\Character Innate: Grit//
  261.  
  262. Once per battle, when Tifa would normally be KO'd either by her HP reaching 0 or by an instant-death
  263. attack she will instead auto-revive with 1HP (or retain her current HP in the case of an instant death
  264. effect), along with any buffs/debuffs and her Limit gauge intact. Her currently queued action will also
  265. be retained and executed as normal.
  266.  
  267.  
  268. ---------------------------------------------------------------------------------------------------------
  269.  
  270. AERIS
  271. ---------------
  272.  
  273. Sporting the highest MAG, MP, and SPR stats of the vanilla game, these remain her strongest stats in
  274. NT with a respectable DEX stat to help her keep up with the physical strikers and their naturally
  275. faster attacks. As you'd expect from a traditional caster, Aeris is quite vulnerable to physical
  276. damage and has an abysmal STR stat which makes her unsuitable for front-line combat.
  277.  
  278. With the exception of her new starting weapon, the Restore Rod, Aeris' weapons alternate between
  279. boosting either her MAG stat for better nuking or the DEX & SPR stats for faster, safer casting. Most have
  280. also been refitted to provide healing instead of physical damage, with only a few exceptions, and can also
  281. grant positive status effects in some cases.
  282.  
  283.  
  284. \\Character Innate: Geo-Stance//
  285.  
  286. Originally billed as a Geomancer in the game's concept notes, this has been brought back to a degree for
  287. NT by improving Aeris' Defend command to have her temporarily absorb all Magical elemental damage while
  288. Defending. This can be very useful for surviving high damage attacks from bosses that would normally cause
  289. serious trouble for this low HP caster.
  290.  
  291.  
  292. ---------------------------------------------------------------------------------------------------------
  293.  
  294. RED XIII
  295. ---------------
  296.  
  297. Another all-rounder like Tifa in vanilla, Red XIII was nevertheless a solid choice for the early game
  298. thanks to his Lunatic High Limit and decent stats overall. His later Limits, however, are quite bad and
  299. fall short of the other party members. With this in mind, Red was specced as a Support character with
  300. great HP, MP, and DEX along with a solid MAG and STR stat to help him keep an offensive edge. Though
  301. not as tough as Cloud, he can fit into multiple roles such as Striker and Caster with his higher DEX
  302. allowing him to keep up.
  303.  
  304. Like with Cloud, Red's weapons can boost each of his stats, but he has a few that inflict statuses and
  305. sports both a rare Long-Range weapon in the Hairpin and a 8-Linked Slots weapon in the Centclip which
  306. is great for Support roles. His dire late-level Limits were also taken into account and have very short
  307. charge times as a result, with his Ultimate weapon being given the Premium Heart formula to make better
  308. use of that Lv.4 Limit by...not using it.
  309.  
  310.  
  311. \\Character Innate: Wild Fang//
  312.  
  313. Over the course of a battle, Red will gain STR/MAG stacks meaning he becomes stronger in longer battles.
  314. A message will display when these stacks have reached their maximum capacity (+50).
  315.  
  316.  
  317. ---------------------------------------------------------------------------------------------------------
  318.  
  319. YUFFIE
  320. ---------------
  321.  
  322. When she wasn't busy warping people to god knows where in vanilla, Yuffie was busy being one of the most
  323. awfully specced characters in the game. With LCK being her only 'good' stat, and DEX coming 2nd to Red XIII,
  324. she was a glass cannon without the cannon. For NT, she's been adapted to fit that role much better and
  325. her abysmal defensive stats are off-set by her incredible DEX and high STR & MAG that let her nuke quickly
  326. as either a long-range striker or a caster.
  327.  
  328. Her weapons focus on either fortifying her DEX stat, or boosting her MAG stat. By focusing on DEX and using
  329. spells like Haste and Slow, Yuffie can easily get multiple turns before the enemy which can be great for
  330. quickly racking up damage or for providing support & healing. Other weapons she has carry natural elements
  331. and status ailments to compliment a striking role, such as the Wind Slash which is very effective against
  332. airborne enemies.
  333.  
  334. \\Character Innate: Perfect Dodge//
  335.  
  336. Whenever Yuffie is struck by either Physical she will temporarily gain 255% evasion which is lost either
  337. after a few turns or when she is affected by any magic command.
  338.  
  339. ---------------------------------------------------------------------------------------------------------
  340.  
  341. CAIT SITH
  342. ---------------
  343.  
  344. Recipient of a less than flattering nickname, Cait Sith throws a strange curveball in Vanilla with his
  345. poor VIT and bad MP which doesn't compliment his MAG stat at all. His Limits are unique in that a
  346. speedrun category is built around them, but that's not going to fly in a regular run so some major tweaking
  347. was in order. First of all, Cait Sith has a great Luck stat that can be developed to a high level which
  348. allows him to be built into a 'Lucky Tank' role with the right equipment. He also has decent VIT and SPR to
  349. better fit him into a Tank role, but suffers from atrocious DEX and bad STR & MAG. He's a pure tank, with
  350. some Support in him.
  351.  
  352. Luck is the theme for Cait's equipment, with his weapons providing either a hefty VIT/SPR boost or a
  353. big dose of LCK to compliment these stats. He also has access to an early 8-slot weapon in the
  354. Silver M-Phone for setting him up as a Materia Tank (his traditional role), and for providing some
  355. Support through his Black & White M-Phones which grant handy buffs when used on party members.
  356.  
  357.  
  358. \\Character Innate: Innate MP Regen//
  359.  
  360. Cait Sith will slowly regenerate MP, helping him in support and casting roles.
  361.  
  362. ---------------------------------------------------------------------------------------------------------
  363.  
  364. VINCENT
  365. ---------------
  366.  
  367. The vanilla gunslinger was a replacement of sorts for Aeris as a caster, sporting a decent MAG stat and
  368. MP for when she kicked the bucket. He was quite fragile though, and his Limits are arguably the worst
  369. in the game as they rob you of any control over him. For NT, Vince is made much tankier in VIT and retains
  370. his high MAG and MP to make him a 'tanky' caster with the drawback of having one of the lowest DEX stats.
  371. His SPR and HP are also still quite low, so he's vulnerable to being nuked by magical damage.
  372.  
  373. Vincent's weapons are all Long Range, with his guns either boosting his MAG stat or providing a unique
  374. effect such as the slash-all effect on the Shotgun, the 255% accuracy on the Sniper CR, or the Inflict
  375. Slow on his Lariat. His Buntline also has linked 2x growth slots which can be useful for growing Materia
  376. while still being able to retain basic Materia combos.
  377.  
  378.  
  379. \\Character Innate: MP Shield//
  380.  
  381. Periodically, Vincent will rgeain HP equal to his current MP which makes him quite tanky and allows his
  382. MP to be of use as a source of healing during his Limit Forms.
  383.  
  384. ---------------------------------------------------------------------------------------------------------
  385.  
  386. CID
  387. ---------------
  388.  
  389. The foul-mouthed brawler was often the main pick for parties back in the day, but he was actually
  390. quite behind in terms of stats with only his HP and VIT coming anywhere close to being on par with
  391. the other characters. In NT, he's been set up as a powerful physical striker with LCK rather than
  392. DEX being his edge over the others. Though quite slow and vulnerable to magical damage, Cid is quite
  393. tough with HP and VIT, being able to stand on the front line with a greater degree of durability than
  394. the other physical strikers.
  395.  
  396. Cid's weapons focus on boosting his VIT for better survivability, or his LCK for a better flow of
  397. critical hits and Luck-based evasion. He also carries some varied effects on some weapons, such
  398. as Water/Lightning elemental on the Trident which is effective against machine enemies or the Grow Lance
  399. which is Long Range.
  400.  
  401.  
  402. \\Character Innate: Reactive Guard//
  403.  
  404. When hit by damage, Cid will gain either a Barrier or MBarrier depending on the type of damage.
  405.  
  406. ---------------------------------------------------------------------------------------------------------
  407.  
  408. With the character roles and potential builds for them more clearly defined, it was time to tackle the
  409. game's broken balance and start crafting a difficulty curve that was both fun and challenging.
  410.  
  411. There are two main damage formulas in this game; Physical and Magical. The Physical formula starts off
  412. weaker than the Magical one, but see-saws to being the much stronger formula as the player's levels rise.
  413. By contrast, Magic is the opposite with plenty of power early on but ends up requiring higher and higher
  414. base power in order to keep up with Physical attacks. Balancing these against each other is very difficult,
  415. as different play-styles can result in a level difference of 10-20 (which is huge for Physical attacks
  416. going past Lv.40). One key thing to keep in mind is that Physical attacks are much faster than Magical
  417. ones and don't require MP, so if they are too close to Magical damage then they'll render Magic obsolete
  418. and we'll be back to square one. My initial solution to the problem was a hard level cap, but this didn't
  419. properly eliminate the issue. In the current build, though, I've found a much more discreet way to manage
  420. the game's damage formulas which lets players hit Lv.99 without destroying the game's balance.
  421.  
  422. Money is an issue that has been tackled several times during major updates to the mod. In its first
  423. iteration, the mod was given the rather unflattering nickname of the 'poverty mod' by FF7 speedrunner
  424. XeroKynos (who the hell buys 99 grenades ._.) and this still held true to an extent in v1.2. For the
  425. latest version, I've taken some steps to tackle the expenses that are thrown at the player, such as
  426. the Gold Saucer tickets and the Choco Lure Materia. Party members also join the party with expensive
  427. Materia already equipped, which should help with costs later. In general, enemies drop more Gil and
  428. a Gil Plus Materia is available early on. Even with all that, don't expect to be able to buy every single
  429. weapon and piece of equipment you see in stores without a little grinding; a better approach is to
  430. carefully manage your money, only buying weapons for characters you plan to use in a particular segment
  431. as it won't be long before a potentially stronger weapon is available for them.
  432.  
  433. With the game's 'economy' in mind, I overhauled the game's drops, steals, and Morphs available from
  434. each enemy. As of 1.35, a lot of the frustration associated with failed Steals has been pretty much
  435. removed with the player being guaranteed to Steal one of two 'common' items from each enemy, and a
  436. small chance at getting a super-rare item that can greatly impact the way a player advances through
  437. the game. A decent reward was selected for each enemy's Morph, to take into account the difficulties
  438. with Morphing early on in the game. There's also an Uncommon drop ensuring players who don't use Steal
  439. or Morph will still be getting a steady flow of items to make use of. There are also no 'missable' items,
  440. and anything that can acquired early on can be found again later in the game.
  441.  
  442. The final and most important part of the mod's restructuring is the enemies themselves. There's no sense
  443. in having an awesome team if you don't have tangible threats to pitch them against. Every single enemy
  444. in the game was retrofitted with enhanced AI, fine-tuned stats, and new attacks. I've spent who knows how
  445. many hours meticulosly adjusting each enemy and formation to present the correct level of challenge.
  446. To assist in preparation, consistent elemental weaknesses have been enforced with plenty of status ailments
  447. to make use of in order to make fights more intuitive and strategic, rewarding set-ups that make use of
  448. weaknesses, mitigation, and taking risks with front-line damage.
  449.  
  450. But as far as strategy and set-ups go, there's hundreds of effective strategies that have emerged from
  451. players gunning through the mod so far. There's no 'correct' way to play, and the NT Mod was never
  452. billed as being a 'Hard-type' mod. It was designed to present a fun and reasonable challenge to both
  453. experienced players and newcomers alike, which judging from feedback it has succeeded in doing. I'm very
  454. proud that the mod was able to strike this balance and I've made efforts to include as many unique and
  455. unusual elements within reason to promote new strategies and set-ups. And a big thanks to people
  456. who took the time to report their strategies and what they found to work, and what didn't.
  457.  
  458. ---------------------------------------------------------------------------------------------------------
  459.  
  460.  
  461.  
  462.  
  463. 4. NEW CONTENT & REVISIONS
  464.  
  465.  
  466.  
  467.  
  468. ---------------------------------------------------------------------------------------------------------
  469.  
  470. New Enemies The NT Mod features a myriad of new encounters to keep players on their
  471. toes. These can take the form of random encounters, or newly scripted
  472. events that trigger a boss fight. There is well over 100 new enemies,
  473. each with their own model, attacks, and AI. You'll also encounter some
  474. 'friendly' enemies from time to time who will help you during battle.
  475.  
  476. ---------------------------------------------------------------------------------------------------------
  477.  
  478. Revised Materia Most Materia has been moved around in the NT Mod, with the more powerful
  479. ones being found on Disc 3. In addition to this, the AP required to
  480. unlock spells has been adjusted to help pace out magic appropriately.
  481.  
  482. In Arrange, Materia Equip Effects were altered to make them much more
  483. double-edged and an important thing to consider when making Materia
  484. combos. This was lacking in the original game, where the equip effects
  485. of Materia were mostly inconsequential.
  486.  
  487. ---------------------------------------------------------------------------------------------------------
  488.  
  489. Level Synch A discreet fix for the damage formulas used by the game which prevents
  490. physical attacks from becoming overly powerful as the character's level
  491. rises past a certain threshold.
  492.  
  493. ---------------------------------------------------------------------------------------------------------
  494.  
  495. Revised Spells The spells used by the player have undergone an overhaul, with some revisions
  496. being minor and others a little more extreme. Basic elemental spells have
  497. slightly higher base power, with a higher MP cost to match and Summons have
  498. been set-up to be effective but costly nukes that will continue to be useful
  499. for a large portion of the game. Enemy Skills were revamped, making them
  500. more unique and double-edged, with some of the more useless ones like Roulette
  501. being re-done entirely to provide some extra elemental firepower to the player.
  502.  
  503. ---------------------------------------------------------------------------------------------------------
  504.  
  505. Revised Equipment The stat boosts on weapons have been made much more tangible and better
  506. compliment the nature of each character, with options to create certain
  507. builds and roles. Armour and Accessories were given the most work, making
  508. previously useless pieces much more valuable. Every character now has a
  509. Triple growth weapon, with 2-3 'ultimate' weapons that either use powerful
  510. effects or have great stat bonuses.
  511.  
  512. ---------------------------------------------------------------------------------------------------------
  513.  
  514. Revised Enemies In addition to the new enemies found in the game, all of the existing ones
  515. were given overhauls to their stats, AI, and attacks to make for a more
  516. challenging experience. Bosses in particular remain true to the mod's
  517. original scope and have been given a different slant to their mechanics
  518. with a new visual 'look'.
  519.  
  520. ---------------------------------------------------------------------------------------------------------
  521.  
  522. Stealing Every enemy in the game, with a few exceptions, has the following:
  523. An uncommon drop [16 chance]
  524. Two common Steals [32 chance each]
  525. One rare steal [8 chance]
  526.  
  527. Stealing itself depends on the character's Level (NOT the Dexterity stat)
  528. and is applied against the target's level and the item's steal chance with
  529. the following formula:
  530.  
  531. LVdifference = 40 + User's LV - Target's LV
  532.  
  533. LV Factor = 512 x LV Difference
  534. -------------------
  535. 100
  536.  
  537. Chance = Itemchance x LV Factor
  538. ----------------------
  539. 256
  540.  
  541. In addition to the formula, enemies have a 'list' of four items that are
  542. checked against the Steal formula in order. This means that items appearing
  543. lower down on the list have a lower chance of being stolen as the items
  544. above it must fail the formula check first.
  545.  
  546. So with your character attempting to steal an item from an enemy of the
  547. same level, you will have a 25% chance to steal the first 'common' item,
  548. followed by another 25% chance to steal the second 'common' item, and
  549. finally a 6% chance to obtain the rare item (assuming the above checks fail).
  550.  
  551. A Sneak Glove can greatly boost your chances of stealing, but in doing so
  552. you'll become much less likely to obtain the Rare steal as the odds of the
  553. Common Steals failing become much lower. The same applies with having high
  554. level characters attempting to steal from low level enemies; Rare steals
  555. were set up to be infrequent bonuses that the player can acquire rather
  556. than something to be farmed.
  557.  
  558. ---------------------------------------------------------------------------------------------------------
  559.  
  560. Morphing The Morph Materia is now available much earlier in the game, from the
  561. garden next to Aeris' house (in place of Cover Materia). Morphing takes
  562. time and requires that you wear an enemy down and then land the killing
  563. blow with the Morph command, which significantly reduces attack.
  564. The rewards they give tend to be quite useful though, and equipment exists
  565. that can ignore the damage penalty imposed by the Morph Command.
  566.  
  567. ---------------------------------------------------------------------------------------------------------
  568.  
  569. Revised Characters Each character has been given an overhaul to their stats and weapons in
  570. order to make them more suited to certain roles and to play a more effective
  571. role in the player's set-up. The general strengths of each character are:
  572.  
  573. -) Cloud: All-rounder, slight edge in VIT/SPR
  574. -) Barret: High VIT, SPR, and HP for tanking
  575. -) Tifa: High STR and DEX for quick, powerful hits
  576. -) Aeris: High MAG and DEX for fast and effective spell-casting
  577. -) Red XIII: All-rounder, slight edge in DEX.
  578. -) Yuffie: Glass cannon, very quick but fragile.
  579. -) Cait Sith: High VIT, SPR, and LCK for tanking/evasion.
  580. -) Vincent: High MAG & VIT, a tough but slow caster.
  581. -) Cid: High STR, VIT, and LCK for a a durable physical hitter.
  582.  
  583. The rate at which Limit gauges fill also depends on the utility of the
  584. Level Limit. Aeris' LV2 Limits charge slowly, for instance, because they
  585. are capable of filling the Limits of other characters while Red XIII's
  586. Lv.4 Limit fills quickly due to it being underpowered compared to other
  587. multi-hit Limits. In Arrange, Limits are modified to make them more
  588. useful and balanced against each other.
  589.  
  590. Characters have also been given Innate abilities to give them more
  591. individuality in-battle, and lend some extra depth to the player's strategy.
  592.  
  593. ---------------------------------------------------------------------------------------------------------
  594.  
  595. Battle Square A major overhaul has been made to the game's Battle Square minigame in
  596. the Gold Saucer. In addition to much more valuable prizes being available
  597. for the three iterations of Battle Square, you now fight the same 8 battles
  598. each time which removes a lot of the RNG from this minigame. The battles
  599. fought have also been modified to include some new formations that are
  600. better suited to a solo character fight and an early game boss as the
  601. 8th battle.
  602.  
  603. From Disc 2 onwards, a new Extra Battle has been added which includes
  604. ten powerful boss monsters to be fought. Each one has a decent drop,
  605. including accessories and powerful weapons, but also a Materia reward
  606. can be obtained by beating each boss for the first time. A lot of the
  607. game's more powerful Materia can only be obtained in this way.
  608.  
  609. Finally, the Special Battle has been respecced with 8 new battles and
  610. uses the full party instead of just a solo character.
  611.  
  612. ---------------------------------------------------------------------------------------------------------
  613.  
  614. Junon Leagues A brand new sidequest available in Junon's 'Respectable Inn' (otherwise
  615. known as the 2nd Beginner's Hall), the player sends one of the party to
  616. compete in a round-robin tourney against seven other fighters.
  617. Each bracket has two rounds, and if successful with the highest points
  618. at the end, the player earns a prize of several rare items.
  619.  
  620. ---------------------------------------------------------------------------------------------------------
  621.  
  622. Cutscene Skips One of the convenience features, the NT Mod allows players to skip certain
  623. story sequences for faster playthroughs. The early skips are a simple
  624. menu option, but the new ones have been better integrated into the scenes
  625. themselves. Currently, the following scenes can be skipped:
  626.  
  627. -) Jessie's explanation of Midgar's layout on the train.
  628. -) Cloud & Tifa's Promise flashback.
  629. -) Elmyra's flashback
  630. -) Nibelheim Flashback
  631. -) Corel Flashback
  632. -) Rocket Town Flashback
  633.  
  634. ---------------------------------------------------------------------------------------------------------
  635.  
  636. Save Points & Shops With the increase in difficulty, certain areas now become more dangerous
  637. for causing too much back-tracking through unskippable scenes. To remedy
  638. this, the game now has additional Save Points and Shops to preserve the
  639. player's progress. The first new Save Point is in the Sewers, available
  640. just prior to the boss fight with Aps.
  641.  
  642. An example of a new shop is the one in Whirlwind Maze, which is an isolated
  643. area far removed from decent Item stores. Certain shops also had their
  644. inventories revised, such as the store in 'Under Junon' and Bone Village.
  645.  
  646. ---------------------------------------------------------------------------------------------------------
  647.  
  648. Battle Music Mod The NT Mod has an option to use the currently playing Field music in battles
  649. rather than the regular battle theme. This can be a refreshing change from
  650. the same battle theme over and over, and can be toggled freely once the
  651. player has acquired the Highwind. Boss themes and certain mandatory
  652. battles are exempt.
  653.  
  654. ---------------------------------------------------------------------------------------------------------
  655.  
  656. Dark Cave Sidequest An expansive new sidequest triggered from Disc 3 by talking to Dio in the
  657. Battle Square Museum. This scenario requires the player to track down
  658. their missing party members, fight against some vicious boss monsters,
  659. and eventually escape.
  660.  
  661. ---------------------------------------------------------------------------------------------------------
  662.  
  663. Ultimate Weapons Added back in for v1.3, the Weapon Shop located on the World Map has been
  664. retrofitted to handle the creation of powerful Ultimate weapons for each
  665. character. To make them, players need to track down 'ingredients' to
  666. synthesise the weapon. They mostly retain their original damage formulas
  667. with some changed around to be more effective. To compensate for the
  668. high power of some of these formulas, however, base power has been set
  669. to 0; they're still markedly more powerful than standard weapons though.
  670.  
  671. -) Cloud: Ultima Weapon, Power increases with high HP (original)
  672. -) Barret: Missing Score, Power increases with high AP (original)
  673. -) Tifa: Premium Heart, Power increases with high MP (changed)
  674. -) Aeris: Princess Guard, gives HP + Shield on strike (changed)
  675. +50 MAG/LCK on equip
  676. -) Red XIII: Limited Moon, Power increases with Limit gaugae (changed)
  677. This is a strong formula, and was paired with him due to
  678. his weak Lv.4 Limit.
  679. -) Yuffie: Conformer, Power depends on target level (original)
  680. This also ignores the damage penalty from Morph
  681. -) Cait Sith: HP Shout, Damage equals MaxHP - CurrentHP
  682. +100 LCK
  683. -) Vincent: Death Penalty, Damage increases when Ally = KO (changed)
  684. +50 DEX/LCK
  685. -) Cid: Venus Gospel, Drains damage as HP/MP
  686. +30 MAG/SPR
  687.  
  688. ---------------------------------------------------------------------------------------------------------
  689.  
  690. Enhanced Field Models The NT Mod uses a set of subtly enhanced chibi field models that were
  691. styled very closely after the originals to bring them more in line with
  692. the game's original promotional art. Cloud's SOLDIER uniform, for instance,
  693. is a darker shade of purple with a more defined shoulder pad. These field
  694. models were made by Kalderasha but were hitherto unreleased as he moved
  695. away to work on other projects.
  696.  
  697. ---------------------------------------------------------------------------------------------------------
  698.  
  699. Elemental Weaknesses In order to promote intuitive fights, consistent elemental weaknesses
  700. have been implemented. Weaknesses are assigned by three criteria;
  701. the enemy's Type (bug, machine, flying, heavy, etc.), natural affinities
  702. (a Bomb has a natural affinity to Fire for instance), and the area in
  703. which an enemy appears (Great Glacier enemies resist Ice for example).
  704.  
  705. Beast/Vermin Weak: Fire/Ice
  706. Machine Weak: Bolt/Water, Resists: Poison
  707. Flying Weak: Wind/Gravity Resists: Earth
  708. Heavy Weak: Earth Resists: Flying/Gravity
  709. Humanoid Weak: Poison
  710. WEAPON Weak: Hidden Resists: Holy
  711. Undead Weak: Holy Resists: Hidden
  712.  
  713. Types can be combined, for instance a large flying enemy will be resistant
  714. to Gravity and only be damaged normally by Wind. An elemental affinity
  715. will override a Type weakness, and so will an Area weakness; for example,
  716. if you encounter a bug enemy that uses fire-magic, then it'll be resistant
  717. to Fire rather than being weak to it.
  718.  
  719. ---------------------------------------------------------------------------------------------------------
  720.  
  721. Lv.4 Limit Sidequest The items used to teach Lv.4 Limits have been moved and incorporated
  722. into a large sidequest featuring nine bosses, one for each character.
  723. These are triggered on Disc 3 and each feature a tough boss to beat.
  724. They can be found in the following locations:
  725.  
  726. Cloud: Shinra Mansion Basement (solo fight)
  727. Barret: North Corel
  728. Tifa: Nibelheim
  729. Aeris: Forgotten City
  730. Red XIII: Cosmo Canyon
  731. Yuffie: Wutai, Da Chao
  732. Cait Sith: Temple of the Ancients
  733. Vincent: Lucrecia's Cave
  734. Cid: Wall Market
  735.  
  736. Cait Sith is an exception in that he doesn't have a Lv.4 Limit to learn.
  737. Instead of this, his boss fight drops an item used to create a
  738. Ultimate Weapon.
  739.  
  740. ---------------------------------------------------------------------------------------------------------
  741.  
  742. Party Leader Swap From Disc 3, it's possible to set Tifa or Cid as the Party Leader
  743. instead of Cloud. This allows for party compositions that are a
  744. little more focused.
  745.  
  746. ---------------------------------------------------------------------------------------------------------
  747.  
  748. Extended Save Points All the Save Points in the game have had their scripts expanded to
  749. toggle NT-specific features such as weather effects, battle music,
  750. and Rank Up. A Quick Tent feature is also available, which precludes
  751. the need to select it manually from the menu.
  752.  
  753. ---------------------------------------------------------------------------------------------------------
  754.  
  755. Rank Up System The biggest feature of the 1.35 build, the Rank Up System changes the
  756. way in which characters have their stats developed. Starting the game
  757. with a set of 'static' stats, the player chooses which stats to build
  758. for each character. Ranks are gained by progressing through the game,
  759. defeating bosses and completing new sidequests.
  760.  
  761. ---------------------------------------------------------------------------------------------------------
  762.  
  763.  
  764.  
  765.  
  766. 5. BUGS & KNOWN ISSUES
  767.  
  768.  
  769.  
  770.  
  771. ---------------------------------------------------------------------------------------------------------
  772.  
  773. Due to the size of the mod and the nature of some changes, certain bugs and issues have popped up
  774. that can affect the way the mod runs. Whenever a crash or soft-lock pops up though, every effort is
  775. made to correct it ASAP.
  776.  
  777. • In Junon Leagues, during the 'preparation' phase when the player has options to access the
  778. Menu, see League standings, etc. mashing Start or another button before the text box appears
  779. can sometimes derail the script which will cause a soft-lock. Give the game a chance to display
  780. the textbox before selecting a command, just to be safe.
  781.  
  782. • While a fail-safe was added to prevent it, when changing your Party Leader on Disc 3 to either
  783. Tifa or Cid you need to be wary of a potential issue that can occur when using the PHS on the
  784. World Map. The World Map will display the character who has the highest 'priority' rather than
  785. who is actually Party Leader:
  786.  
  787. Cloud > Tifa > Cid
  788.  
  789. In other words, if Tifa is Party Leader but Cloud is also in the party then his model will
  790. be shown instead of Tifa. The issue arises when opening the Menu on World Map, going to PHS,
  791. swapping in Cloud (or Tifa, if Cid is party leader) and then saving/closing the game WITHOUT
  792. closing the menu. This doesn't allow the game to 'update' the character who should be displayed
  793. on the world map, and so when the save file is next loaded the player will be stranded in the
  794. middle of the ocean at coordinates x0, y0 (which is where models are 'stored' when not in use).
  795.  
  796. To prevent this, Cloud and Tifa are 'locked' when the initial Party Leader swap is made to prevent
  797. them from being placed in the party from PHS on the World Map. But to be safe, when using Tifa
  798. or Cid as party leader always close the menu after using PHS in order to avoid being teleported
  799. into the middle of nowhere. Only a save editing can restore the save file by either moving the
  800. player back to the Highwind or putting the party back to the way it was before the save was made.
  801.  
  802. • At the beginning of the game, a visual glitch can occur on the second screen of the game where
  803. parts of the background do not load in correctly. This is inherent with the Steam version and
  804. can occur sometimes. There's also rare issues in which a 'giant upside-down' Cloud can appear,
  805. though this exists with both versions of the game.
  806.  
  807. ---------------------------------------------------------------------------------------------------------
  808.  
  809.  
  810.  
  811.  
  812. 7. CREDITS & CLOSING
  813.  
  814.  
  815.  
  816.  
  817. ---------------------------------------------------------------------------------------------------------
  818.  
  819. Special thanks to...
  820.  
  821. • The dedicated players who helped shape the mod with feedback:
  822.  
  823. Neurosephiroth Alpha Playthrough & Feedback
  824. Raging Flare: v1.0.5 video playthrough
  825. FFMan: v1.1 playthrough
  826. LetCreativityPlay: v1.1 & v1.2 playthrough
  827. Loseless: v1.2 Feedback & Testing
  828. PotatoHandle: v1.2 Streaming & bug reports
  829. Bowser9: v1.2 Troubleshooting
  830. Cicadian: v1.3 Streaming & 1.3 bug reports
  831. Garland the Great v1.4 Youtube Playthrough
  832. Redmon89 v1.4 Youtube Stream
  833. death_unites_us v1.4 Twitch Stream
  834. DLPB: v1.4 Technical Support on FF7's Engine & Scripting
  835. iDerek759: v1.4 Feedback & Bug Reports
  836. strife98 v1.4 Feedback & Bug Reports
  837. MoCheese v1.4 Feedback & Bug Reports
  838. Robo Jesus: v1.4 Feedback & Forum
  839. There's a lot more than that but time's ticking and I gotta release 1.5 D:
  840.  
  841. • The creators of the tools that the mod was made with:
  842.  
  843. Borde: Kimera & IMG2TEX
  844. NFITC1: ProudClod & WallMarket
  845. Myst6re: Makou Reactor
  846. Aali: LGP/UNLGP
  847. Luksy: ULGP
  848. Iros: 7th Heaven
  849. Bosola: Damage Calculator
  850.  
  851. • The people who support the mod on a technical level:
  852.  
  853. EQ2Alyza: For supporting the mod's 7H Version and being patient when I messed
  854. things up :I
  855. Kalderasha: For donating his excellent chibi field models & providing lots of
  856. great ideas for additional content.
  857. RedManMark86: For helping with 7H troubleshooting and giving feedback on the mod.
  858. TenkoKuugen: For giving me .exe addresses which has helped to make the Arrange version
  859. of the mod possible.
  860.  
  861. And also to:
  862.  
  863. • XeroKynos, for the mod's first stream and bestowing the prestigious title of 'The Poverty mod'
  864.  
  865. • TheStrahl, for all his excellent ideas like 1-second bomb timers.
  866.  
  867. • Lockirby2, for introducing me to the Insane Difficulty forums.
  868.  
  869. • BTB, for letting me use his ReadMe as a template for this one <.<
  870.  
  871. • Gjoerulv for reviving my interest in this game with his excellent Hardcore mod.
  872.  
  873. • Members of ID Forums for being very supportive of the mod and hosting a sub-forum for NT.
  874.  
  875. • And finally to everyone who chipped in to help shape the mod with their feedback, bug reports,
  876. promoting the mod, and other ways they've helped this project reach the stage it's at.
  877.  
  878.  
  879. ---------------------------------------------------------------------------------------------------------
  880.  
  881. Please feel free to get in touch with any questions, feedback, or suggestions.
  882.  
  883. You can find places where the mod is supported here:
  884.  
  885. http://forums.qhimm.com/index.php?topic=14938.0
  886. http://ngplus.net/index.php?/forums/forum/7-final-fantasy-vii-new-threat/
  887. http://youtu.be/I7JlJHP4xb0
  888.  
  889. ---------------------------------------------------------------------------------------------------------
  890.  
  891. And remember to attack when the tail is up.
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