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