Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Ye Olde Grand Changelogge
- This list details the majority of the changes in NT, listing
- Content and Gameplay.
- Needless to say, there may be spoilers for those who haven't
- played/finished FF7
- in the past, and for NT-specific surprises, so read at your
- own risk.
- -------------------------
- \\Features & Utilities//
- -------------------------
- \\Extended Save Points//
- -) NT has expanded the scripts used by Save Points to offer
- some new options and conveniences
- for the player. When coming into contact with a Save
- Point, a new set of text boxes
- will appear listing several commands and options. From
- there you can either use the
- Save Point as normal by opening the Party Menu and
- selecting Save, or you can activate
- some of the special options by pressing the other
- buttons.
- The features available are listed below:
- Quick Tent: L1/Page-Up
- This checks your inventory for a Tent and then
- automatically uses it, saving you the
- bother of looking for it in your Item Menu.
- Rank-Up: L2/Camera
- This takes the player to the Rank-Up/SP screen where
- they can spend their accumulated
- SP and upgrade their character's stats. A more
- detailed explanation is given under the
- 'Rank Up/SP System' entry in this text file.
- Toggle Battle Music Type: R1/Page-Down
- This toggles the music behaviour for random battles
- between using the default battle
- theme or retaining the currently playing Field music
- instead.
- Toggle Random Battle: R2/Target
- Random battles begone! If you're looking to explore an
- area without being hassled by
- random encounters then this option disables them. Note
- that boss battles and fixed
- encounters will still occur.
- Check SP: Square/Switch
- This allows you to check your party's currently
- accumulated SP totals. If you have
- more than 100 for any character, then it's worth
- visiting the Rank Up screen to buy
- a stat upgrade for them. More info on Ranks and SP can
- be found under it's related
- entry further down.
- Open Menu: Triangle/Menu
- Same as before, just opens the party menu and allows
- you to save, etc.
- Continue: OK/Confirm
- Closes the Extended Save Menu
- Overall, it's also actually faster to save your game
- using an extended save point
- than a regular save point as you can open the Menu
- immediately, rather than having
- to skip through a text box like in the vanilla game.
- \\Rank Up/SP System//
- -) Trialed in the 1.35 build, Rank Up is a new alternate
- system that has the player decide
- how to develop each character's stats rather than
- raising them through levels.
- Players earn 'SP' for their characters by defeating
- random enemies that are of
- a lower level than all active party members, by
- defeating bosses (SP is always
- gained), and small amounts are also earned by
- selecting certain dialogue options,
- completing story/sidequests, etc.
- In the 1.4 build, Rank Up has been renamed to the 'SP
- System' and it's easier
- to use than before. At Save Points, you can now track
- how much SP each character
- has earned before visiting the SP Screen itself,
- saving valuable time.
- Each Rank costs 100SP, and a total of 255 SP can be
- stored with any one character.
- When you buy a Rank, you get 5 Sources of every type
- to raise the character's
- Strength, Vitality, Magic, Spirit, Dexterity, and
- Luck. You then choose one of
- four options to raise three of these stats even
- further. An example of a Rank
- selection is below:
- Base Gain
- +5 Strength, Vitality, Magic, Spirit, Dexterity, Luck
- Additional Gain: Player's Choice
- Set #1: +10 Strength/Vitality, +5 Spirit
- Set #2: +10 Strength/Spirit, +5 Magic
- Set #3: +10 Strength/Luck, +5 Dexterity
- Set #4: +10 Magic/Dexterity, +5 Vitality
- So choosing Set #1 will result in the character's
- stats increasing by:
- +15 Strength
- +15 Vitality
- +5 Magic
- +10 Spirit
- +5 Dexterity
- +5 Luck
- The SP System becomes available shortly after leaving
- Midgar, after which it can
- be accessed/checked using Save Points. SP can still be
- gained while playing up
- to this point, and will be available for use
- immediately when it is unlocked.
- Characters who have not yet joined the party will
- still gain SP.
- tl;dr - Kill dudes, get SP, buy Sources, use Sources.
- -------------------------------------------
- \\Gameplay Balancing & Equipment Changes//
- -------------------------------------------
- \\Magic/Materia//
- -) Materia: AP needed to Master
- You may notice that common Materia can have either the
- same or greater overall AP
- requirement to master than the rare pieces like Mega-
- All or Double-Cut. This was
- done because common pieces can actually sell for
- exorbitant amounts of gil once
- Mastered (not just All Materia). Another reason was to
- cut down end-game grinding
- to an absolute minimum; you'll be able to Master and
- distribute Materia like
- Double-Cut much faster than was possible in the
- vanilla game. However, there's
- restrictions on certain Materia which is covered
- below.
- -) Materia: Single-Star
- As part of the large-scale balancing, a number of
- Materia in NT have had their
- levels and AP requirements adjusted. However, some
- have been taken a step further
- and set to only have 1 level and to already be
- Mastered when you find them.
- There can be several reasons for this depending on the
- Materia. In the case of
- Pre-Emptive, EXP Plus, Gil Plus, Enemy Away, Enemy
- Lure, Chocobo Lure, and
- several other 'effect' Materia their effects aren't
- particularly game-breaking
- and are more 'quality of life' than anything else.
- Other Materia such as Summons and Final Attack,
- however, have been changed to 1-Star
- in order to restrict their availability and, in some
- cases, the number of uses.
- In most cases, these Materia will be unique and the
- only one of their kind in the
- entire game. This was done for balancing reasons, and
- to make potent Materia feel
- much more valuable than before.
- All Summon Materia drop as a mastered 1-Star; this
- means they can only be used once
- in battle (unless Mime is used) and only one copy of
- them exists in the playthrough.
- This is to compensate the boosted properties of summon
- spells, which ignore MDEF and
- can inflict a status ailment (100% chance). Master
- Summon Materia is still available,
- but requires the defeat of a super-boss to get it (the
- Huge Materia no longer enable
- Materia Blending to make the three 'Master' Materias;
- a new function was added here).
- Materia with potent effects like W-Item and Mime drop
- as mastered in order to keep
- only one copy of them in the playthrough. This is to
- help encourage variety in the
- party set-up instead of having three characters with
- all the same end-game commands.
- The affected Materia are Mime, Speed/Magic/Luck/HP/MP
- Plus, W-Magic/Item/Summon,
- and Final Attack.
- You may feel this is a step in the wrong direction,
- but I feel that the best way
- to balance something while keeping its original use
- intact is to limit how many
- of them you can get. Since limiting Enemy Skill
- Materia to 1 in the game, I've
- seen players making much more use of their other Magic
- Materia instead of relying
- on three Enemy Skill Materia to cover all their needs.
- Same thing with Mime and the
- W-Materia; having only one means you need to consider
- who to equip it on and
- encourages you to make more focused use of them,
- instead of just splashing them
- into a set-up as an afterthought.
- -) Cover + Counter + Sneak Attack
- In the default game, these have a %-based chance to
- trigger that increases
- incrementally on each Level, up until they reach 100%
- at Master. However,
- for NT the chances of these Materia effects triggering
- has been adjusted.
- For counter-based Materia, the chance starts at 10%
- (down from 20%) and rises
- by 10% each time for a max of 50%. For Cover, it's the
- same but starts at 20%
- and has one less star (this was because a 10% Cover
- Materia wasn't proccing
- often enough early-game).
- This is a counter-measure against the 'automated'
- set-ups that ran rampant in
- older builds. Cover can still proc at 100% though if
- you equip at least two copies
- of the Materia onto a character, assuming you have the
- extra slot(s) to spare.
- Counter Attack works differently in that each separate
- Materia has their own
- separate chance to proc; so having 5 mastered Counter
- Attack in vanilla meant
- 5 100% chances to counter-attack which is very tricky
- to balance against.
- It's not all bad news, though. Counter Attack's AP
- requirements are very low
- meaning you can quickly build it up for more
- consistent use and/or get multiple
- copies of it floating about. Also, Sneak Attack was
- adjusted so that it now procs
- 100% of the time when Mastered, as opposed to the
- original game's annoying 80%.
- Quick list on affected Materia:
- -) Cover
- -) Counter Attack
- -) Command Counter
- -) Magic Counter
- -) Sneak Attack
- -) Plus Materia
- Making a not so triumphant return for the 1.4 build is
- the previously disabled
- Plus Materias, namely Speed Plus, Luck Plus, Magic
- Plus, and HP Plus. Due to
- balancing concerns, these were removed from the game
- entirely as higher stat
- boosts on equipment make it dangerous to have %-based
- boosts lying around that
- can be stacked up to 100% total.
- For their return, these Plus Materia all drop as 1-
- star Mastered Materia conferring
- a 20% boost to their respective stat (MP Plus was
- already present, but will now drop
- as a 1-star like the others). This means they'll still
- provide a considerable boost
- for high stats, but can't be stacked to easily break
- the game. And while MP Plus will
- be available from the Junon world map onwards, the
- others won't appear until later
- in the game as part of new sidequests.
- -) Spell Strength
- 4 versions and plenty of tweaks have resulted in a
- spell list that holds its own
- at all levels and will hopefully always be of some use
- to the player. In FF7, Magic
- tends to start off strong but begins to fall away
- toward the end of the game as
- physical attacks start to leap ahead using their
- Level-heavy formula. And many
- spells fall to the wayside before they're even
- unlocked due to Enemy Skills like
- Beta and the generally low base power vs. MP cost of
- the 'Magic Materia' spells.
- Add to that a slew of other obsolete spells and you've
- got a Magic list that's
- ripe for an overhaul.
- NT's magic list adjusts the MP cost, base power,
- effects, and outright changes/merges
- certain spells to try and make everything useful for
- as long as possible. So let's
- go through them all:
- -) Cure
- These had their base power boosted heavily for 1.4 as
- a common complaint was that
- MBarrier made them a waste of MP next to the improved
- healing items like Potion
- and Hi-Potion. So for this build, they're now powerful
- enough to heal through
- MBarrier for a reasonable amount even if split across
- the whole party.
- -) Regen
- One of the strongest healing spells in the game with
- the right set-up, Regen was
- moved to Slot 4 of the Restore Materia, and requires a
- lot more MP to cast at 70.
- -) Life
- During playthroughs, I'd rarely find use for the
- Revive Materia as it tended to have
- a high MP Cost vs. something that could be done
- quickly with an item so for this build
- Life has been buffed to revive a KO'd character with
- 50% of their MaxHP instead of
- the same 25% that a Phoenix Down offers.
- -) Mini & Frog = Lagomorph
- In order to create space for new spells, I condensed
- certain spells down and combined
- their effects into one. In the case of Transform
- Materia, I decided to combine Mini
- and Frog into the same spell which helps differentiate
- it from Frog Song and the
- two Frog/Mini inflicting items Shrivel and Impaler.
- -) Status Magic = 100% chance
- Using status magic tended to be a bit of a crapshoot,
- as they didn't work all the time
- and there wasn't really any cause for it in the
- default game. For NT, enemies are
- generally weak to a number of status ailments and they
- have been given a 100% chance of
- landing successfully. Bear in mind that differences in
- Level can affect the accuracy
- of these statuses so even with the 100% chance set,
- they can still miss if the difference
- between your Level and the Target's level is great
- enough.
- -) Debarrier & Dispel
- This has been improved to handle later enemies using
- the Shield and Peerless statuses,
- able to bypass the immunity of even Peerless to get
- rid of protection effects.
- They cost less MP and their Materia has less penalties
- than before, so always keep
- Destruct Materia handy on your set-ups. Dispel has
- also been tweaked and will now affect:
- Sadness, Fury, Haste, Slow, Stop, Regen, Barrier,
- MBarrier, Reflect, Dual-Drain, Shield,
- Death Sentence, Manipulate, Peerless, Death Force,
- Resist, and 'Lucky Girl' (auto-crits).
- -) Death + Remove
- On the Destruct Materia, the Death spell was replaced
- instead with the Remove spell as
- they both had the same function. The reason I chose
- Remove over Death was because it
- has a unique spell animation. This freed up space for
- another new spell.
- -) Elemental Magic
- From Fire1 to Flare, all these spells have had their
- base power and MP cost adjusted.
- Early spells like Fire1 will cost more MP to cast than
- vanilla but have a slightly
- higher base power to compensate. As you progress up
- the tiers of magic, the ratio
- between base power and MP increases in the player's
- favour, with stronger spells
- costing less MP to cast than before. This is to tackle
- the imbalance between physical
- and magical formulas; the idea is that a spell which
- has a cost should always be
- slightly ahead of a 'free' physical attack in terms of
- raw damage.
- For the Contain spells, all four were given the same
- base power of 115, a 10% chance
- to proc their status ailment, and Flare was given a
- chance to inflict Dual-Drain.
- -) Full Cure
- This has adopted the effects of Angel Whisper, an
- enemy skill that was replaced with
- a new entry. Full Cure will now, in addition to fully
- healing a character, also restore
- their status and revive them from KO if applicable.
- -) Hydro, Pearl, and Ultima
- Two new end-game spells specced to be similar to
- Contain magic, Hydro and Pearl cover
- the water and holy elements with Hydro proccing Sleep
- and Pearl proccing Death. Both
- were placed onto Ultima's Materia, which was renamed
- to 'Planet Materia'. Ultima's
- base power is the highest of any kernel-based spell in
- the game and will ignore split
- damage through it's innate target-all enemies, but has
- no other special effects.
- -) Poisona => Osmose
- Replacing the situational Poisona is Osmose, a spell
- that appears in Slot 1 of the
- Heal Materia. This is a handy solution to MP problems
- that players can encounter if
- they blow through all their Ethers and need an extra
- shot in the arm midway through
- a fight. Osmose will drain MP from the target, and
- costs 3MP to cast (usually returning
- somewhere upwards of 50-80MP depending on the caster's
- Magic stat).
- This however means that Magic Hammer now has a
- duplicate function, so that Enemy Skill
- was changed slightly.
- -) Summon Magic
- A tough set of spells to balance, in NT these have
- been made one-use only through their
- Materia so they can only be used once per battle
- (unless Mime is being used). This and
- their higher MP cost is to compensate for their high
- base-power, 100% status-ailment
- proc, and their ability to ignore Magic Defence.
- Unless the enemy is resistant to the
- element, you'll always see a return from Summon Magic
- and they make for great panic
- buttons or as a way to open a battle and lay down some
- damage + an important status
- like Shiva's Slow.
- A quick-list of each Summon:
- Choco/Mog: Base 28 (35), 70MP - Both forms inflict
- Confusion, instead of Stop.
- Shiva: Base 30, 72MP - Inflicts Slow
- Ifrit: Base 31, 74MP - Inflicts Berserk
- Ramuh: Base 32, 80MP - Inflicts Paralysis
- Titan: Base 33, 86MP - Inflicts Petrify
- Odin: Base 48, 135MP - Inflicts Death (damage from
- Gunge Lance only), Cut/Pierce element
- Leviathan: Base 65, 108MP - Inflicts Silence
- Bahamut: Base 70, 125MP - Debarrier Effect, Shout
- Element
- Kjata: Base 100, 160MP - Fire, Ice, Lightning, Earth
- element
- Alexander: Base 88, 130MP - Inflicts Stop
- Phoenix: Base 60, 174MP - Revives party from KO
- Neo-Bahamut: Base 105, 160MP - Inflicts Dual-Drain,
- Shout element
- Hades: Base 90, 182MP - Inflicts Sleep, Poison, Confu,
- Silence, Slow, Frog, Mini, Paralysis
- Typhon: Base 130, 190MP - Inflicts Mini, Gravity
- element
- Bahamut ZERO: Base 140, 240MP - Dispel effect, Shout
- element
- Knights of Round: Base 30x13, 250MP - 75% base
- accuracy per hit
- -) Enemy Skills
- Some changes were made here to cover some of the
- remaining gaps in the spell list and also
- to get rid of clashes with 'duplicate' spells in the
- regular Magic list. Some of the more
- useless ones that didn't have a unique spell animation
- were replaced with new ones.
- Frog Song: Less accurate than regular status magic,
- and costs more MP
- L5 Suicide: Same as before, except a little easier to
- work out who it will hit :x
- Vital Hammer: Same as Magic Hammer, but drains HP
- instead. Has decent base power at 25
- and doesn't hit for determined/%-based damage but is
- still Gravity element.
- White Wind: Costs more MP than before, was also
- changed to a Magic formula so it will
- no longer cure several status ailments like Confusion
- by accident. It can also be
- Reflected, unlike in vanilla.
- Big Guard: Single-target, gives Haste + Wall +
- Reflect. The Haste wears down Barriers
- faster so was kept, but Reflect turns this into a
- double-edged Skill. MP cost is also
- higher at 76.
- Stasis Lock: Replacing Angel Whisper, which was
- condensed onto Full Cure. Stasis Lock
- forces Peerless, Slow, Stop, Paralysis, and Resist to
- a target. This skill is unique
- to the player's arsenal because it ignores a target's
- status immunities, which may
- 'break' certain fights if used correctly; this can
- only be obtained from Binah.
- Dragon Force: No longer raises stats unfortunately,
- but instead gives a slew of buffs.
- The buffs given are Regen, Haste, and Auto-Crits
- (called Lucky Girl in the files).
- Antipode: Replaces Flamethrower, this is a Fire/Ice
- element skill that hits all targets
- and can inflict Slow; this gives the player early
- access to the status in addition to
- Shiva and Added Effect with Time.
- Laser: No longer a clone of Demi2, this skill inflicts
- damage equal to 1/3 of the MaxHP
- of the target rather than the current HP. In other
- words, it can kill the target.
- Beta/Aqualung/Trine: Base power has been lowered from
- the 50s down to the 30s (roughly
- where default Trine was). They are now found in
- different locations:
- Beta: Jemnezmy, Temple of the Ancients (also
- Stilva, Gaea Cliffs)
- Aqualung: Garuda enemy, Da Chao
- Trine: Thundercracker, Mt. Nibel (first few
- screens)
- Magic Breath: A non-element skill with a debarrier
- effect and high base-power at 77.
- This can be learned from Malboro and Abyss in the
- North Crater on Disc 3.
- Chocobuckle: This skill has been changed from it's
- largely useless Escapes formula
- to be a straight-up early Wind skill. It has 16 base
- power and has a chance to
- inflict Confusion. Every chocobo in the game had it's
- level adjusted so you can now
- learn this E. Skill from any set of tracks provided
- you have L5 Suicide.
- Alpha: A new Enemy Skill that slightly outstrips Beta
- in terms of base power, Alpha
- replaces Roulette and is carried by the Midgar Zolom
- wandering around the marshes.
- In addition to it's damage, it has a good chance to
- inflict Slow-Numb.
- Shadow Flare: Changed to use the 'Hidden' element
- which has been set up to act as a
- counter to Holy, Shadow Flare ignores magic defence
- and can inflict KO, albeit with
- a huge MP cost. Reflectable.
- Pandora's Box: The second Hidden-element Skill, Box
- also ignores defence and has a
- huge MP Cost but it's special effect is that it will
- hit everything on the field,
- including the player party. Reflectable, which can
- cause some chaos.
- \\Character Equipment//
- -) Weapons, Armour, and Accessories
- NT's equipment lists have gone through a thorough
- overhaul with every piece having a
- more focused use and effect. Each new weapon you find
- won't be a straight upgrade to
- the previous one, but rather a different alternative
- that can help you create specific
- builds for clearing out an area, or dealing with a
- problematic boss.
- -) Cloud's Weapons
- As an 'all-rounder', Cloud's weapons give a wide range
- of stat boosts to help him fulfil
- various roles such as frontline fighter, mage, tank,
- support, etc. His starting weapon
- has a higher base power and will retain this up until
- Cosmo Canyon when it'll be made
- obsolete by the Butterfly Edge.
- His weapons mostly have average accuracy, hovering
- around 97-100% with a 1% crit modifier.
- For special weapons he has the Yoshiyuki and Ultima
- Weapon, but also the Force Stealer which
- now drains damage as HP (basically a blood sword).
- -) Barret's Weapons
- While his Long Range weapons are very accurate, they
- have no crit modifier, rarely offer
- stat bonuses, and are slightly behind his short range
- weapons in terms of base power.
- On the flip-side, his short range weapons are
- inaccurate at 80% though boast a high
- crit modifier and bonuses to various stats. Later,
- he'll get access to cannon-type
- weapons like Microlaser and A.M. Cannon that combine
- the best of both, albeit with
- slightly less accuracy than his automatic weapons.
- For specials, he's got the global-targeting Enemy
- Launcher which hits everything on
- the field to enable blender strats, Max Ray for non-
- elemental damage, Solid Bazooka
- to inflict Paralysis, and Missing Score which counts
- on the equipped Materia's AP.
- To counter-balance Score's damage, though, it now only
- has 4 slots instead of 8.
- -) Tifa's Weapons
- As a predominantly melee fighter, Tifa's weapons have
- decent accuracy and higher crit
- modifiers. Her standard weapon list alternates between
- small boosts to auxiliary stats
- and a larger boost to the Dexterity stat. Her starting
- weapon has been refashioned into
- a late-game Triple AP weapon, with her Metal Knuckle
- replacing it as the default weapon.
- For specials, Tifa still has Powersoul and Master Fist
- but these now come with 0 base power
- to counter their incredibly high damage. She also has
- Motor Drive, which gives a heavy Dex
- bonus but at the cost of inflicting Haste on her
- targets, Kaiser Knuckle (inflicts KO),
- and God Hand which still boasts 255% Accuracy. Her
- Premium Heart had its damage formula
- swapped with Red XIII's Limited Moon, so it uses MP as
- the modifier rather than the
- Limit gauge now.
- -) Aeris' Weapons
- Not typically a melee fighter, Aeris has a mix of
- 'stat sticks' and unique healing weapons
- that restore HP instead of dealing damage. Some of
- these also confer positive statuses
- such as Barrier or even Shield. She'll start the game
- with a 'Restore Rod' which recovers
- the target's HP, replacing the Mythril Rod. Her Guard
- Stick was converted into a Triple AP
- weapon and is acquired later.
- Due to an unfortunate incident at the end of Disc 1,
- Aeris has fewer weapons than the rest
- of the cast. Not counting her restore weapons, she
- only has one special weapon with the
- Wizer Staff which can drain a target's MP.
- -) Red XIII's Weapons
- As the other all-rounder, Red's weapons also cover a
- lot of different stats but have
- a tendency to carry Dexterity bonuses. He has good
- crit modifiers, and functional
- accuracy on them with plenty of unique effects to
- choose from.
- First, his Howl Comb (formerly Magic Comb) can inflict
- Berserk, Plus Barrette drains
- damage as MP which is handy for magic builds relying
- on heavy MP use, Centclip offers
- 8 linked slots for intricate set-ups or AP farming,
- and Hairpin is one of the very few
- long range weapons available outside of Yuffie,
- Barret, and Vincent's weapons.
- Red XIII's Ultimate Weapon, Limited Moon, has also had
- it's formula swapped with Tifa's
- Premium Heart and now uses his Limitn gauge to
- determine damage; this should be a better
- fit as Red's Lv.4 Limit is a little lackluster
- compared to others.
- -) Yuffie's Weapons
- Speed and Magic are the two common themes for Yuffie's
- weapons, with a few additional
- options to inflict statuses or elemental damage. She
- has above average accuracy and
- all of her weapons are long-range, but the stat gains
- are quite linear and you'll
- find it tough to raise her defensive attributes.
- On the other hand, she can make use of some innate
- elemental damage from Wind Slash
- and Twin Viper (Poison) to deal double damage against
- enemies that are weak to those
- elements, with Viper inflicting the poison status as
- well. The Conformer has its
- original LV-based formula, which is already very
- potent against higher level enemies.
- -) Cait Sith's Weapons
- Boasting the highest crit modifiers on his weapons, he
- also has the lowest base accuracy
- at around 70% meaning his naturally high Luck has to
- carry some of the weight where his
- poor Dexterity cannot. He's got some chunky stat
- bonuses for Luck and defence on his
- early weapons, and a few options to raise Magic here
- and there.
- His special weapons suit his preferred role as a
- support tank, with White M-Phone acting
- in a similar way to Aeris' healing weapons but giving
- MP on strike instead. He can also
- drain damage as HP using the Black M-Phone which can
- be handy if you bulk up his Strength
- and have him counter-attack any Covered damage. HP
- Shout has also been changed, given the
- same damage formula as the ???? Enemy Skill (Max HP -
- Current HP = Damage) so the more
- damage he takes, the more his defence-ignoring
- ultimate weapon inflicts.
- -) Vincent's Weapons
- While nothing special in terms of accuracy or crit
- modifiers, Vincent's long-range guns
- enjoy decent Magic boosts and a range of status
- ailments that they can inflict on enemies.
- Among the statuses he can inflict are Slow, Silence,
- Slow-Numb (gradual petrify), and Fury
- which reduces enemy accuracy by 30%.
- Vince also has a few unique pieces like the Shotgun
- which hits all targets on the field
- and the Sniper CR which has 255% accuracy like the God
- Hand. The Death Penalty has also
- been adjusted and now uses the same formula as
- Yoshiyuki, inflicting increased damage
- when allies are KO'd.
- -) Cid's Weapons
- Joining late, a lot of Cid's weapons are quite
- powerful with a high crit modifier of 3%
- countered by a lower accuracy of around 80%. His
- primary stat gains are to Vitality and
- Luck, with the rest being a mix of elemental, status-
- ailment, and other special effects
- such as the Trident with its innate Lighting/Water
- element damage and the Viper Halberd
- which inflicts Poison like Yuffie's Twin Viper.
- Among Cid's special weapons are a long range spear,
- Grow Lance, and the Flayer which gives
- him a huge boost to Luck but inflicts Auto-Crits/Lucky
- Girl status on hit (though perhaps
- this could be used to your advantage). As for his
- Ultimate Weapon, he has no special attack
- formula for it but instead has the very potent drain
- damage as HP effect which can make him
- very tough for enemies to put down.
- -) Sephiroth's Masamune
- The Masamune can now be crafted and used as an
- alternate Ultimate Weapon for any character
- by the player. It has the highest base power of any
- weapon at 100, double the cap that was
- imposed for 'normal' weapons, and sports 255% accuracy
- with a 255% crit modifier meaning it
- will always land a critical hit. It's also non-
- elemental, so it'll hit through Shield and
- other elemental resistances.
- -) Armour
- In NT, characters have a special defence boost in-
- battle that makes their defensive stats
- twice as effective as vanilla. This means that the
- differences between Armour defensive
- ratings are much wider than they initially appear, and
- choosing between a Bronze Bangle
- and Iron Bangle will make a noticeable difference in
- damage reduction.
- The majority of NT's armour also carry additional stat
- gains and elemental/Status resistances
- to help better protect your team. Strength and Magic
- are the common buffs, but you'll also
- get Armours like Shinra Beta which gives a high Dex
- boost at the cost of zero defence.
- The powerful end-game Armours like Ziedrich and
- Mystile all carry their own innate drawbacks
- as well such as Mystile offering 0 defence for it's
- high evasion and the Ziedrich halving all
- elemental damage, including the Restorative element
- from healing.
- -) Accessories
- Radically overhauled with stat gains and other
- effects, Accessories have a wide range of
- effects and buffs to make them much more competitive
- with each other. Anything that offers
- status protection now also offers a unique mix of stat
- boosts to keep them viable against
- the dedicated stat gain Accessories like Power Wrist
- and Earring.
- There are also accessories that give higher stat
- boosts, but at the cost of preventing the
- character from using a particular buff like Barriers
- or restricting the effectivness of
- healing magic on them. The Ribbon, usually a standard
- in default games, has taken a note
- out of the Hardcore mod's book and now prevents any
- status, good or bad.
- -) Items
- A large-scale overhaul of item effects was carried
- out, with the aim of turning largely
- useless items like Potions into viable mainstays that
- will be useful for much longer.
- Starting off, Potions now restore 300HP in-battle
- which means they continue to be
- useful through a large section of Disc 1 as an
- alternative to Cure when MBarrier is
- in use or for topping up HP cheaply.
- Some status-healing items were also condensed down to
- make room for new items, but also
- to make them much more useful throughout the game.
- Echo Screens were combined with the
- badly placed Eye Drops item to make Echo Drops, that
- heal Silence and Darkness.
- Cornucopia also took on Maiden's Kiss' effect to heal
- Frog & Mini, leaving space to make
- a new item that heals Confu & Berserk, two nasty
- statuses that were missing from the
- original status-healing item list and which could only
- be healed by Remedy (or a hit,
- in the case of Confusion).
- Attack items were also brought more in line and should
- be useful around the time that
- they are obtained. But for balancing reasons, the
- multi-target effect of many status
- inducing items were changed to be single-target
- instead. This includes Light Curtain,
- Spider Web, etc. Ink was also changed to inflict Fury,
- as Darkness does not affect
- monster accuracy, and Molotovs can inflict Slow. The
- Eye Drops item was changed to
- a 100% poison-inflicting Grenade as well, the
- decidedly infamous 'Dirty Bomb' that
- previous NT players seem to be quite fond of.
- There's a few other surprises in store; try using
- Greens on your party members, or
- give the new and improved Hero Drink II a whirl. It
- may not be what you expect, but
- I promise that, if used correctly, it can make
- something very, very powerful. There's
- also a few brand new items that were added to the
- list, like Astral Curtain (Shield),
- Yellow Wave, and Fletch Rockets.
- \\Enemies & Bosses//
- -) Enemy Stats & Weaknesses
- Rather than just tweaking these based on a % of their
- original values, every enemy was
- fine-tuned to present a reasonable threat to parties
- on a normal curve of progression.
- Everything from Level to Evasion was adjusted to
- spread out the effectiveness of
- different tactics.
- Elemental and defensive strengths/weaknesses have been
- made far more consistent across
- enemy types.
- Machines: Weak to Bolt & Water, Resists Poison
- Beasts/Bugs: Weak to Fire & Ice
- Flying: Weak to Wind & Gravity, Resists Earth
- Large/Heavy: Weak to Earth, Resists Gravity & Wind
- Humans: Weak to Poison
- Demonic/Jenova: Weak to Holy, Resists Hidden
- You'll also find that some types like Machines will
- have higher Defence than Magic Defence
- while smaller enemies will be more vulnerable to
- physical attacks while elemental monsters
- like Bomb or Bottomswell will have their resistances
- adjusted to account for their
- elemental affinity. The idea with all this is that you
- can quickly discern a new enemy's
- weaknesses and adjust tactics on the fly.
- -) Enemy Attacks
- To accompany the adjusted stats, every enemy attack
- was reviewed and some new ones were
- added to their arsenal. You'll be dealing with new and
- unusual effects like Dual-Drain,
- Resist, and unique damage formulas that were normally
- reserved for special weapons or
- rare attacks. These attacks have been picked to best
- compliment the monster using them
- and the other enemies that might be in the formation.
- -) Enemy AI
- A core component in any balance adjustment to enemies
- is the AI; in a lot of cases,
- enemies will have smarter AI that will avoid knocking
- off statuses like Sleep and
- try to apply statuses to characters that don't already
- have them. Boss AI was also
- generally tweaked either to make them more aggressive
- or to pace out their attacks
- to account for increased power (Dyne being a good
- example, in order to avoid a
- scenario where the player becomes trapped in a healing
- cycle).
- You'll also be encountering unusual twists in AI, such
- as attacks that will decrease
- MaxMP, flags being set to nullify Restorative, and
- others.
- -) New Enemies
- There's a host of new enemies to be found in NT. Some
- are bosses blocking special
- treasure, or which are part of new/adjusted events
- you'll find either in the story
- or as a part of new sidequests. There's also new
- random enemies in most of the areas
- in the game to keep players on their toes.
- -----------------
- \\Area Changes//
- -----------------
- This is a breakdown of some of the new things/adjustments to
- be found in each area
- of the game. Not everything is listed, but the important
- things are.
- \\Kalm & Nibelheim Flashback//
- -) Kalm Traveller
- In a slight departure from his original function, he
- will now make three difficult
- battles available when trading him the Earth Harp,
- Desert Rose, or Guidebook.
- Two of these fights have a unique and powerful Enemy
- Skill to learn (used when
- the monster is killed) and the third drops an item
- used to make Red XIII's
- Ultimate Weapon: Limited Moon.
- -) Flashback Skip & Easter Egg
- The Flashback can now be skipped, with all important
- optional variables flipped such
- as the piano for a Disc 2 Elemental Materia. For this
- playing the Flashback
- anyway, Sephiroth has been made player-controlled and
- has a more varied arsenal
- of Materia at his disposal while 'Young Cloud' has
- been specced to be more on
- par with his 'predecessor'.
- \\Chocobo Ranch//
- -) Cheaper Choco-Lure Materia
- The price of this has been adjusted down from 2000gil
- to 200gil.
- Poverty may still find you.
- -) Lv.5 Divisible Chocobos
- All chocobos have been given a level that is divisible
- by 5 so that L5 Suicide
- can prompt Chocobuckle from any Chocobo; note that
- Chocobuckle was turned into
- a straight-up wind-element attack that uses a regular
- magic formula and is worth
- getting early on.
- \\Mythril Mines//
- EXP Plus
- -) As Long Range Materia has been removed from the game, EXP
- Plus has been put down in
- it's place. This drops as a 1-Star mastered Materia
- with it's full effect active
- meaning it doesn't need to be built with AP.
- The Turks D:
- -) A new battle with Elena and Rude will occur while talking
- to them next to the exit
- of the Mythril Mines.
- Antipode
- -) The Flamethrower Enemy Skill was converted into a new one
- called Antipode, which is
- basically Fire + Ice and hits all targets with a
- chance to inflict Slow. Should
- be more useful than the original.
- New Random Enemy
- -) A Mythril Diver enemy can now appear; it has decent
- physical defence and gives a hefty
- chunk of gil when killed. You'll generally find one
- new random enemy in each area,
- but some are tucked away on the beaches or rarely
- walked terrain.
- SP Introduction
- -) The SP system is introduced following the scene with the
- Turks.
- \\Junon Area: World Map//
- -) Ziegfried Miniboss
- Replacing the now defunct Mystery Ninja encounter is
- an optional boss (Hellrider V2)
- renamed to Ziegfried from FF6. He's quite tough, but
- will give you a special Materia
- if you somehow manage to beat him.
- \\Fort Condor//
- -) Improved Funding & Starting Funds
- Fort Condor now starts with 15,000gil as disposable
- income which they can use
- to defend themselves when you're not around. Each
- automated defence costs 3000gil,
- and it covers all of the 'inaccessible' battles should
- you choose not to disrupt
- the story-critical scenes they unlock in by
- teleporting away to FC.
- You also gain 400gil back per soldier, so assuming you
- don't lose too many units
- there won't be too much lost on costs for a successful
- battle.
- -) Rewards Revision
- In addition to cleaning up the text and scripts, Fort
- Condor now dishes out some
- improved rewards for helping them clear each battle
- (but as ever, nothing is
- missable). Potent healing items are given in batches
- of 3-5, strong equipment
- can be accessed early, and there is a very special
- prize available to players
- who don't allow Fort Condor to be beaten by Shinra a
- single time (awarded when
- receiving the Huge Materia following the final &
- mandatory Fort Condor battle).
- -) Teleport NPC
- This NPC appears in various towns at different points
- of the game (usually) when
- a new Fort Condor battle becomes available and will
- warp your party to FC
- and then back again once you've concluded your
- business there.
- -) Battle Notification
- In certain scenes where there is a small window to
- access a particular FC battle,
- a small notification will appear to alert players. In
- the special case of the
- Weapon Raid & Mideel scenes, a discreet confirmation
- window is shown beforehand
- to decide whether or not to interrupt these scenes
- with notifications + teleports.
- -) Shops Revision
- The basic Materia store has been changed to use their
- more advanced Disc 2/3
- version with Deathblow and others available for
- purchase. The Item store has
- also been changed and now sells Echo Drops which are
- very useful for the
- upcoming Illuyankas (Bottomswell) boss fight in Junon.
- \\Junon//
- Changed Item Shop Inventory
- -) The inventory sold by the man in Under Junon has been
- swapped to sell Echo Drops which
- are an important status healing item for the impending
- boss fight.
- Respectable Inn - Revised
- -) Like the Beginner's Hall, it's Junon counterpart has had
- it's information changed to
- better reflect battle mechanics and some of the
- advanced tricks that can be
- performed to gain an edge over enemies.
- Junon Leagues
- -) In the Beginner's Hall/Respectable Inn, a new tourney-based
- 1v1 bracket can be entered
- by one of your party members. Winning the bracket will
- net a batch of prizes,
- with higher brackets offering better rewards but
- tougher opposition.
- Marching Minigame
- -) The top prize for this was changed to make it more
- worthwhile (?) than the Ether prize.
- Maybe.
- Send-Off Minigame
- -) The prizes have been changed here as well, with a HP Plus
- no longer being available.
- The top prize (120+) is now a Mastered 'Enemy Away'
- Materia, with 2nd Prize being
- a Rune Armlet. There is no longer a consolation prize.
- Comet Materia
- -) If players missed Comet during the Corel Train sequence due
- to not catching up to the
- train at all (which is unlikely but can happen) then
- it can be picked up from
- the empty Cargo Ship port on Disc 2/3.
- Shop Inventory - Disc 2/3
- -) Some stores had their inventory changed to keep certain
- weapons as 'end-game' weapons.
- \\Cargo Ship//
- Shop Inventory
- -) The sailor's shop inventory was adjusted for the upcoming
- boss fight with Jenova.
- \\Costa Del Sol//
- Cloud's Villa: Redux
- -) When purchased, several new NPCs appear who will
- periodically give you a supply of
- rare items including Megalixirs.
- Alternate Rufus Scene
- -) Restored from the game script, an alternate version to the
- arrival of Rufus scene is
- now played after disembarking from the Cargo Ship for
- the first time.
- It features the greatest punch in history.
- Basement Inventory
- -) The items available from the Villa's basement have been
- changed.
- \\Mt. Corel//
- Extended Scenes
- -) A mixture of new scenes and restored/reactivated events
- have been peppered throughout
- Mt. Corel, mostly revolving around Barret's odd
- behaviour as they approach the town.
- Cokatolis' Nest
- -) The items taken from the nest were changed to a stock of
- Remedy instead, and the enemy
- fought is a unique Mamatolis instead of a regular
- Cokatolis.
- \\North Corel//
- Barret Flashback Skip
- -) You can now skip Barret's (admittedly brief) Flashback
- involving the town's decision to
- let Shinra build a Reactor there + the attack.
- Gold Saucer shortcut
- -) After purchasing a Gold Ticket, you can talk to the Ropeway
- Attendant to quick-warp to
- any of the Gold Saucer areas rather than riding the
- tram and going there manually.
- \\Gold Saucer//
- Price of Admission
- -) The ticket price for one-time entry into the Gold Saucer
- has been changed from 3000gil
- to 300gil. Gold Tickets are still 30,000gil.
- GP Seller
- -) The random chance behind his appearance was removed; he
- will now always be there after a
- certain point in the game (Disc 2).
- Cait Sith's Gift
- -) Annoyed that Cait Sith is joining your party? He gives the
- party 100GP to sweeten the
- deal this time around.
- Battle Square
- -) The prizes here have been changed to the following:
- [Pre-Bronco]
- Spider Web = 100
- Speed Drink = 200
- T/S Bomb = 400
- Ether = 800
- S-Mine = 1600
- Sun Curtain = 2000
- Diamond Bangle = 4000
- Peace Ring = 8000
- Reflect Ring = 16000
- Curse Ring = 32000
- [Acquired-Bronco]
- Speed Drink = 100
- Hourglass = 200
- Ether = 400
- S-Mine = 800
- 8-Inch Cannon = 1600
- Astral Curtain = 2000
- Crystal Bangle = 4000
- Touph Ring = 8000
- Circlet = 16000
- Champion Belt = 32000
- [Acquired Highwind]
- Dazers = 100
- Ether = 200
- 8-Inch Cannon = 400
- Sun Curtain = 800
- Astral Curtain = 1600
- Vaccine = 2000
- SS-Mine = 4000
- Hero Drink II = 16000
- Oversoul Shard = 24000
- Mystery Prize = 32000
- The idea behind the prizes is to provide useful items
- that can be used in-battle for
- running Battle Square once, but to dole out equipment
- that's ahead of the curve if
- the player is patient enough to run it several times.
- You'll notice that there's some
- new items listed in this prize-list; refer to the Item
- section for more info.
- Extra Battle
- -) An additional option that's unlocked in Battle Square once
- the player has reached Disc 3,
- cleared Special Battle, and bought the Mystery Prize.
- A new NPC appears on the left-hand
- side of the room who will enable the party to fight
- against some super-bosses from other FFs;
- including a replica of the Nemesis super-boss from
- FFX's Monster Arena. This enemy's AI and
- attacks are very similar to it's counterpart and can
- make it appear overwhelming at first, but
- using some of FF7's unique mechanics might expose some
- surprising weaknesses...
- Clearing Extra Battle nets the player a special item,
- the Hero Medal. This was used
- originally to unlock an alternate final battle in NT
- but has a new function in the 1.4 build.
- It's overall effect on the game is a secret, but
- having it will enable a very special chain
- of events at a certain time.
- Dio's Trial
- -) The prizes that Dio gives the player when participating in
- the forced Battle Square encounter
- for the Keystone have been changed. Clearing more than
- five battles gets you an organics
- sword for Cloud, while clearing it entirely will earn
- you Organics, a Lucky Pill, and
- 5x 8-Inch Cannons.
- Wonder Square & Speed Square
- -) Some prizes were tweaked slightly, nothing ground-breaking.
- Don't believe the fortune-teller
- and its lies.
- Chocobo Square
- -) You can now bet for A and S Rank races from the get-go,
- instead of needing to become a Jockey.
- This can make some end-game items available early,
- assuming you have the money and
- patience to actually do this :I
- \\Desert Prison//
- Junkyard
- -) A new save point was added to the junkyard outside of
- Dyne's hideout.
- Nothing else.
- \\Gongaga//
- -) A new encounter is fought at the Reactor for the Titan
- Materia; an opportunity to save the game
- was added to the end of the Turks fight in order to
- help prevent a potential loss of progress.
- -) Aeris' additional dialogue is now possible to get when
- talking to her after exiting Zack's house.
- A disabled scene with Barret upon leaving Gongaga was
- also added. Like with other towns,
- your party members can be found around town.
- \\Cosmo Canyon//
- -) A new encounter is hiding somewhere in the Cave of the Gi,
- and a new Save Point was added just
- before the fight with Gi Nattak. The Added Effect
- Materia was replaced with a Magic Counter.
- -) HP & MP Plus can no longer be bought from the Materia
- vendor in this town; both Materia are now
- one-off unique pieces that are acquired elsewhere.
- \\Nibelheim//
- -) It's now mandatory to clear the Shinra Mansion in order to
- set up a new event on Mt. Nibel.
- Blocking the entrance to the Mansion is a squad of new
- Shinra enemies based on the
- SOLDIER enemy.
- -) The key to the basement is now acquired from a treasure
- chest rather than by opening the
- safe; inside the safe is Odin Materia and the Lost
- Number encounter, like before.
- The Enemy Launcher weapon was moved to the treasure
- chest upstairs on the right-wing.
- -) An enemy change shouldn't be listed here, but Yin/Yang's AI
- was changed so that it's text
- strings no longer pause the flow of battle.
- -) There seems to be something else here.
- \\Mt. Nibel//
- -) The Keeper boss is now optional, and no longer blocks the
- route leading to Rocket Area.
- He does drop the Powersoul weapon now, though, so if
- you want this strong piece
- of equipment you'll need to go through him first.
- \\Rocket Town//
- -) A save point was added into Cid's house so you can save
- before the Palmer fight.
- For whatever reason you'd want to do that.
- -) Cid's new sidequest to get his Lv.4 Limit also starts from
- here, and involves besting the
- increasingly dangerous mechanised contraptions of his
- 'student', who can be found
- hanging around his house after you've acquired the
- Bronco.
- -) Cid's flashback can be skipped.
- -) The boss fight with Rude up on the Rocket has been altered
- slightly.
- -) The Punmaster has a new unique script if you talk to him
- during the rocket launch event.
- \\Wutai//
- -) Keeping in mind the stronger enemies + no Materia
- situation, a number of powerful Lv.3 items
- have been left lying around to help you with the Rapps
- battle.
- \\Temple of the Ancients//
- -) Various shops were added to make it easier to survive
- inside.
- -) The battle that triggers when you're knocked down from the
- clock puzzle is now with a unique
- boss rather than the dreaded pincer battle with
- Ancient Dragons.
- -) Due to the unique nature of the boss fight with Brass/Red
- Dragon and the lengthy cutscene that
- precedes it, a Retry option was added in the event of
- a Game Over.
- -) Demons Gate is now double the fun.
- \\Bone Village//
- -) The shop here was changed so that Diamond Bangles are now
- exclusive to Icicle Inn, allowing
- Gold Armlets their time in the sun (they can be
- acquired elsewhere, but not as conveniently).
- \\Forgotten City//
- -) Comet was removed from here, and is now acquired from the
- Corel Train sequence. The Enemy Skill
- that was here has also been removed.
- -) Something good or bad will happen here, depending on your
- perspective.
- ...I'll finish the rest later :I
- (but I never did - 11/03/2017 :c)
Add Comment
Please, Sign In to add comment