SegaChief

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Jul 20th, 2020
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  1. NT 2.0 Changelog - Overview
  2.  
  3. Enemy Balancing & New Encounters
  4. *) 99% of vanilla formations have been restored (previous builds condensed enemy formations)
  5. *) All enemies rebalanced with AI based on their original behaviour
  6. *) Bosses are now closer to their original counterparts (name, model, behaviour) in Game Type A
  7. *) Minibosses and other encounters added
  8. *) Most bosses replaced with a new alternative in Game Type B
  9.  
  10. Player-Character Balancing
  11. *) All spells revised
  12. *) All equipment revised
  13. *) All Materia revised; new Materia was added to split commands/spells onto separate Materia
  14. *) Character Initial Stats revised, and natural stat growth re-implemented for Level Ups.
  15. *) New Innates for some characters, others revised
  16. *) Limit Breaks revised; characters have a mix of Physical & Magical damage, along with additional effects
  17.  
  18. Battle-Balancing
  19. *) Damage Modifiers adjusted: Critical Damage, Elemental Damage, Sadness, etc.
  20. *) Damage Formulas revised: Powersoul, Missing Score, Aire Tam Storm, etc.
  21. *) Sense Limit set to 65535F HP
  22. *) Long Range flag usable by enemies
  23. *) Non-elemental poison ticks (status can be used independently of the element)
  24. *) Drain reduced from 100% to 12.5%
  25. *) Restore spells ignore MBarrier
  26.  
  27. Game Modes
  28. *) Game Type A: Story events same as vanilla, bosses close in nature to their vanilla counterparts
  29. *) Game Type B: Story events altered, bosses swapped to an alternative
  30. *) Hard Mode Toggle: Applied separately to Game Type selection
  31. Increases Enemy Level
  32. Reduces received EXP
  33. No Gil from Battle
  34. Altered Enemy Behaviour
  35.  
  36. Text/Dialogue Revision v2
  37. *) The dialogue in the game has been revised.
  38. *) Additional dialogue events have been added.
  39. *) Disclaimer: The text/dialogue revision is NOT a re-translation/localisation of the Japanese text.
  40.  
  41.  
  42. Items & Shops
  43. *) All item placements have been revised.
  44. Additional pickups have been hidden throughout the field maps.
  45. *) Shop Inventories & Prices have been adjusted, most shops have a new item/Materia for sale.
  46.  
  47.  
  48. Extended Save Points
  49. *) Save Points have some additional options attached to them, accessed through a hotkey (Square/Switch).
  50. This opens a menu from which various options can be selected. Note that the Encounter Toggle from 1.5 has been retired
  51. in favour of giving the player a maxed Enemy Away Materia once they leave Kalm; this gives a heavily reduced encounter
  52. rate that can be toggled at will, and works on the World Map where the old Encounter Toggle did not.
  53.  
  54. Hotkeys
  55. ) Square/Switch: Open the Extended Options menu
  56.  
  57. Options:
  58. ) Keep Field Music for Battles
  59. ) Source Point Upgrade
  60. ) Hard Mode Toggle (triggers a special enemy encounter to change the in-battle variable)
  61. ) 0 EXP Toggle
  62. ) Return to Highwind (North Crater and certain other locations only)
  63.  
  64.  
  65.  
  66. Talk to Party In Towns
  67. *) When visiting towns, you can find the main characters hanging around the place similar to how they would during the
  68. initial Costa Del Sol visit, or when gathering people for Bugenhagen's Observatory show. Their dialogue changes as
  69. the story progresses; characters recruited later in the story will appear in earlier towns as well, if revisited.
  70. Typically the dialogue changes from Disc 1 to Disc 2 then once more to Disc 3.
  71.  
  72. Affected Towns:
  73. *) Kalm
  74. *) Chocobo Ranch
  75. *) Under Junon
  76. *) Costa Del Sol
  77. *) Cosmo Canyon
  78. *) Forgotten City
  79. *) Icicle Inn
  80. *) Midgar
  81.  
  82.  
  83.  
  84. Scenes
  85. *) Some disabled or deleted scenes have been restored
  86. *) New optional scenes were added
  87. *) Revised Scenes, some of the original scenes were given tweaks to audio, animation, etc.
  88. *) Flashback/Memory scenes can be skipped using in-character dialogue options:
  89. Jessie's Plate Explanation on the Train
  90. Promise at the Well Flashback
  91. Nibelheim Flashback
  92. Corel Flashback (1st)
  93. Rocket Launch Flashback
  94. Cloud's Memory scene in Mideel
  95.  
  96.  
  97.  
  98. New Materia & 'Splinter' Materia
  99. *) Some new Materia was added to handle new spells added to the game.
  100.  
  101. Certain spells which would be desirable to combo with Support Materia are blocked from this when the Materia levels up
  102. and the next spell is unlocked. Splinter Materia are single-spell Materia to allow for these spells to be used in combos
  103. without having to replace them when the Materia levels up. Some commands have also been moved onto their own Materia.
  104.  
  105. New Materia
  106. ) Omni-Plus
  107. ) Hydro
  108. ) Pearl
  109. ) Osmose
  110. ) X-Attack
  111. ) Flash
  112. ) Core
  113.  
  114. Splinter Materia
  115. ) Regen
  116. ) Slow
  117. ) Dispel
  118. ) MBarrier
  119. ) Reflect
  120. ) Break
  121. ) Tornado
  122.  
  123.  
  124.  
  125. Bugfixes, QoL Additions, and Misc.
  126. *) Thief enemies can now only steal gil, not items, from the party.
  127.  
  128. *) Counter attacks from enemies have [Counter] appended to their name (where possible)
  129. Exceptions include player-available spells as these names come from the kernel and attacks
  130. where an attack name is not shown during the animation.
  131.  
  132. *) Shop inventories have been adjusted for better availability of certain items.
  133.  
  134. *) Source Upgrade flow was improved so that specific characters can be selected for upgrade rather than
  135. having to upgrade them in order.
  136.  
  137. *) Source Upgrades are now given at fixed points after defeating certain bosses, rather than accrued as a currency.
  138. They can be applied at any time (or not at all) from Save Points.
  139.  
  140. *) Player gets access to a modified Enemy Away Materia that can reduce enemy encounter rate to near-zero on
  141. both fields and the world map (replaces Encounter Toggle on older builds).
  142.  
  143. *) The prices of certain progress-requirements have been adjusted.
  144.  
  145. *) The CPR Minigame can be finished within a single button-press.
  146.  
  147. *) In Battle Square, you keep BP when leaving the area and can check what the prizes are with 0 BP.
  148. Stipulation: Whenever the prizes are changed, BP is reduced to 25% of what you had.
  149. This will occur after getting the Highwind and then again when entering Disc 3.
  150.  
  151. *) A fixed bonus of BP is given for completing 8 rounds in Battle Square, so even bad reels will still afford the
  152. player a decent amount of BP.
  153.  
  154. *) 3D Battler, an RNG problem where the player had a less than 1% chance of winning all 5 rounds and not terminating
  155. correctly after Round 5 (resulting in an invisible opponent and a potential softlock) have both been fixed. GP given
  156. was adjusted. Players have roughly 50% chance of winning all rounds (with a 90+% chance of winning the first round).
  157. A trophy Key Item can be acquired for clearing all rounds.
  158.  
  159. *) A trophy Key Item can be acquired by beating the Snowboard Crazy Course with 100/100 points.
  160.  
  161. *) The GP Seller in the Gold Saucer will always appear.
  162.  
  163. *) The lever in Yuffie's House in Wutai has been altered to be easier to use.
  164. In vanilla, this uses a set-up that is unreliable so it has been adjusted to be easier to activate.
  165.  
  166. *) Temple of the Ancients: The Clock Puzzle can now be 'skipped' while keeping all items/routes available.
  167. When initially visiting the Clock room, the 'guardian' will ask you if you want to proceed as normal with controlling
  168. the clock or to skip it instead. If the Skip option is picked, then all rooms except #12 will be made accessible at all
  169. times. The arena room can still be reached by standing on any of the hands and letting the 'seconds' hand touch the player.
  170.  
  171. *) Retry Battle events have been added to some boss battles where a lengthy cutscene plays beforehand.
  172.  
  173. *) An audio-synch issue was adjusted for an FMV toward the end of Disc 1.
  174.  
  175. *) Various Disc 2 Scenes were tweaked for better stage direction and character involvement.
  176. For example, a character will turn their head to look at the person speaking instead of being left staring into space
  177. from their last set of stage direction commands. Another example, in Mideel all characters have been set to respond rather
  178. than a priority system that leaves the 2nd character passive (and locks off Vincent's dialogue altogether as he's last in the list).
  179.  
  180. *) In the Schizo area, the 'cannot escape from battle' flag is cleared after the battle so that random encounters can be escaped.
  181.  
  182. *) The music cue for a scene in Cloud's Memory has been corrected.
  183.  
  184. *) Save Points have been placed throughout the North Crater and all have a Teleport to Highwind option.
  185.  
  186. *) It is now possible to backtrack onto any of the three routes in the North Crater from the bottom, rather than having to use
  187. the Left-Down path in order to enter the Right & Left-Up paths again.
  188.  
  189. *) Magic Pots drop an Elixir when defeated, meaning the player does not lose Elixirs when farming for AP.
  190.  
  191. *) Opportunities to save the game during the final bosses have been added; the Bizarro Save has been moved to within the scene
  192. prior to battle set-up rather than before the beginning of the scene itself.
  193.  
  194. *) You can now collect the full set of 12 '1/35 Soldier' items.
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