After upgrading to 2.0, I did exactly just that and started a new game. But as I explained, changing the battle music to Field doesn't do anything.
OK, I'll check it out.
I took a short break after starting a B-mode game and accidentally saving over my latest A-mode save (not a lot of hours lost but a crushing blow to momentum), but I pressed on and made it to the bottom of the Northern Crater. I thought I read something about being able to fast travel back to the Highwind, am I misremembering?
Seems like a good time to do the rest of the LV4 Limit Break sidequests and hunt down the Weapons. Funnily enough, but not entirely surprisingly with my support-tank build, Cloud still hasn't hit the kill threshold for LV2, and the way things are going will never get there naturally, but it's probably worth farming that up as well.
Still having a lot of fun. The most annoying enemy in the Crater for me was Pollensalta with her counter-attack of applying Confusion + Resist (which means you stay confused even after getting hit by a physical attack). I spent a while trying to manipulate for Angel Whisper, but even with HypnoCrown it didn't seem in the cards. Are you supposed to learn it with a well-timed Confusion, or another method?
After you trigger the scene at the bottom, the Save Point should appear close by. This has a teleport option in its extended options menu.
Angel Whisper was replaced with a skill called Mustard Bomb; while Pollensalta still uses a skill called Angel Whisper it's just an enemy attack rather than an enemy skill. Mustard Bomb can be picked up from the Red Materia cave. The Death Dealer enemy in the Crater on that same path as Pollensalta have a new skill called Chronocure you can grab though.
Ok Sega, I just tested if the switch hard mode bug by playing a new game (hard mode ofc) until Kalm town.
YES, it happens after yuffie fight to get her on party.
I did a fight before entering kalm town, 0 gil gained.
The first fight after getting her was without her in the party, to be sure her innate wasn't doing something wrong, and I got gils.
Now I need a save point to toggle hard and see if it actually turns it on instead of off.
Hope this can help you
Yeah it does; it narrows down where it occurs which will help a lot.
Hi!
I just downloaded the new NT 2.0 going from 1.5. I noticed that when I start the game. Tifa is included in the opening bombing mission and she will go with Cloud but when a random battle starts, Jessie's battle model appears instead but the name still displays as Tifa. Can someone help me with this?
Type B in NT 2.0 differs in places from the regular story events of the game, so some things occur differently like having Tifa along for the first bombing mission. What's likely happened regarding Jessie is that the Jessie mod is installed (or has been hard-installed at some point) and is replacing her battle model with that one. I'd recommend not having Jessie Mod enabled when doing a Type B run.
Edit:
Started work on figuring out the var issue that's affecting the toggles for Hard Mode and No EXP, think I've got a good lead on it. I've also added a save point to Kalm which was to ease testing + meet a request that's been made a couple of times as there is no save point between the Midgar escape and Fort Condor which is a bit of time.
Current stuff that's been implemented in the 2.0.93 patch (not uploaded yet):
v2.0.93
*) Temple of the Ancients: A chest would be flagged as opened during Type B scenario.
*) Ruby uses homing ray counter on Self instead of Self.PreviousAttacker
*) Shin Godo invalid attack ID set to a var under certain conditions
*) Lich GT: Drop, Steal, and Morph added.
*) Boss: Cure3 & L4 Holy Targeting issue +
? Absorption for Doomsday added.
*) Hyper Jump and Dragon swapped back to original listings as anim for former wouldn't play correctly. Be aware that on the base unmodded Steam version of the game, Hyper Jump can cause crashes when used.
*) Type B Shinra Mansion Boss: MP Increased
*) Cargo Ship: Type B boss battle was using Type A boss instead
*) Shinra HQ F59: One of the fight triggers gives a Type A encounter instead of Type B
*) Highwind: NPC added close to other crewmen on the bridge, with information on locations for sidecontent
*) Wonder Square: Multiple Speed Plus could be bought.
*) Junon: Softlock on E-Junction when returning as Cloud after Weapon Raid; access to backrooms has been locked.
*) Midgar Raid: Save Point line was firing in wrong place in tunnels.
*) North Crater: Shield and EXP Plus Materia locations swapped for visiblity.
*) Zack Flashback: When completing this event, Cait Sith would be re-initialised resulting in a loss of sources and equipment.
*) Reactor 5: Type B boss has had a magic stat reduction made.
*) Pollensalta: Incorrect attack ID set for one of the counter-attacks.
Edit2:
So the source of the problem seems to have been identified; the G-Bike Minigame records the high score into a 2-byte value, in which the var used for hard mode toggle is stored. This would explain also why a user mentioned that they seemed to lose Hard Mode after making their way through the Gold Saucer in an earlier post. As for Kalm, seems there's a mysterious byte operation that's also in the scripts for this area that appeared to be interfering with it.
Because it's coming from the minigame, it means that the Hard Mode toggle flag itself will need to be changed which means implementing that across 250 or so scenes with 1, 2, or 3 enemies each. I'm guessing it'll be around 750 or so entries.
But it's not all bad news; through this, it seems that any of the addresses in the field var banks can be written to (or read from) which opens up a lot of possibilities for the future. If a 2.1 build swings around, I'll definitely be making use of this knowledge to have certain enemies change their behaviour depending on what you've done during the story. But for now, I'll focus on getting these battle toggle vars migrated into safe empty ones.
Edit3:
Another bit of good news, seems that the exp toggle wasn't breaking in temple of the ancients; just that the Type B variant had an enemy in it that wasn't set up with the AI for it.
***
Edit4:
Patches are up:
v2.0.93
*) Temple of the Ancients: A chest would be flagged as opened during Type B scenario.
*) Ruby uses homing ray counter on Self instead of Self.PreviousAttacker
*) Shin Godo invalid attack ID set to a var under certain conditions
*) Lich GT: Drop, Steal, and Morph added.
*) Boss: Cure3 & L4 Holy Targeting issue +
? Absorption added.
*) Hyper Jump and Dragon swapped back to original placements as anim for former wouldn't play.
*) Type B Shinra Mansion Boss: MP Increased
*) Cargo Ship: Type B boss battle was using Type A boss instead
*) Shinra HQ F59: One of the fight triggers gives a Type A encounter instead of Type B
*) Highwind: NPC added close to other crewmen on the bridge, with information on locations for sidecontent (appears on Disc 3)
*) Wonder Square: Multiple Speed Plus could be bought.
*) Junon: Softlock on E-Junction when returning as Cloud after Weapon Raid + blocking access to back rooms.
*) Midgar Raid: Save Point line was firing in wrong place in tunnels.
*) North Crater: Shield and EXP Plus Materia locations swapped for visiblity.
*) Zack Flashback: When completing this event, Cait Sith would be re-initialised resulting in a loss of sources and equipment.
*) Reactor 5: Type B boss has small magic reduction.
*) Type B: Boss didn't have AI set for 0 EXP.
*) Added patched .EXEs for the Installer version.
The migration for battle vars for hard mode will take a bit of time. In the meantime, I'd avoid the G-Bike minigame in the Gold Saucer if playing on hard mode. Type B players may need to re-toggle hard mode on after clearing Midgar though as I think it uses the non-Motorball version for that.