Can someone point me to where I can find any kind of info regarding the new additions to 1.3 - It's been a hell of a long time since I've played NT (had to remove some stuff because of computer issues - but since the news of the ff7 remake, I decided this needed to be played again).
Cheers
Yo!
What's gone in since 1.3 was released is the following:
-) The Lv.70 cap was removed, and replaced with something that is much more discreet to tackle the problem high Level can cause with physical damage formulas. Characters can now Level to Lv.99, and there's no Disc 1/2 Lv.40 cap either.
-) Enemies/Bosses on Disc 3 now give a great deal more EXP
-) New spells were added, replacing older obsolete ones:
Osmose: Drains MP out of a target, available from the Heal Materia. Replaces Poisona.
Hydro: Contain-level spell, water element. Appears on Ultima Materia (renamed to Planet Materia).
Pearl: Contain-level spell, Holy element. Appears on Planet Materia.
Stasis Lock: Enemy Skill, replaces Angel Whisper. Adds Stop, Shield, Resist to a single target. Learned from Pollensalta.
Alpha: Enemy Skill, Holy element (similar to Beta, Trine, etc). Replaces Roulette. Learned from the Midgar Zolom.
Antipode: Enemy Skill, Fire/Ice element. Inflicts Slow. Replaces Flamethrower.
Osmose solves an old problem with Ether consumption, and is available when Aeris joins the party. It also makes Heal Materia less of a wasted slot until Esuna pops. Hydro and Pearl were added to lend players some high-level spells in this element. Same thing with the Enemy Skills, I replaced ones like Roulette that were highly situational & which lacked a unique animation. I also consolidated some spells down to make space. Frog and Mini are now one spell, called Lagomorph, while Death was replaced directly with Remove (which basically had the same effect, but a 100% success rate). Others were tweaked, like Chocobuckle being made into an early-game wind-elemental spell.
-) New Random Enemies
A number of new randoms were added into most areas of the game, though some are tricky to encounter. They tend to have slightly better EXP/AP/Gil and items. The Mango Fang found in wasteland areas around the Temple of the Ancients (world map) is an example.
-) New Yuffie Recruitment Event
To address a potential problem with the forced three-party fight against Bizarro at the end (which could occur if no optional characters are recruited), and a common complaint about finding Yuffie in the forests outside Junon, a new event was added at Kalm where Yuffie is fought & brought in as a mandatory character. It's very close to the original event, just triggers from Kalm instead:
https://youtu.be/gbMC4e8AkCc-) Extended Save Point Script
Still a few teething troubles, but the majority of it is in place. It can be seen here, along with a sneak-peek at an upcoming major change:
https://youtu.be/TtNd4QVaAWE-) Dark Cave Sidequest added
This is triggered from Dio in his Museum in Battle Square on Disc 3 (after triggering scene at the bottom of the North Crater).
Upcoming Changes (v1.35)
A very big change to the way characters are developed + an overhaul for enemies to account for it is currently underway, which will upgrade the mod to v1.35 when finished.
-) Rank-Up system: Characters will have static stats throughout the game (except for Level, which affects most formulas, and HP/MP). Instead, the player decides which stats to develop for the character and can make focused (or unfocused if you like) builds for each one.
-) Character Innates: These are in-battle attributes that trigger automatically to lend a bit more individuality to each character and create a little extra depth in the way you set up a party and plan a strategy for a fight. Some will raise defensive stats when the character is attacked, others will instead boost attacking ones under certain conditions. Cait Sith has a unique 'Rage' mechanic, much like Gau's Rages from FF6.
-) Character/Enemy Overhaul: To better fit the above changes (and the myriad of changes/tweaks since 1.3 was released), every enemy in the game is being fine-tuned; their attacks, stats, AI, etc. This is the part I'm currently working on.
small bugs...
- Tifa seems stuck in a wall in her room in Nibelheim and can't be talked to (my first visit)
- save point in Cid's house also gives Sephiroths materia when Vincent not unlocked (not unlocking vincent this playthrough, for testing purposes. (related question, if save points are being redone is it worth for me to test "remove" option at every save point? Or will the handler / update automaticly fix all broken save points)
Lastly a random brainfart
Could you use the FMV where Aeris is drowned for a quest? The quest to get Holy materia back. It should require underwater materia (equiped on Aeris) and going back to the lake. I guess best time for this quest would be just after exiting midgar/before entering Northern cave. Not sure how this would work with '98 version that needs disc 1 for the FMV though... but yeah that would be awesome lol
I've been engaged in a long and bitter war with Tifa randomly appearing in her house since 1.1. Seems that whenever I change the code there and test it out, somehow she pops back up following the update. I'll get to the bottom of this. One day.
I think every save point will have the issue until Vincent is recruited. Y'see, he 'replaces' Sephiroth in the game's kernel when he's recruited. What I could maybe try doing is making this happen earlier, then making him 'unavailable' again (at least in PHS). That could sort out the Sephiroth Materia problem (same thing with Cait Sith, but he overwrites Young Cloud). I'd pick up Vincent if you want to recruit him, I'll implement a fix for the next patch.
It's funny you should mention a sidequest for Holy Materia later in the game...