Shining Force III - Elemental Force Mod Demo

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  • Опубліковано 18 вер 2024
  • I did a mod. Full release expected in the next week. Also I cocked up the audio mix so you might as well watch this on mute since you can't actually hear a word I'm saying...but I'll re-record as soon as poss.
    This is the first of its kind for SF3 - a complete rebalance of the combat system, weapons, specials, items and equipment - utilising the (in my opinion) vastly underutilised elemental resistance system in SF3.
    There are two major mechanical differences - enemies are significantly weak or strong to various elements depending on their type, and weapons of the same general type each have their own identity. Some may add counter, crit, defence or other stats, or reduce your agility or even your move.
    Cursed weapons have also been redone, now offering huge advantages that are worth the risk of ending your turn having achieved nothing but self harm.
    Full notes will be included on release.
    Please check the Shining Force Central forums for more information.
    General list of changes:
    All weapons and accessories have rebalanced stats, and unused weapons have been added. For example, swords now do Holy damage, mage weapons now do significantly less damage but are specialists against Beast/Magic/Undead enemies. Quarrels have no minimum range, etc. Now you're choosing between utility, not specials.
    Cursed weapons are...kinda rebalanced. Curse effect remains, but is that worth having an extra turn, or having bonus movement and immunity to an element? Up to you.
    All non-healing magic has rebalanced cost, range, distance, and power. All spells now go up to level 4. 'Charm' added.
    All characters bar Grace have quite different spell tables. No characters that lack MP have any magic added (currently), but many weapons and accessories now provide weak magic on use. This will come in handy, since elemental damage/affinities play a much bigger role now because...
    ...enemy magic resistance has become a core mechanic. Expect immunities, massive damage, and hopefully consistency. It's not random - if you're looking at someone wearing metal armour, they get a 20% reduction in spark res, and a 10% increase to ice res. Beasts with fur are weak to fire, strong vs ice and wind, and so-so vs spark. If an enemy can use a spell, chances are they're somewhat resistant to it. There's some logic to it, but balance and personality come out on top so experimentation may be useful (there will be a table of traits and corresponding weaknesses/resistances included in final release).
    Eldar has an extra +1/1/1 to HP/Atk/Def, and her Silver Wing is now available in Quonos instead of Vagabond. Penn starts at level 9 with a brave apple, Cybel starts +1 HP. Character elemental resistances have been rebalanced in line with enemies.
    Enemy stats have been changed, and HPs generally raised. Bosses all have more of an identity. Changed some specials and spells. While enemy stats have gone up, your options have gone up too. Enemies that occur infrequently have increased 'sub-boss' stats/specials.
    Bats, Vampire or otherwise, are now *slightly more annoying*. The Hydra is now even less your friend. Certain infrequently encountered enemy types now resemble 'sub-bosses'. Since I cannot easily change the positions or add new enemies to battles, I'm experimenting within these bounds.
    Enemies no longer drop herbs. That's all I'm saying. Except I'm also saying the lowest possible drop-rate is 3.125%, so if there are 3 Aspia Knights in the game, that means you've only got a 9.375% chance of getting their drop without grinding...maybe they have something neat.
    Soulmate roll now occurs at 35 instead of 45, and certain pairs now have a 20-50% chance of soulmating. Some characters have added friendship bonus, for example Synbios also increases experience + gold gained in addition to attack.
    Shop inventories have been slightly changed, making some weapons available earlier and altering haggles. Rods and Ankhs are now drops rather than deals, and deals have been mostly replaced.
    Cut Flowers now cast Soul Steal 4 on use, and provide +99 to all stats. lol no, I've tried to avoid making items overpowered and balanced out enemies accordingly, but if you're experienced you may want to raise the difficulty. That said, you will find that there's a secret item which can cast Berserk level 4 on use - this being a spell which casts berserk on every single member of your party - but that's more for the spectacle rather than OP since most of your force will murder each other.
    There are also now 'mid tier' special weapons, ie pre-mithril but with specials and attributes, though similar damage output to weapons available at the time. You will find them in Malorie if you don't find them on your journey.
    Various mods by Rika from the Translation Patcher have been included - will confirm these later. And a few non-gameplay changes have been made which you might pick up.

КОМЕНТАРІ • 2

  • @cronoesify
    @cronoesify 14 днів тому +4

    This mod, of which I know little about outside of what the description says due to the aforementioned cocked up audio mix, is going to change everything for shining force bros.

    • @TheSaturnStation
      @TheSaturnStation  13 днів тому +1

      This is exactly the response I was hoping for, especially the reminder that everyone will notice the audio. It's been a while since I recorded anything!
      I've updated the description with a general list of changes, and the full Readme will be available at weekend release.