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About This File

Major features:

  • Equipment offers various bonuses instead of a simple attack and defense progression
  • Rebalanced classes, stats and spells, almost everything is usable now
  • Modified formulas that keep even high level techs useful
  • Expanded inbattle options with running, regular strong attacks and counter techs
  • Passive MP regeneration with high cost spells: be smart with your magic
  • Extensive boss AI changes
  • Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap
  • Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires
  • Increased inventory capacity to 20 per item type instead of 9
  • Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses
  • 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"

What's New in Version 1.200   See changelog

Released

  • corpses of allies no longer block enemies
  • reworked castspeed to affect spells with long casttimes more
  • castspeed is now instant if only NPCs are near
  • added misc. patch that makes all enemies scale to player level
  • counterattacks now ignore physical resistance/immunity
  • knight type mobs take increased damage from counter attacks, physical resistant mobs in general take slightly more damage from counters
  • critical hits have now priority over misses
  • Byzel's black market adds some items to their inventory after defeating 4 godbeasts
  • Pedan's weapon trader now visits Wendel already after 2 godbeasts are defeated instead after 4
  • enemies that deal non-physical damage with their base attack ignore thorn/curse damage reflect properties
  • added a mini-boss fight to Seashore Cave
  • reduced damage modifier of strong attack from (127+STR)/117 to (135+STR)/128
  • weapon/armor seeds should now produce final class weapons ~70% of the time if all 3 party members have their final class
  • fixed rune staff, it now properly ignores immunity on Lv2 spells again
  • fixed/clarified that Ancient Coat and variants should NOT pierce reflect and absorb, only resistance, weakness and immunity
  • altered AI of Jewel Eater, less prone to back to back skill spam
  • altered AI, stats and gimmick of Gildervine
  • reordered AI of Lightgazer in hopes of it despawning less
  • flagged Gorva as undead, i.e. heal light harms him
  • Gorva now uses dark force instead of death spell
  • changed which monster Genova summons and his AI
  • fixed Bill/Ben's weakness element
  • Xan Bie now cancels Life Booster with his attacks
  • increased gold drops from regular monster
  • switched price of Bunny Egg and Thief's Armband
  • switched Kerberos Claw and Moon Coin in drop table for Bound Wolf
  • reduced Lv scaling for attack items
  • halved damage bonus for elements by day
  • increased base crit rate by 3-4%
  • increased flat crit damage bonus by luck by about 50%
  • increased Giga Flail heal aura max from 12 to 15
  • old x2 tech gain weapons instead now grant increased Lv2/3 tech damage (not stacking with helm)
  • old x3 tech gain weapons now only grant x2 tech gain
  • reduced Dragon Lance from medium to light attack
  • reduced bonus effect of Sigmund from 25% to 18.75%
  • increased HP cost of Rune Earrings from MP cost x5 to (maxHP x MP cost)/32
  • Ironsword type weapons can perform strong attacks without increased cooldown by consuming 5 MP
  • Broadsword type weapons heal some HP on dealing yellow damage, amount increases with luck stat
  • increased Flamberg type weapons' crit damage from 20 to 40
  • Colichimarde type weapons gain additional crit rate based on TP x3
  • increased Ragnarok's crit damage from 17 to 25 and crit rate from 12 to 18
  • increased accuracy increase from Leather Neckband (x2) and Thief's Armband (x5)
  • Lamellar type armors additionally grant +2 TP on evasion
  • Reflex type armors additionally grant +1 MP regen
  • Fencer's Armband crit rate reduced from 5 to 3, added 15% crit damage
  • changed effect of Beastman Collar to spells using TP to reduce cast time (4 = 30%, ..., 7 = 70%, ..., 9 = 100%)
  • changed effect of Red Moon Horn to spell casting generates 2 TP; does not stack with itself
  • changed effect of Earth Bracelet to "spell upgrade: leaf coat"
  • changed effect from Skull Disect to can't throw and lowers target's p.def&m.def after Lv2/3 techs
  • Kevin/God Hand learns Def Down instead of Saint Saber
  • Kevin/Warrior Monk learns Mind Down instead of Mind Up and can also learn Analyse
  • Kevin/Death Hand replaces his old spell list with: MT Dark Saber, MT Speed Up, Magic Shield, MT Body Change, Aura Wave and MT Lunatic
  • Kevin/Death Hand has no longer stronger damage on his Lv3 tech
  • Kevin/Dervish learns Power Up and Firebreath instead of Dark and Leaf Saber and can also learn Anti-Magic
  • Hawk/Wanderer learns Magic Shield instead of Mind Up
  • Hawk/Ninja Master can additionally learn Transshape
  • Hawk/Nightblade can additionally learn Silver Dart
  • Charlie/Bishop learns MT Power Up instead of MT Def Up
  • Lise/Starlancer now learns Saint and Dark Saber
  • Lise/Fenrir Knight now learns Leaf Saber
  • changed minimum spell attack power after defense from 0 to 10
  • despawned one exploitable enemy pack in the Molebear Highlands until at least one godbeast is beaten
  • code optimizations

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Great ambitious project! People must try it.

I'm just not sure how the weapon cooldown system works exactly... Sometimes the characters can attack many times in streak w/o cooldown and sometimes I get a reeealy long cooldown time.. Dunno if it's a bug or if it's just supposed to have some RNG system attached to it.

I'm having a lot of fun with the mod anyway! Love it!

Thx

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Got it now! Reading the README file has made it clear.

But now there’s something that just feels a bit unbalanced. I’ve just got to the 8 beasts part and the first beast I’ve tried to kill was Xan Bie (the fire one). It got me 1 and a half in-game days to kill the beast using water weapon augmentations, fire debuffs and the like, and still I was dying as hell... Idk if the bosses scale up with the players’ levels... Cause I got to the boss at lvl 61 while the mobs around it (before the boss fight) were at level 52. In order to grind levels I’ve first used an accessory that increases mobs levels (Earth Bracelet). But I’ve unequipped it before entering the boss... And now I feel like I’ve screwed it up cause killing my second boss (Fiegmund, the ice one) is being just impossible even equipping all the ice-protecting armour,  fire weapons, and using wuss difficulty... It’s hit-killing my characters!

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I'm stuck entering the chibikko village, my hammer wont shrink me. Ive checked the items and im not wearing anything that makes me immune to the effect(moon ring). Any ideas?

  • Upvote 1

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Hi

would it be possible to provide patches that cancel the patches installed in the other difficulties? What I'm looking for is to disable "death penallity". I really enjoyed playing in difficult mode, but this penalty is a bit uncomfortable.
Do you have the patch that cancels it (the "death penallity")?

 

Very grateful

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Hi

Another doubt: What happened to Kevin "Pressure Point"?

I don't found informations in README or in skills/traps.

Edited by Renato

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I don't know if the devs still pay attention to this mod, but does mod allow hotkeys for spells so i you don't interrupt combat by pausing? if not could it be added?

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Hey so I've been playing this mod for a while on stream until now I have to do the Corobokkle quest and how can one suffer from an ailment even after being healed with both Tinkle Rain and Golden Save statue? PLZ HELP ASAP

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You have to make sure none of your current equipment makes you immune to corobokkle status, e.g. moon ring, gold shield, the 258 gold armors from Forcena (e.g. Hauberk).

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I have some doubts about SD3:
What was the last translation done? The one made by NS Corlet in Aug, 27 2000? Or there is another new translation for this game?
Can I use any english patched ROM for this MOD? Won't it bug something?

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Hi, i have a bug, i thought it was beacuse a patched a translated SD3, but i patched a japanese unmodified version and the bug continues: when i'm in a cave, i think maybe the bats are responsible? I'm not sure wich one of the mobs are responsible, but the ability of one of them of lowering, i don't know if the HP or maybe the VIT, is causing the stats of my characters to be permanently low, to the point i have 0 defense or the HP if it was originally 180, to be 80, just to say something.

Any help is aprecciated, regards

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really good mod!And here is advise for you guys.you better save before any boos.Because Boss really insane and sometimes the game freeze.i'm not sure something wrong with my emulator or this mod. but i haven't  seen the screen stuck in original game.

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