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ShininGeek's SFI MOD V2.4

After a long time, I came back and changed a lot

Discussion about the original classic Genesis/Mega Drive game. Posts about the GBA remake belong in the forum below.

Re: ShininGeek's SFI MOD V2.0

Postby ShininGeek » Thu Jul 21 2016 1:32pm

Wait, did anyone else miss out on spells? And who else had weird spells?
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Re: ShininGeek's SFI MOD V2.0

Postby Sniper Lyle » Thu Jul 21 2016 6:01pm

Seems only Max missed out on a spell. And almost everybody who couldn't cast a spell had a couple wrong ones in their set.

Pretty sure I just messed up patching in some way, though. Everything seems fine now, Max doesn't have Bolt but I can live with that, endgame Max is pretty ridiculous anyway.
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Re: ShininGeek's SFI MOD V2.0

Postby ShininGeek » Thu Jul 21 2016 6:21pm

How ridiculous is Max? Too strong? Now that I think about it, I think I forgot to change the range on the Chaos Breaker, which would give him crazy AOE...
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Re: ShininGeek's SFI MOD V2.0

Postby Sniper Lyle » Thu Jul 21 2016 7:50pm

Yeah, Max definitely doesn't need whatever spell the chaos breaker is casting, he's dealing 80ish damage to multiple enemies from long range.

I think promoted Max has the regenerating health flag too, which seems unnecessary since he's right up there with Adam and Bleu in terms of tanking hits.
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Re: ShininGeek's SFI MOD V2.0

Postby ShininGeek » Thu Jul 21 2016 8:12pm

The chaos breaker is still set to Freeze 3, but has the range and AOE of the old freeze 3 because I forgot to change it. It is supposed to be range 4 with no AOE at all, I think I need to do an item sweep to see what else is broken...

Edit: So, it turns out I didn't change the item spell ranges when I updated how spells work, so the black ring now has 1 less range, the evil ring has 2 more range, the halberd has 3 more range, and the chaos breaker has 1 more range but no aoe,.
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Re: ShininGeek's SFI MOD V2.4

Postby Sniper Lyle » Thu Jul 21 2016 10:33pm

I can't search the spot where the hidden item in the Chaos battle is supposed to be, was it moved?
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Re: ShininGeek's SFI MOD V2.4

Postby ShininGeek » Thu Jul 21 2016 10:39pm

It should still be there. Was it there the last time you went into the battle?

Were the two additional items in the tower battle there?
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Re: ShininGeek's SFI MOD V2.4

Postby Sniper Lyle » Thu Jul 21 2016 10:44pm

I haven't played SF in a pretty long time before this, so I have no idea.

The tower items were there, this and the little house at the end of chapter 7 are the only missing items I've noticed.
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Re: ShininGeek's SFI MOD V2.4

Postby ShininGeek » Thu Jul 21 2016 10:50pm

Odd, I just double checked their locations. I could probably just add the two other hidden items to the tower because that map seems to work...
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Re: ShininGeek's SFI MOD V2.4

Postby Sniper Lyle » Fri Jul 22 2016 1:47am

I thought Darksol was a joke with nothing but high HP...

WARNING: SPOILER!


That aside I think Darksol could stand to have slightly better stats and a better spell. Demon Blaze wasn't buffed at all i don't think.
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Re: ShininGeek's SFI MOD V2.0

Postby velaskar » Fri Jul 22 2016 5:00am

SaCred wrote:It says, you can't use it. All my healers have Medical herbs in their inventory but cannot use hmm...

I do like battle 2 going across the bridge instead of navigating through the mountains, and to raise a character after they have fallen isn't cheap lol.

Right the game froze when Pelle reached level 5 and says, And learns a new

Music is still playing but can't get past the screen


I am actually having this issue tonight. Started a new game and once Pelle hit level five the game crashed. Is there a particular ROM I should be using for this? The one I applied the ips to was a .bin and around 1.5 megs pre-patch.
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Re: ShininGeek's SFI MOD V2.4

Postby ShininGeek » Fri Jul 22 2016 5:09am

Ok, try applying the patch to an unmodified 4Mb from. I'm not sure why you can't use medical herbs or why people are learning weird spells, I haven't had any issues whatsoever.

Ok, I'm uploading a new patch that was made with an unexpanded vanilla rom. I also moved around the hidden items in chapter 7, placing them all in the tower battle. Additionally, Demon Blaze has been buffed, receiving almost doubled numbers. There is also a version 2.4.1 that buffs Royal Guards, Royal Knights, Colossi, Darksol, and Dark Dragon, and gives you the Kindan NoHako at the end of the Ramladu fight.
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Re: ShininGeek's SFI MOD V2.4

Postby Urgat » Thu Aug 09 2018 6:07pm

Just question:

100 Gold per Level to Raise a Force Member is correct ? (Was just playtesting the first Battle and wanted to Egress and try again)
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Re: ShininGeek's SFI MOD V2.4

Postby ShininGeek » Tue Aug 14 2018 3:44pm

The revive costs were increased drastically, yes. I felt they were never really impactful in vanilla.
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