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[Gameplay Mod] SF2 Counteraction v0.2.1 (demo)

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Discussion about this classic Genesis/Mega Drive game.

[Gameplay Mod] SF2 Counteraction v0.2.1 (demo)

Postby Siel » Wed Sep 19 2018 5:05am

DOWNLOAD
SF2 Counteraction v0.2.1
(20181223)

How to Use
1. Acquire patch from link above
2. Have an IPS patcher such as LunarIPS to apply the patch
3. Apply the patch to a Shining Force II (USA) rom (2MB, not expanded by the Caravan)
4. Bowie should start with a Short Sword in his inventory if the patching process was successful

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PREFACE

The intended end of the demo is at Zalbard, but the game is more or less playable all the way through to the end: even enemies past the demo had their stats provisionally recalibrated, but battle formations past Zalbard haven't been touched yet. I'm feeling like I'm running low on ideas, so I'm taking a break for a while and decided to share the mod as is. The balancing is done around non-Super difficulty.

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MAIN CHANGES

Stats have been completely reworked: Characters, monsters, items, and spells all had their stats heavily modified. Characters learn different spells and some additional characters have gained access to spells. Offensive spells differ from each other a bit more. Weapons have been changed to be more like side arms rather than direct upgrades one after the other.

Stat gain calculations have been modified to be less variable in the long-term, but slightly more random in the mid-term. Each individual level up has less of an impact than the original and EXP calculations have also been modified to facilitate catching up while also not suddenly slowing down to a crawl. Promotion level has been changed to 25.

Battle have been changed: The battles still occur on the same maps, but enemy compositions and formations have been rearranged and made generally more aggressive to up the pace and pressure. Difficulty isn't sky-high, but some was aimed for.

Counterattacks and double attacks no longer trigger by chance: Counterattacks instead always trigger as long as the defender's weapon is in range. Double attacks always trigger depending on class and weapon. There are also double counterattacks and preemptive counterattacks.

A more complete list of changes can be found a bit further below.

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SCREENSHOTS
WARNING: SPOILER!

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LIST OF CHANGES

Basic changes
WARNING: SPOILER!

Functionality changes
WARNING: SPOILER!

Status effect changes
WARNING: SPOILER!

Bug fixes
WARNING: SPOILER!

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DATA AND INFO

Changelog
WARNING: SPOILER!

Characters and classes (short descriptions)
WARNING: SPOILER!

Alternate Promotions
WARNING: SPOILER!

Items
WARNING: SPOILER!

Spells
WARNING: SPOILER!
Last edited by Siel on Sun Dec 23 2018 5:40pm, edited 5 times in total.
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Re: [Gameplay Mod] SF2 Counteraction v0.1 (demo)

Postby Red_Shine » Wed Sep 19 2018 8:04am

I really like many of these changes. I may be with the minority here, but I prefer combat to be as deterministic as possible so that you can actually plan ahead properly. I'll wait until the changes advance further into the game though, to give it a serious try. Also, I'd be very keen on it being compatible with a marathon hack, since honestly I don't really care for the exploration aspect of SF2 anymore; I've done it enough times already as is.
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Re: [Gameplay Mod] SF2 Counteraction v0.1 (demo)

Postby Siel » Mon Sep 24 2018 8:02am

Well, I made a quick attempt at making a version of the patch compatible with the Marathon hack, but it seems to be a bit more complicated than expected since a lot of data is shifted around. I'd have to track down the changes and reconcile my own with them. At the moment, the game won't even play the intro sequence.

On the other hand, I planned out the battles and shops around character joining times, even swapping some characters' classes around, so I'd have to redo all of that if every character joins from the beginning. At that point, I'd essentially be making two different games, which might be going out of scope. I'll probably not go through with the Marathon version unless I also figure out how to have characters join sequentially instead.
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Re: [Gameplay Mod] SF2 Counteraction v0.2 (demo)

Postby DiegoMM » Fri Dec 21 2018 11:48am

I plan to start a playthrough of your hack, can you tell me if the new patches on the other topic (detox less useless) are newer or improved version of this ? I need to apply some of them or just need to use the one here? Other topic patch are 100% compatible?
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Re: [Gameplay Mod] SF2 Counteraction v0.2 (demo)

Postby FfuzzyLogik » Fri Dec 21 2018 4:29pm

I hope to be able to have some "overlook" on your mod with SFII editor and so be able to give feedbacks "quite fast". Later some with testings I may be of use for you... But can you tell us what you intend to do and if we may be of help for you ?
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Re: [Gameplay Mod] SF2 Counteraction v0.2 (demo)

Postby Siel » Fri Dec 21 2018 11:46pm

Most of those patches were made for this hack first, with some being split up and generalized a bit to be used standalone, so most of their changes are actually already included in this hack and generally up to date. I tried making my patches as self-contained and intercompatible as I could, so even the ones not included should be 100% compatible, unless they're obviously modifying the same thing (like the two Gisarme patches).

I guess I'll list what is or isn't included in this hack:
WARNING: SPOILER!

If you just want to play the hack, you only need the patch in the first post here. Nothing else is required unless you feel like tacking on the church patches.
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Re: [Gameplay Mod] SF2 Counteraction v0.2 (demo)

Postby DiegoMM » Sat Dec 22 2018 1:30pm

So I started playing and im having a hell lot of fun. Loving all the counters and how it changes the battle pace. The new formation are very well done and make every battle very dynamic, with no more slugish advance.

I installed 3 more patches: churchrevives everyone, agility changes evasion and detox also heals (I couldnt wait your answer and started playing before it.)

So, I think everyone is evading a lot, I think 40% of attacks, probably not intended this way right? The enemies almost never evade. If the evasion are meant to happen less, can I fix it just apllying the Lower evasion rate again?

About the detox heals you said its not compatible, so if I never use fairy powder there will be no problem right? I dont know if the game will crash or just fairy powder will not work.
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Re: [Gameplay Mod] SF2 Counteraction v0.2 (demo)

Postby FfuzzyLogik » Sat Dec 22 2018 1:37pm

Hello,

I suppose the increasing of misses is due to my initial idea (for making agility useful) that Siel done. I may had too quick idea without testings... I'd like more misses happens if you have high agility compared to ennemy's. But in the mod, maybe the heroes had "too much" agility (since it had not real use before).
With testings, you may say if its "too much" or maybe if it don't really compare well difference of agility between attacker and defender ? (Maybe negative values are not used well ?)

But yes, thanks alot to Siel !
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Re: [Gameplay Mod] SF2 Counteraction v0.2 (demo)

Postby Siel » Sat Dec 22 2018 3:20pm

You're probabably going to have to reapply patches on a clean rom to fix the evasion issues.

The Agility Affecting Evasion patch looks to be practically incompatible with the lower evasion rates in this mod since it probably causes overflows: 1/120 evasion turns into 1/-96 evasion (note the negative), which is then turned into 1/2 by a safeguard I implemented, which roughly matches up with the ~40% you're feeling. That, or the Agility Affecting Evasion patch is malfunctional to begin with since I only tested it player vs enemy and not the other way around.

As for the fairy powder, I actually moved that effect to other items (i.e. self-uncursing equipment), while the fairy powder itself was made to just emulate Detox 2, so the problems will not be coming from using fairy powders, but some of the new equipment I added. Using any of the self-uncursing effects will probably uncurse as intended but also set a bunch of unrelated status effects since the DetoxAlsoHeals patch overwrites the start of the new fairy powder effect's code and makes the game check the wrong data. Detox's effect rating remains at 0 in this mod, so the patch is pointless anyway.
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Re: [Gameplay Mod] SF2 Counteraction v0.2 (demo)

Postby DiegoMM » Sun Dec 23 2018 12:45pm

Reinstalled the patches in a fresh rom, just counteraction and churchreviveall. You know what? I think higher evasion rate are more fun, but I understand you want things more predicable as possible. But I think more evasion matches well with the more attacks that counteraction provides, the combat is very chaotic and fun.

Im in hobgoblin battle, some thoughts until now:
WARNING: SPOILER!
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Re: [Gameplay Mod] SF2 Counteraction v0.2.1 (demo)

Postby Siel » Sun Dec 23 2018 5:43pm

Oops, the lance thing is indeed a bug.

I uploaded a new version (v0.2.1), which fixes some equipability issues for some items, including the Guard Lance, and which adds a makeshift way to tell which enemies have which special abilities, if any.
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