After all the time I've lurked this website over the past few years, I've finally got down and dirty into making my own mod for this game. I spent quite a bit of time modifying what was there in terms of numbers, as well as playtesting my own game to make sure each battle was challenging and possible to complete.
There are many changes in terms of both force and enemy statistics, strengths and weaknesses, to hopefully bring out a different, more difficult version of Shining Force. Some characters have new skills and abilities, but these same skills may be used by the enemies as well. While I have changed items to have a 100% chance to crack, many have uses that may very well save you when the time is right, and others that may not have had any use may prove useful now.
Thank you all in advance for trying this out and of course Rubix for creating the editor and taking some of my suggestions when adding things to the editor~
Notable (General) Changes to the Original game:
-New Skills/Abilities for many characters, including non-Magic Force members.
-Blaze, Freeze and Bolt remade in terms of damage, range, area, and MP cost in hopes that they are more unique from each other, and hopefully that having an option would actually matter somewhat this time around.
-Many items modified from their original values, which include alternate effects and use abilities. Chests may contain different items. Hidden chests have not moved location, but may contain usable versions of items that were once in there or different items entirely.
-Enemy and Force statistics changed. Enemies will have "slightly" more than 30 HP in Chapter 8~ In fact, Rune Knights in Chapter 1 start with 30 HP to give an idea.
-Overall Difficulty Increased, hoping some areas and enemies have you think before you charge in.
Lastly, if you find any random graphical issues, especially random Treasure Chests graphics, please let me know. I'm not sure how they even begin to appear, though I assume a bug in the map editor or something x.x It happens enough that it can't be misclicks when i'm not even map editing. I already a few in Guardiana so just mentioning it now to hopefully fix them later.
v1.20b Patch https://www.mediafire.com/?m9d623p3lipqpvm
Lunar IPS should be easy to find via Google.
Fixed Graphical errors with palette.
"Sniper" enemies will no longer have a chance to inflict Poison on attacks.
"Dark Elf" enemies will now have a chance to inflict Poison on attacks.
Fixed GRDR Unarmed Attack Range.
Gave the starting characters Medical Herbs and Panaceas at the start to compensate for the fact that the king's 100g offering isn't much.
*Minimum Level to promote a class increased from 10 to 15.
*Maximum Level for a non-Promoted class increased from 15 to 20.
*The effective level modifier of a Promoted character increased from 10 to 15 (so a Promoted Class Lv1 will be treated as a Level 16 character, for EXP gains and such)
*Modified enemy levels from Chapter 5 onwards so that you can gain EXP in the way as expected.
*Added Critical Chance to the Status Screen.
*Fixed an oversight in Battle 7 (St. Abbey) that caused the Zombies to not attack.
*Set AI types of various offensive abilities (as prior some skills were changed or moved, but AI Types were not changed accordingly).
*Item Drops should work. Items set to drop from certain enemies should drop now.
*Changed some items enemies had on them so that they would drop.
*Fixed some of the random Chest tiles that I saw.
*Fixed a chest that had an item that you should NOT be getting until much later. =.=; You'll know what it if you got it already as its power should be obvious xD
*Fixed some other chests with items that should've been in there previously but were undone since importing maps did not save those changes and I forgot to fix them.
*Modified the Dark Dragon battle a little.
*Fixed bug players were experiencing in early game scripts (and possibly even later game issues) where the game scripts were not working properly, causing the game to be unplayable in certain points.
*Fixed Battle 10 where the bridge was not wide enough to accommodate the Force as was originally intended when the battle was designed.
*Fixed the AI regions for Kane and Colossus battles.
*Modified the Kane battle slightly
*Modified the Colossus battle so that you'll have to fight all 3 Colossus (i was not aware that killing only the center one ended the battle where I want you to kill all 3.)
*Fixed the area of casting Animus 3 and 4
*Changed the levels from which Domingo learns Animus from 1, 7, 16, 22 to 1, 15, 24, 30.
*Changed the levels many Force Members start at so that they can be around the same levels as the rest of the Force (unfortunately, all characters will still be unpromoted, so you'll still have to deal with a grind for characters like Lyle, Alef, Torasu and Adam, but will start at Level 20, giving them their full unpromoted stats without the need to grind to it at least. Also note that these changes for starting levels most likely do not appear unless you begin a new game, so sorry for those who have already started)
*Fix some other bogus AI regions found.
*Added Land Effect patch (Land Effect will now properly reduce physical damage by its percentage by the person standing in it)
*Added Item Passing patch (If Max's inventory is filled when opening a chest, the item will automatically move to the next available item slot on the next available character).
*Added EXP Overflow patch (If EXP gained will put you over 100 EXP, the excess will continue into the next level)
*Removed EXP Overflow, while it worked, caused new games to start with a level and a half of free EXP. Will put back in once it is fixed. (This issue is only a problem when starting a new game. If you've already started a new game, or would like that extra level and a half of free exp, you can still use v1.10 with the overflow.)
*Changed the text that was given when the game passes an item to another player as one of the variables in the line previously was causing problems.
Minor Changes (needs only to reload the mod/battle involving issues)
*Fixed blocked pathway in the Darksol battle, making it impossible to progress with walking force members.
*Fixed Shield Level 2 and Level 3's spell ranges (they were swapped)
*Fixed Weeds in Ch. 5, First Battle, knowing Charge instead of Crush.
*Changed Bolt's Range and Damage to avoid abusing Level 4 with the Range Glitch. The range will always be melee range. MP Cost changed from 3/6/9/25 to 5/10/20/40. Damage Changed from 10/25/60/100 to 5/20/50/120
*Fixed any other "Treasure Chests" graphics that maybe lying around that were reported.
*Fixed Ch.5 2nd Battle Mage having its Stat Up item equipped.
*Fixed Ch.6 1st Battle Dullahan not having his Sword equipped and unequipped his Stat Item.
*Fixed Squares in Alterone Castle that couldn't be walked on that should have been.
*Added "Guardian Staff" to Runefaust's Item Shop (replacing Medical Herb)
*Increase the ranges of Dark Dragon's Heads so it cannot be outranged by Lancet and Buster Shot attacks.
Major Fixes (Character Stat Changes may just need leveling, but Spell Fixes and others listed here would need to start a new game for. Do not update unless you're ready to start over)
*Changed it so that Adam starts out with both Power and Guard Chips in his inventory
*Changed May's Pray 1 and Pray 2 spells into Heal 1 and Heal 2.
*Changed Crush 1s MP cost to 1. Changed Crush 2s MP cost to 2.
*Gave Lowe MP Growth (He apparently had none). Increase Gort's MP Growth.
*Gave Zylo 5 more ATK Unpromoted and 5 more attack Promoted.
*Gave Bleu 20 more ATK Unpromoted and 20 more attack Promoted. Changed Bleu's ATK growth (both Promoted and Unpromoted) to Late Growth formula.
*Reduced Tao and Anri's secondary spell Level 4 learned level by 5, matching that of Alef's secondary spell mastery level.
*Increased Amon and Balbaroy's ATK instead of making Sword of Light/Darkness reavailable (Amon received 5 ATK Pre and 5 ATK Post Promotion. Balbaroy received 5 ATK Pre and 10 ATK Post.)
*Replaced Poison and Egress' positioning on the spell list. Hopefully this allows "Poison" to be castable by Alef. Changed Alef's and Max's Spell lists to make sure they have the right spells. Hopefully changed all enemies that used Poison to the correct Spell.
Changed several Mages who knew Bolt so that they know either Blaze or Freeze instead.
Any other Mages that kept Bolt had their AI Regions changed so that they shouldn't cast it unless you were relatively close to them (within 3-4 panels)