* Minor changes to spell learning levels and correction to sleep resistance of some late enemies, including DD.
Link to v3.5 BR version of the mod: https://drive.google.com/file/d/1GvBUs8 ... sp=sharing" onclick="window.open(this.href);return false;
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Link to v3.3 ips file: https://drive.google.com/open?id=11KeGF ... mo64Jg82CU" onclick="window.open(this.href);return false;
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To boost the replaying value of the mod and to post a real challenge to hardcore players, I just thought of a set Challenges to be achieved.
Will post it here and update the first post for all to see.
SHINING FORCE BROTHERS MOD CHALLENGES SET:
1. On to Alterone: Win battle 3 with all Rune Knights still alive
2. Not to use Blaze inside: Win the chapel battle with Tao having a full MP bar
3. Band on the run: Win the Laser Eye battle with all your 12 characters and at least 1 Pegasus Knight still alive
4. A Hamster to rule them all: Defeat Elliott with Jogurt landing the last blow
5. Rest in peace: At Ring Reef, finish the Necromancer without killing any ghoul or skeleton
6. A brother for a father: Defeat Kane with Max, Anri and Mae alone on the upper plateau
7. Burning the Wires: Finish the battle by defeating Chaos and 2 other robots with a single Alef's Bolt 2
8. Head of the operation: Defeat Colossus central head before the other two
9. Frontal assault: Kill Darksol with at least 10 enemies still alive
10. Perfect score: Finish Dark Dragon seeing Max special animation and with a full 99 HP bar
Anyone who achieve a feat may post a picture here or send me by PM.
Good luck, guys!
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It's been quite a long time and today - April 17th - I can finally launch my Brothers Mod!
I feel like I've been working on this one forever. Since I first got my hands on rubix's editor.
Then, Doomblade's Challenge Mod came out and became quite an inspiration, as I could not avoid using some of his ideas for names and pictures, specially on weapons and enemies.
Later on, as rubix kept developing the editor, I kept making changes to the mod. Battle editor, text editor, graphics/palettes editor...I made good use of them all.
But always tried to keep the main focus on this mod: It's not a new game at all. It's just the good and old Shining Force game, only with some minor adjustments.
If you're gonna play this one, you will have the same 30 characters going through the same 30 battles. The bosses are the same too.
And what has changed?
Well, the differences are everywhere. Items, spells, enemies, stats, chests contents... Only, I tried to make them subtile. Tao still casts Blaze and Ken still starts out with a spear. Guntz's still a tank and Torasu is likely to learn Aura 4 if you level him enough. But who knows which of them will learn a brand new spell? And who will get an unusual stat growth curve?
Then, I must say the major changes were kept to the battles.
Though most of them still get the same kinds of enemies, their numbers and AIs will be much different. And this will make the game a lot harder than the standard one (which is not a surprise indeed).
I did playtest it at least four times. And twice since I made last major changes to battles.
Last time, I managed to get to chapter 8 without replaying any battle, so I know it's possible. But I must admit I abused savestates sometimes, as I did not have the time nor the will to get Max killed by a double hit at the end of a battle.
Well, I think that's it!
Here's the link to the IPS patch: https://docs.google.com/open?id=0B8Jrtq ... HpVbHVqNTA" onclick="window.open(this.href);return false;
Here's the link to v1.1 IPS patch: https://docs.google.com/file/d/0By8C3ij ... sp=sharing" onclick="window.open(this.href);return false;
Link to v1.2 IPS patch: https://docs.google.com/file/d/0By8C3ij ... sp=sharing" onclick="window.open(this.href);return false;
Link to Shining Force Brothers Mod v2.0 ips file: https://drive.google.com/file/d/0By8C3i ... sp=sharing" onclick="window.open(this.href);return false;
Link to the BR version (translated to portuguese) of the ips file: https://drive.google.com/file/d/0By8C3i ... sp=sharing" onclick="window.open(this.href);return false;
Link to v3.0 ips patch:
https://drive.google.com/open?id=1phvBF ... FcjRZtYkeX" onclick="window.open(this.href);return false;
Link to the v3.0.1 ips patch:
https://drive.google.com/file/d/100Oq8Z ... sp=sharing" onclick="window.open(this.href);return false;
Link to the v3.0.2 ips patch:
https://drive.google.com/open?id=1K1Crd ... kMQGJX3Sij" onclick="window.open(this.href);return false;
Hope you will all enjoy Brothers Mod.
Feel free to ask questions and post comments in this topic.
Thank you everybody, and special thanks to rubixcuber and Doomblade!
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BROTHERS MOD v3.0 RELEASE!
Spoiler
Fixes to Kane's portrait animation; Vankar's portrait palette and animation; and Some items being dropped by enemies while not supposed to.
Link: https://drive.google.com/open?id=1K1Crd ... kMQGJX3Sij" onclick="window.open(this.href);return false;
v3.0.1:
Fixed an issue with Jogurt's animation.
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As announced on the sixth anniversary date of the mod, today we are releasing v3.0!
This time the major change is having Kane as a playable character!
Unfortunately, as expanded characters feature is not yet fully functional, I had to put him in place of some other force member. Anyway, I think it's worth the price.
That apart, we have some other updates too, most of them graphicwise and due to Erikin's efforts to better the game sprites.
Erikin has been a big partner in this update!
If it wasn't for his work on Kane's sprites and his endless appetite for discussing changes and testing them ingame, we wouldn't have this update as soon as now.
Thank you, mate!
About Kane's battle sprites I have to thank Steve (projectego) and his fellow Dan, the artist that originally drew them.
I have done some minor sprite work too, like Kane's new map sprites.
And, of course, I have to thank Rubix once again!
If it wasn't for his incredible editor, this mod wouldn't be here in first place. And neither this update would have been possible to create!
So, that's it!
Brothers Mod v3.0 is out now, featuring:
- Kane as a playable character!
- One of the original 30 characters doesn't join the force anymore.
- One of the original 30 characters join at a slightly different point of the game. (One battle later.)
- New battle sprites for mages/wizards!
- New battle sprites for Mishaela!
- New sprites for some weapons!
- Modified list of items, including revised names for boost items and exclusion of 2 items.
- Some new dialogues, reflecting Kane's new story.
- Brand new scene, with full new dialogue, in Kane's joining event!
- One original scene and dialogue cut off.
Link to v3.0 ips patch:
https://drive.google.com/open?id=1phvBF ... FcjRZtYkeX" onclick="window.open(this.href);return false;
Hope you enjoy it!
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BROTHERS MOD v2.0 release!
Spoiler
I remember back then I was having a hard time fixing little issues prior to the launching, besides other life demanding tasks, like having a son.
Meanwhile, Rubix got really productive on the editor, releasing updates at a pace I couldn't keep up.
I always wanted to test some of those features on this mod, but couldn't find the time or will to make it for a long time.
Well, I did it lately.
Brothers Mod v2.0 has some nice features that could have been there since the begining. But I'm glad it was not, for now I have such nice add-ons to present:
Jogurt Levels!
That's right!
I've used that awesome feature from rubixcuber's editor to make Jogurt into a fully playable character.
He gains levels. He has growth curves. He has attack animation. (Thanks to rbahamut!)
Give him a spot in your party and watch how far he gets!
Fixed Land Effect
Ever noticed the Land Effect didn't work right? Neither did I.
Thanks to rubixcuber's and katgirlfeli's researches, we all got to know that.
And thanks to them again, we can now have it fixed and working properly.
Automatic Item Passing
Ever got tired of passing items around in those rooms filled with chests?
Now the game does it automaticaly, just like in Shining Force II and III.
(Note: this feature doesn't work in battle maps.)
EXP overflow
Once a character gains a level, experience is not reseted to 0 anymore.
Instead, it's subtracted by 100, just like in Shining Force II and III.
Fixed maps
Some minor glitches in maps have been fixed.
The bottom-left spot in the room above Cave of Darkness is an example.
The walkable wall at Bustoke is another one.
Re-rebalanced economy
After lots of complaining about force bankrupting, the economy system has been revised.
Enemies give away more money.
Weapons and items are more expensive.
Reviving and curing cost the same, so they are proportionally cheaper.
Also, there's more gold inside chests, so, hopefuly one should be able to revive the whole force after a tough battle.
Minor stats changes
Some enemies got a bit stronger. (Specially bosses.)
Hans got stronger.
Minor changes in guys like Ken, Luke, Gort, Vankar, Domingo and some others.
Characters Critical stat revised.
Minor text changes
Well, I hope this is enough to make it worthy to replay and to inspire those who never gave it a try to finaly go for it.
And, most of all, hope all the players can enjoy it and have a good time around!
Link to Shining Force Brothers Mod v2.2 ips file:
https://drive.google.com/open?id=0By8C3 ... TFxa1BKS00" onclick="window.open(this.href);return false;
Link to the BR version (translated to portuguese) of the ips file:
https://drive.google.com/file/d/0By8C3i ... sp=sharing" onclick="window.open(this.href);return false;
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SHINING FORCE - BROTHERS MOD FEATURES:
Spoiler
- Fixed an issue where itens that were not suposed to be used had been causing game crash when used. As intended from the begining, Power Ring, Shield Ring, Speed Ring and Halberd are now not usable, while the Mobility Ring finaly get to work it's Egress effect.
v1.1 updates:
- Fixed an issue in battle 1 where a goblin had been deployed weaponless;
- Fixed an issue with Hero's MP, which was insuficient to cast Egress if promoted at 10;
- Heat Axe and Atlas Axe are now breakable itens through use.
- New and rebalanced weapons/itens
Added 1 entirely new item;
Imported 4 new itens from Doomblade's Challenge-Mod;
Renamed some already existing itens;
Different ranges/AoEs and effects for some existing itens;
Different AoE of attack for 1 existing weapon;
- New and rebalanced spells
Added 3 entirely new spells;
Imported 3 new spells (w/ different values) from Doomblade's Challenge-Mod;
Added new levels for some already existing spells;
Different costs, ranges/AoEs, and effects for some spells;
Entirely new range/AoE for 1 level of one spell;
- Rebalanced characters
Different values and curves for stats*;
Higher levels for most unpromoted characters by the time they join;
Much higher stats for late unpromoted characters (Lyle, Bleu, Alef, Torasu and Adam) by the time they join;
Different set of spells for some charactes;
Different set of weapons available for some characters;
Different resistances for some characters;
Renamed 1 character;
- New and rebalanced enemies
Added 3 entirely new enemies;
Imported 11 new enemies (w/ different stats) from Doomblade's Challenge-Mod;
Different stats for already existing enemies;
Different resistances for some enemies;
Rebalanced levels for enemies, making character evolution smoother trough the game;
- New sprites and palettes
New map and battle sprites/palettes for most new enemies;
New map sprite palettes for some characters (paladins & promoted Luke);
New battle sprite palettes for some characters (paladins);
- Rebalanced battles
New set and # of enemies on each battle;
New set of weapons and spells for enemies;
Redefined areas of AI for most battle maps;
New (and improved!) AI's for enemies;
- Modified chests content
Different treasures inside chests;
1 entirely new map chest;
2 entirely new hidden battle chests (both in Dragonia);
- Rebalanced financial system
Less gold found in chests;
Much less gold earned for killing enemies;
Cheaper weapons and itens;
Same cost for reviving/curing characters;
- Modified set of weapons/itens available in shops;
- Different damage dealt by poison;
* Though most characters (maybe all) had some stats revised, the focus was on not to make them very different from what they were originaly. Thus, about 85% of the curves were left unchanged and about 90% of final stats are within +-5 from the original.
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Link to Shining Force Brothers Mod v2.2 ips file:
https://drive.google.com/open?id=0By8C3 ... TFxa1BKS00" onclick="window.open(this.href);return false;
Link to the BR version (translated to portuguese) of the ips file:
https://drive.google.com/file/d/0By8C3i ... sp=sharing" onclick="window.open(this.href);return false;
Link to v3.0.2 ips patch:
https://drive.google.com/open?id=1K1Crd ... kMQGJX3Sij" onclick="window.open(this.href);return false;
Link to BR v3.0.1 ips patch:
https://drive.google.com/open?id=12jkU5 ... o3GU_oQedn" onclick="window.open(this.href);return false;