Shining Force: SHINING FORCE - BROTHERS MOD *v3.5 is out now!*

Kane has joined the force! Now with Challenges!

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

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Lobo
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Re: SHINING FORCE - BROTHERS MOD *Release Thread*

Post by Lobo »

Hello, guys!

It's December 29th of 2015, more than 3 and 1/2 years since the original launching of this mod.

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! :excited:
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 :thumbsup:
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 :shifty:
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 :blush:
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 :confused:
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 v2.0 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;
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by Diego_Didakus »

Wow, its awesome!
Glad to see this update, i dont know yet if I will play it again soon, but next time I play shining 1, it will be with your mod.
Check out my projects: https://quasarcorpsgame.com.br/

Speaking...tires me.
Fighting...tires me
I'm tired.
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by Michael231 »

I have strong faith in this team to complete the game. :thumbsup:
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by Marionettetc »

Love the mod, sent you a PM concerning advice and only have one bug to report.

Gort is referred to as Gilius in game a few times, but his name remains Gort in the character sheet and in combat.

I assume that was a creative decision, which I like, just that you had forgotten to change his name.
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by Lobo »

In fact, it goes the other way.
I once thought of changing it, but quit the idea before v1.0.
Must have uploaded and old text file for this v2.0. :blush:
I'll fix it in next version.

How have you found the game so far?
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by Marionettetc »

Great so far! I really appreciate the 2-3 range for Archers, it's such a subtle change that I hadn't really thought of before. Out of the millions of times I've played SF1 I've always struggled to find a reason to use the archers when spear users/fliers/mages can generally do the same job.

I think the economy is fine, but I personally raised all the weapon costs by 50% and lowered all gold from monsters by around 20-30%. Like I said, I think your take on the economy is fine, but I found myself having gold with nothing to use it on. It seems like your gold is only really taxed when your party repeatedly wipes. Other than that all the HP changes, stat changes are all great. I only played up until the quarry but I was pleasantly surprised by the Abbey battle (!).

Basically, I really enjoy the mod because the changes are subtle and intelligent. It's harder without resorting to HP bloat and the tone the changes set is consistent with the intent of vanilla.
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by ResidentLeever »

Sounds like a really cool mod! I'd like to ask you, I will try it out in full eventually, but have you considered making a mod with just these fix type changes and releasing it here and at RHDN? I think it would be appreciated by a lot of people.

Jogurt Levels! :excited:
Fixed Land Effect :thumbsup: - What was wrong about it, btw?
Automatic Item Passing :)
EXP overflow :shifty:
Fixed maps ;)
Re-rebalanced economy :blush: - Unless this is specifically for this mod.
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by Lobo »

ResidentLeever wrote:Sounds like a really cool mod! I'd like to ask you, I will try it out in full eventually, but have you considered making a mod with just these fix type changes and releasing it here and at RHDN? I think it would be appreciated by a lot of people.

Jogurt Levels! :excited:
Fixed Land Effect :thumbsup: - What was wrong about it, btw?
Automatic Item Passing :)
EXP overflow :shifty:
Fixed maps ;)
Re-rebalanced economy :blush: - Unless this is specifically for this mod.
I don't know if I undestood your request.

Except for the 're-rebalanced economy', the items you listed above are just checkboxes on the editor. Anyone can make this mod with ease.

The rebalanced economy for this mod is basicaly making items cheaper and less gold coming from monsters, so that reviving becomes a lot more expensive. The main idea was to make people think of retiring a fallen character instead of paying for his revival whenever there are good options waiting for a chance to fight. Or maybe, on the other hand, to make people being more careful not to get characters killed.

Take a chance on this mod and place here you're comments! :)


P.S.: What's RHDN?
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by ResidentLeever »

Oh cool, didn't know that. I will make such a patch myself then.
Edit: But is this the case for Jogurt, including the animation?

RHDN=Romhacking.net, http://www.romhacking.net/?page=hacks&game=872" onclick="window.open(this.href);return false;
As you can see from that page, the hacks posted about here are missing.

I'll definitely try your mod later, but I haven't played SF1 in like.. 9 years, so I want to replay the regular version first (but with those fixes :)).
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by Lobo »

Jogurt animation is made apart through the animation section of the editor.
You can use the one in this mod if you want.
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by ResidentLeever »

Edit: Nevermind, here's the RHDN submission: http://www.romhacking.net/hacks/3168/" onclick="window.open(this.href);return false;

Exactly which rom should be used for these hacks and the editor?

Please post MD5, CRC32 and size info.
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Re: SHINING FORCE - BROTHERS MOD *v2.0 just released!*

Post by Lobo »

Updated with v2.2, which corrects an animation issue with promoted Guntz and some text issues stated above. :thumbsup:

Here's the link: https://drive.google.com/open?id=0By8C3 ... TFxa1BKS00" onclick="window.open(this.href);return false;
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Re: SHINING FORCE - BROTHERS MOD *v2.2 just released!*

Post by Lord Kane »

Just a short question: As far as I read, a remedy cures poison like normally an antidote or detox spell does. So what is the difference between an antidote and a remedy in this mod? :confused:
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Re: SHINING FORCE - BROTHERS MOD *v2.2 just released!*

Post by monkbarron »

Not bad, definitely of of the better SF1 Hacks.
:sleep: Z Will Always Dominate Any SF TAS :sleep:
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Re: SHINING FORCE - BROTHERS MOD *v2.2 just released!*

Post by Lobo »

Lord Kane wrote:Just a short question: As far as I read, a remedy cures poison like normally an antidote or detox spell does. So what is the difference between an antidote and a remedy in this mod? :confused:
It has the effect of Detox2, which heals other effects, such as Sleep.
Can't remember if it heals Muddle and Silence too. Would have to test it.
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Re: SHINING FORCE - BROTHERS MOD *v2.2 just released!*

Post by Lord Kane »

Ah, OK. Thank you!
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Re: SHINING FORCE - BROTHERS MOD *v2.2 just released!*

Post by Runesamurai »

For some reason if I try to change the sprites of the new weapons like the Levanter and the Doom Bolt etc. in the editor It reverts back to 255 every time I save... :eyebrow: What sorcery is this? :confused:
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Re: SHINING FORCE - BROTHERS MOD *v2.2 just released!*

Post by Lobo »

I wouldn't know. :eyebrow:
Those are the sprites I brought from Challenge Mod.
Never edited them.

Will give it a shot when I have the time.
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Re: SHINING FORCE - BROTHERS MOD *v2.2 just released!*

Post by Runesamurai »

I should probably also mention that the aforementioned new weapons do not display when equipped to anyone on the force. And the Doom Bolt doesn't have any animation when you try to attack with it. Just thought I should point this out.

I love what you did with the later battles. I always thought Ramladu should've had stonger minions than those puny robots. I love the Royal Guards and the Captains.
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Re: SHINING FORCE - BROTHERS MOD *v2.2 just released!*

Post by Lobo »

Runesamurai wrote:I should probably also mention that the aforementioned new weapons do not display when equipped to anyone on the force. And the Doom Bolt doesn't have any animation when you try to attack with it. Just thought I should point this out.
Yes.
By the time I created the mod, the editor was not capable of making those weapons usable in terms of animation.
So I just kept them to the enemies.

I love what you did with the later battles. I always thought Ramladu should've had stonger minions than those puny robots. I love the Royal Guards and the Captains.
Thanks, though the credit for some of those enemies concept and art should go to Doomblade. :thumbsup:

Have you played through this mod or saw the enemies in the editor?
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