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Seiken Densetsu 3: bugfix edition

Original game : Seiken Densetsu 3

Platform : SNES

Author : praetarius5018

Release date : 21 January 2023

Category : Bug Fix

Patch version : 1.10

Modifications : P

Downloads : 3296

ROM Information

Database match: Seiken Densetsu 3 (Japan)
Database: No-Intro: Super Nintendo Entertainment System (v. 20180813-062835)
File/ROM SHA-1: 209C55FD2A8D7963905E3048B7D40094D6BEA965
File/ROM CRC32: 863ED0B8

Hack description

Fixes a handful of gameplay bugs in the game and adjusts some values to be not absolutely imbalanced.

-enabled AGL/evade for actual hit/evade mechanics instead of animation-only
-hit up/down effects altered from no change to +10/-15 accuracy
-increased chance for critical hits from fixed 0 to 2+LUCK
-LUCK now grants a chance to deny enemy counter moves
-changed attack bonus of crits from +50% to +(LUCK x weaponfactor)/3 (for monster treat level/4 as weaponfactor)
-reduced damage of regular attacks for dual attackers by 25%
-reduced Kevin's wolfform bonus from +15% to +10%
-reduced power up/down effect from +33% to +20%
-apply 300 def cap before buffs instead of after
-corrected issue with level-ups where max stats were sometimes those of later levels
-force attack recalculation on map transition to prevent wolf bonus stacking abuse
-Transshape has fixed duration of 12 instead of 25 minus LUCK
-Heal Light no longer "heals" maxHP up/down (effect was only visible on next maxHP check)
-Heal Light is no longer reduced on a target that has m.def up (or increased with m.def down)
-prevent HP overflow from healing enemies with 65k+ HP
-changed energy ball from crit rate = 50% to crit rate x1.5
-Blaze Wall, Flame Breath, Demon Breath and Lava Wave no longer remove status ailments from the target (they try to inflict non-existing burn state)
-fixed Kevin's Deathhand and Dervish being mixed up in menu
-fixed level of gemstone valley mobs that are stuck at Lv28 instead of growing with plot progress like their neighbors
-removed check that sets LUCK to max if it is 20 or above on any kill
-fixed that the day bonus on melee attacks checked for the target's saber instead of the attacker's
-added element check on Lv2/3 techs (immune, absorb and reflect deal 1 damage instead of their real effects)
-fixed magic shield only applying half of the magic defense effect mind up gives
-fixed cast time progressing while menu is open
-fixed that spell damage calculation used the level of the target instead of the caster for the 60%/90% bonus
-changed the level based bonus to a gradual increase by level instead of a sudden spike going from 19 to 20 and 39 to 40
-added exp rubberbanding if your highest levelled party member is below the monster's level
-added extra patch to remove cast time of spells
-added extra patch to always get a chest after battle
-added extra patch to boost all elements on manaday

Screenshots

Contributions

ContributorType of contributionDescription
praetarius5018Original HackingASM

Reviews

A must.hmsong2021-11-05Version 1.7

This is fantastic bug patch. Although I couldn't test everything that was documented, I certainly believe the creator did everything he intended. The agility is especially great, since it enables lots of things that were disabled (Agility stat doing something, Speed Up/Down spells, Duran's shields, etc).

I had mixed feelings about the previous versions, because they had their flaws (v1.3~1.4 had half melee, v1.5 had cast time null, etc), but this version... it's perfect. And the -25% damage for the double hitters' normal melee was the PERFECT balance - not too much nerf, but enough to equalize the damage output among other melee fighters, but still retain their uniqueness.

Yes, there are more things I wish praetarius5018 would put into this patch (such as fixing the god-awful cast time bug), but this review is about what's in the patch, not what's not in here.

I really don't have anymore to say. This is a MUST for SD3 players. Too bad it's incompatible with the official ToM, but that's not on praetarius5018. Probably not enough space in ToM.

Makes a diamond in the rough more polishedRed Soul2021-11-04Version 1.7

Seiken Densetsu 3/Trials of Mana is one of the finest games on the platform. This statement could be disputed. What can't be disputed, though is that it is a fine game regardless, although it shipped riddled with serious bugs and balance issues.

This set of patches goes to great lengths to try to fix and mitigate them (like re-enabling useless stats like luck and trying to balance them, or tone down overpowered characters), as well as fixing UI errors and a myriad of other things.

There are several versions available and they cannot be used in conjunction, so check the changelogs and decide for yourself the extent of changes you'd like to see in your experience.

1.7 fixes even more bugs and adds instant casting as an optional, separate patch, for those that prefer it that way (as I do).

Kudos to the author once again for being so talented, patient and open to dialogue; these patches make a wonderful game shine much, much brighter.

Everything is great.. just the spellsOrangeCrush6662021-11-01Version 1.5

I agree with the previous submission about the spell animation. I think the spells are a signature to the characters and needs to be kept in the game. Other than that this is a huge improvement to the game and keeps up with modern players.

You don't need to lose your casting timenoji11052021-10-30Version 1.5

First, I'm Japanese Sorry for the bad documents

Most of the tweaks in this patch are great

However, eliminating the casting time in ver1.5 reduced the character's individuality, and I felt it was useless

Personally, I would like you to fix the casting time ending while activating the technique

BrutalChronosplit2020-10-04Version 1.3b

This does do what it says, I give it that. But by playing this you get the feeling that some of it was intentionally left out by devs. Evade and crits in particular create a hostile environment, where someone can get OHKO'd at any time of the game and your attacks can miss quite a lot at certain bosses.

I recommend Sin of Mana over this. In especially the easy difficulties, the same hacker takes those fixes and makes them balanced with the gameplay. Either way play your first game unpatched.

Awesome!abandonedriddle2020-06-18Version 1.3b

Having a crits and evasion makes the gameplay a lot more enjoyable, if possible I like an optional patch that makes running during battle like in Sin of Mana, waiting for future update of this patch

A Different PerspectiveChicken Knife2020-06-04Version 1.3b

I have a very different take on this patch than that of the first reviewer.

I've played the vanilla game multiple times, and I've played with this bugfix patch applied 3 consecutive times recently. I agree that enemy crits enhance the danger, but that danger never seemed unmanageable. It only seemed to provide a little more excitement. Resources are plentiful enough to manage a few extra deaths through the course of the game.

The main impact of working critical hits is reducing the tedium of certain specific fights. High defense enemies always tended to result in very long, very boring fights, since you could barely eat through their defense with your physical damage output. Defense ignoring crits solve that very nicely.

As far as the developers' intentions, I've never read anything suggesting that they wanted these bugs in the game. Please send me a link with anything that speaks to the contrary.

I think it's just really nice to have all the stats actually doing something. And as far as balance, this feels just right to me. I haven't explored the author's Sin of Mana hack because I've never had a taste for fan rebalancing and I don't particularly think the game needs to be harder. But I will try to give it a shot one day with an open mind. In the meantime, I'm very pleased to see that this patch has been made more accessible to the public. Discovering this took me a great deal of time and energy in the past.

A recommendation: I've noticed that some of the enemy level scaling during the God Beast section of the game just isn't working correctly. Half of the Gem Stone Valley enemies scale up in level correctly based on how many God Beasts you've conquered, but half of them do not. All the other enemies in all the other God Beast areas scale up appropriately, which makes the Gem Stone Valley situation truly seem like a bug.

It would also be great to see a version of this patch that would work with the official translation rom. Not really a huge deal, though. Neil Corlett's work is still quite impressive all these years later.