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Shining Force CL

Original game : Shining Force

Platform : GEN

Author : Siel

Release date : 18 March 2019

Category : Complete

Patch version : 2.1.1

Modifications : G, L, T, P

Downloads : 1817

ROM Information

Region: USA
CRC32: E0594ABE
MD5: 4B4ACBE75FF7AAEB534AB78ED95910D1
SHA-1: 7CBB3ED31C982750D70A273B9561A9E1B2C04EEA
Checksum: E975

Hack description

This hack cuts down on downtime (moving from enemy to enemy across heavy terrain) and increases time actually interacting with enemy units. Character and enemy stats have been rebalanced entirely and the weapon progression has been turned more into sidegrades rather than direct upgrades one after the other. Most outdoor maps had their layouts modified to get rid of stretches of nothing but forests and hills, and some indoor maps were edited as well. Essentially, there should be enough changes for it to be like a new game, just with the same look and story.

Screenshots

Contributions

ContributorType of contributionDescription

Reviews

A good mod for S1 that takes a more defensive approachILke2021-08-29Version 2.1.1

  • May Contain Minor Spoilers
  • First and foremost, thanks for making the mod. I always look forward to playing SF1 with a new twist, new enemies, different stats, and so on. As long as the game isn't too difficult, I personally felt it was worth it.

    So SF Cl, imo, is more defense-oriented which gives it a new twist. What I mean by that is, for example, the enemies you deal to damage is less, hp for enemies is a bit stretched (meaning it takes longer to kill them, compared to the original game), the damage enemies deal to you is less (somewhat, but still noteworthy), mp cost is less, but at the same time, the damage you deal is generally less, etc., crit's are less common on both sides and have a 1.5 modifer (instead of 2 I think), etc. Hopefully, you see where I'm going. In sum, it may seem tedious at first, but in reality, it gives your units better survivability and gives you another way to manage your troops and strategize. So, imo, it's a nice change of play.

    There are also new enemies in the game. One important distinction, however is that magic/mage units, I feel, are much more mandatory than before. I personally don't have a problem with this. For example, in game you'll end up encountering enemies with high physical def but low/lower hp (and bosses as well), so a couple of mages are highly recommended. I don't think there are any new characters, but their stats have been modified. Even Yogurt has new (and cool) abilities, imo. I'm not sure if they're are new battles (in terms of maps), but having new enemies makes it a different experience, regardless.

    Below I'll give some of my personal Pros/Suggestion list since I didn't list all the changes or most, but overall, def. worth a playthrough. If you're having difficulty and reading this, you may have to train your units from multiple battles from the same encounter(s), and that should help. Anyways, on to the list.

    Pros:

    • The cost for any level 1 Elemental Spell (e.g. Bolt/Spark) is reduced to 1. Heal level 1 has been reduced to a cost of 2. It's not OP imo because the damage output compared to the enemy's hp is generally stretched out a bit. So you can use it a bunch of times while doing decent, and not overpowering damage.
    • Most, if not all playable Characters have new and useful stat changes, even Yogurt! Yogurt for example, now has boost lvl 1 and recovers hp every round. Vanguard is a knight/paladin (I believe) that is focused on dealing crits (another stat added in game). And so on.
    • New weapons affect your damage output and def. Basically, you can buy, for an example, an axe that gives you higher attack, but lower def, an axe that gives you higher def, but lower attack, or an axe in between that either has a range of 1 or 2; essentially another melee or ranged weapon. You can also equip multiple weapons of the same kind, assuming you have an open slot.
    • Some players may not like this, but I don't mind: The cost for certain rings, weapons, staffs, and so on has been significantly increased. Not all, but some. This means you probably can't fully buy everything for every unit (moreso support items than primary weapons), which also means you'll have to sort of micro manage and see which units need it the most.
    • Some weapons have innate spells, meaning they never break! :) Some might worry that they're op, but to counter that, I believe the % of applying the debuff is reduced, so it's not as bad imo. Plus, an innate sleep spell every now and then would help against an enemy with high def/hp, for example.
    • A new weapon subtype, usually followed by the word, "Light" or "Light arrow", for example, gives your archers more range, but less damage. Useful for sniping out enemies at greater range(5 I think) And you can also equip multiple cannons/arrows, so feel free to switch out.
    • Despite enemies having better HP and higher attack at times, they won't always make the best decisions when attacking, which can buy you some time.
    • Not sure if this is standard in SF games, but if some characters are falling behind in terms of lvl, they get a much better exp boost when in combat.
    • I really enjoyed Adam's new abilities such as his boost and recover spell and solid def. It wasn't op imo because you'd have to rest (or take a turn to recharge essentially).
    • Speed rings are quite useful and fairly inexpensive.
    • Power rings/def rings don't give much boost, but at the same time, are made so that they're not overpowered (overall, I didn't mind; mabye increase it to 3 though?)

    Suggestions (Not mandated by any means, just recommended/my take)

    • Despite Yogurt having new abilities, it takes a really long time to level him up. For example, when using the yogurt ring, he only gains 5 exp. If you want him to be a decent and practical character to use, maybe increase the exp when attacking or perhaps to 15-16 when using the ring. (The hp recover was a nice touch, btw.)
    • A few level up's don't grant you any bonuses/stats. Sometimes I work really hard to train certain characters at certain times and I don't get anything. Even a stat increase in def, mp, or hp by 1 would be something.
    • Even though I managed to beat the game, I felt some of the respawns/battles got out of hand. Believe it or not, probably the hardest battle for me was the 2nd Counch battle on the ship because of the multiple respawns from the conches. The Counches who dealt good damage, at the time, usually took 3 hits to kill, e.g. 2 magic spells and one basic, which wasn't so bad, but thanks to their numbers, and range, I barely managed to get out; with guntz decoying against 3-4 counches on one side and multiple counches on the other side; literally down to my last heal with 3 healers. I also felt the torch eye battle/respawn before Ramdalu was a bit out of hand because they would always deal X damage, and nothing less. You wouldn't have to reduce their damage/ stats, but I'd suggest you reduce the number of respawns. Of course, it is possible that I didn't strategize that well, but I'm pretty sure for these encounters the enemies respawning come at you immediately regardless.
    • If you want Spark/Bolt to have a range of 1 despite a scope of 1-5 (because of the increased damage), then I'd increase the def of such mages a bit more, since they'll have no choice but to be in the front lines. Otherwise, maybe give it a range of 2 minimum.
    • Mabye have evasion play a bigger role, as sort of another dimension to the game. You could, for example, have some flying creatures with an innate evasion of 25-33%, but slightly less def, for example.

    //////// Overall though, I enjoyed the game, and would personally recommend it. Thank you.