Released By | Master Knight DH |
---|---|
Category | Improvement |
Platform | SNES |
License | N/A |
Patching Information | No-Header (SNES) |
Genre | Role Playing |
Mods | GP |
Patch Version | 1.0 |
Hack Release Date | 27 September 2020 |
Readme | Readme File |
Downloads | 1826 |
Last Modified | 01 October 2020 |
Description:
Secret of Evermore was originally released on October 1, 1995. 25 years have passed since, during which time people have called it on its share of issues, one of which is broken balancing. Focus on its problems, however, while they are significant, is ultimately a gesture of people being glass half-empty, something you just know is the case when I’m pointing out as much, and it shows when Secret of Evermore still has its share of inspirational gameplay.
The 25th Anniversary Balance Patch is designed to highlight this very same inspirational gameplay to the best of its ability while curbing the game’s biggest balance issues with the design philosophies in mind. There’s even some core changes involved; try out the Axes, for example, because their damage output against defensive brick enemies might just surprise you.
This is only for the non-headered US version (as the ROM Information below would indicate), and compatibility, effective or otherwise, with other patches such as the 2 Player Edition Patch has not been tested. (It’s likely the 2 Player Edition works simultaneously without issue, but better safe than sorry.)
ROM / ISO Information:
- Database match: Secret of Evermore (USA)
- Database: No-Intro: Super Nintendo Entertainment System (v. 20180813-062835)
- File/ROM SHA-1: 79E7738630FFF5699217EF58ECC421BC8FCBCD89
- File/ROM CRC32: A5C0045E
Links:
Screenshots:
Credits:
Contributor | Type of contribution | Listed credit |
---|---|---|
Master Knight DH | Design | Primary hacking and ASM work |
assassin17 | Original Work | Certain patches used |
Good ideas but still poorly balanced.
Reviewed By: Frostyn on 22 Jun 2021The hack has some balances and some nice QoL improvement, but spell’s costs are WAY TOO HIGH for the damage they’re outputting. I was pretty much finishing the game (If wasn’t for an error on Omnitopias’s Greenhouse - i’ll explain later) with only my dog hitting charged attacks and the good and old support spells. I did not need ANY offensive ones, since it needs a lot of griding to level them up, and, even after that, their damage would still very low. So, for me, it became a quest for letting my dog alive while it unleashes his chargeds. Obviously, Verminator fight became a shit nightmare since spells are too expensive and deal no damage at all.
About Omnitopia’s Greenhouse crash:
The moment I entedered it with lights off, any interactions that I had (chests or getting the teleport up) brought me to a hardlock. The screen just froze and well, nothing else I could do.
Version 1.0 Recommended - No
Headline | Author | Date | Version | Recommend |
---|---|---|---|---|
Hurts more than it balances | xxshadowflare | 22 Apr 2022 | 1.0 | No |
A great, sensibile rebalancing but the alchemy tweaks hurt it | dbbbb | 15 Aug 2021 | 1.0 | Yes |
Good ideas but still poorly balanced. | Frostyn | 22 Jun 2021 | 1.0 | No |
Needs more work. | Echoherb | 25 May 2021 | 1.0 | No |