Seiken Densetsu 3 - Fix Patch v1.10 Praetarius NOT compatible with the official Trials of Mana translation apply to an unheadered ROM === changes === each Seiken Densetsu 3 (J)_praetarius_fixes_only_v[VERSION].ips patch also includes all changes of previous versions, so you need only to apply one patch version you want v1.2 -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 -corrected issue with level-ups where max stats were sometimes those of later levels -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) -prevent HP overflow from healing enemies with 65k+ HP -force attack recalculation on map transition to prevent wolf bonus stacking abuse -Blaze Wall and Flame Breath no longer remove status ailments from the target (they try to inflict non-existing burn state) Duran's shields grant: -Gold: nothing! -Red Heat: fire resistance -Water Dragon: ice resistance -Earth: earth resistance -Thunder God: wind resistance -Dragon: fire, ice, earth and wind resistance -Sacred: dark, moon and leaf resistance - it was seemingly intended to have immunity to dark; I refuse to go that far -Oath: status immunity as before -Adamant: best evasion v1.3b -LUCK now grants a chance to deny enemy counter moves (chance is LUCK out of 30) -reduced power up/down effect from +33% to +20% -cut damage of regular attacks in half to compensate for overbearing critical damage -fixed Kevin's Deathhand and Dervish being mixed up in menu v1.4 -fixed level of gemstone valley mobs that are stuck at Lv28 instead of growing with plot progress like their neighbors -apply 300 def cap before buffs instead of after -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) v1.5 -reverted damage reduction for regular attacks -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% -Heal Light is no longer reduced on a target that has m.def up (or increased with m.def down) -changed energy ball from crit rate = 50% to crit rate and crit damage bonus x1.5 -fixed magic shield only applying half of the magic defense effect mind up gives -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 -removed cast time of spells (work around for bug that cast time still ticks down while action is stopped; fixing that would require rewriting half the battle event system) v1.6 -Demon Breath and Lava Wave no longer remove status ailments from the target (they try to inflict non-existing burn state) -fixed random crash when using hammer on your party -fixed damage overflow in minified state -reverted cast time removal v1.7 -fixed countermagic causing game crash -added optional instant_cast patch v1.8 -added exp rubberbanding if your highest levelled party member is below the monster's level -changed counter denial chance to LUCK in (15+target level/2) for regular enemies or (25+target level/2) for bosses -fixed issue where low health actions of enemies did not trigger -fixed cast time progressing while menu is open -changed cast time from (base of spell + penalty of current character/class) to (base of spell + base of char in base class) x 15 / (15 + weapon rank) -changed spell strength for player to scale with equipped weapon's base stats -before: STAT x spell multipler + spell base -change: STAT x (weapon rank + 4 x spell multipler - 8) / 4 + (weapon base/2+spell base - 9) -cuts even with desert weapons (8 weapon rank, 14~20 base) -made both magic defenses for the player based on INT -maxMP is now only governed by PIE instead of higher of INT and PIE -gave monster evade values that make some more sense, e.g. no more ninjas with 0 evade and mages with 50 evade -disabled ropes in some rooms that would crash the game -removed separate handling for countermagic that gave bosses only wind, ice and fire reflect instead of all -removed poison immunity from cobra earrings -removed snowman immunity from snow crystal -removed immunity from fire blaze -removed silence immunity from wind god bracelet -removed petrify immunity from earth bracelet v1.9 -anti-magic now also removes resistance and immunity instead of only absorb and reflect -fixed RNG call in LUCK denies counters to spells and techs -added small chance to provoke enemy counters on regular attack (around 1/8 chance as if it was a spell) -fixed issue where wolfform Kevin automatically gets powerup buff effect -fixed exp calculation for enemies with exactly baseline exp (100%) -can no longer exploit chibikko hammer to cure status ailments besides chibikko -reduced effect of magic up/down effect on spell damage (it gave both +/-20% m.def and -/+20% to received m.atk before def; reduced the later to 12.5%) -added optional always_chests patch v1.10 -reduced tech attack multipliers for enemies by 12.5% -their Lv2 techs have x1.75 atk instead of x2 -their Lv3 techs have x2.1875 atk instead of x2.5 -changed enemy counter chance from pure RNG to half RNG, half build-up -misses do not contribute to build-up -build-up is subject to LUCK stat difference between attacker and target -bosses have a minimum build-up value below which they can never counter -allowed to increase base def past 300 but at only half the rate past 285, e.g. raw 335 becomes 310; hard cap at 350. hard cap for buffed def is 400 -added optional manaday_all_elements.ips patch === extra patches=== always_chests: increases spawn chance for treasure chests to 100% instant_cast: sets cast time to minimum since it is bugged anyway to still tick down while you are e.g. in the menu or any other spell is active manaday_all_elements: manaday boost all elemental attacks (excludes non-elemental) === won't fix === -3 player related crashes, e.g. having player 1 leave on ghost ship event and both other players are active -crash from loading a save made with one of the 3 characters on leave during ghost ship