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Online Game Details
Views: 4,066
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Users: 19 unique
Last User View
03-24-19
goldwyn11
Last Updated
01-26-17
sonicthehedge.
System:
Super Nintendo
Developer:
Ninakoru & FuSoYa

Players: 1-2
Hack Of:
Secret of Evermore
Hack Type:
Co-op, Game Mod

Game Genre:
Action RPG
Game Perspective:
3rd-person
Genre Non-Sport:
Sci-Fi / Futuristic

Play Secret of Evermore - Gameplay Balance Hack (2 Player Edition) (Secret of Evermore Hack) - Online Rom | Super Nintendo

Play Secret of Evermore - Gameplay Balance Hack (2 Player Edition) online with Super Nintendo browser emulation for free! Secret of Evermore - Gameplay Balance Hack (2 Player Edition) is a rom hack of Secret of Evermore (SNES). Play it with our flash, java and rgr plugin emulators. Nothing to configure, we've done it for you!

Secret of Evermore - Gameplay Balance Hack (2 Player Edition)

Secret of Evermore - Gameplay Balance Hack (2 Player Edition) Title ScreenSecret of Evermore - Gameplay Balance Hack (2 Player Edition) Screenshot 1
Secret of Evermore - Gameplay Balance Hack (2 Player Edition) Screenthot 2
Rating: 5
(2 votes)
Plays: 100
M:96%
F:4%
Filesize: 2,356kb

Secret of Evermore - Gameplay Balance Hack (2 Player Edition) Box Description

This hack has one main objective which is making the game much more enjoyable on the gameplay side. Loads of tweaks to avoid mass grinding and to have a fairly challenging game in every moment.

With this version you can have a proper 2 player game of Secret of Evermore! You can hit start on the first or second controller to enter/withdraw from the game, and either player can control either character, just like in Secret of Mana. There’s even a controller indicator number that will appear beside the character you’re in control of.

Secret of Evermore - Gameplay Balance Hack (2 Player Edition) Game Description

Complete list of changes from original version, grouped by type:

A. Bug fixes
-------------

1- Fixed a sound issue that made most SNES emulators would play the sound with delays.

2- Fixed the stat magic wear-off code to prevent some exploits, like the increasing accumulative stats from spells upon death (dog can be resurrected and boy can use pixie dust), and prevent the massive damage exploit that can be obtained getting more attack with atlas than the current boy's attack, and saving while spell effect is on.

3- Fixed a bug on Miracle Cure that didn't heal confound reverse movement effects.

4- Added three 3rd party fixes, one to prevent unlimited bazooka ammo, other to prevent the Silver Cheat to have effect even if you don't have it, and finally one to give bazooka base level 1 and proper equip and ammo information.


B. Game Mechanics changes
--------------------------

1- Modified weapon charge multiplier to base damage, as how defense works in this game (it subtracts directly to damage output), Specially L3 attack was too powerful.

2- Shared exp for weapons. Now as you level your axe, once each 4 kills (you need one kill/final blow to get experience into your equipped weapon), will level all the other axes in the game, even if you don't own them at that point in the game. Same goes with swords and spears.

3- Now alchemy will need at least boy's 100% weapon charge (if lower, spells are greyed on the ring), and will lower charge to 0%. This prevent the dog-casting exploit and adds a little extra strategy and pacing for the alchemy use.

4- Shared magic experience. First of all, all alchemy spells are grouped into 5 different groups. With some special procedures, we also get experience into the magic of the same group, every time we have used our magic, 2,4,8,16,32 o 64 times in that level growth. This special method makes mass magic leveling harder as you reach higher levels.

C. Game Stats Modifications
----------------------------

1- Modified weapons base damage to encourage people to use stronger weapons, as no more new era sword attack = previous era spear attack. They also are a 20% average more powerful. This also help normal L1 attacks not being so weak.

2- In coherence to new charge multipliers, the Cryo-blast bazooka ammo damage is also changed from 800 to 600.

3- Reduced dog attack/defend growth, making him still a physical beast, but not a godly character. Also, to give the dog a minor weak point, his Magic Def was lowered. Boy's M. Def also reduced, but to a lesser extent.

4- Max evasion is capped at 64%. This will prevent the speed evasion exploit that could give the characters 100% evasion against physical attacks.

5- Modified the boy defense bonus values for helmets and bracelets, they drop down drastically to obtain something like a 30% decrease in armor gained. Boy's plate/armor and dog's collars are left unchanged.

6- In coherence with all the stat tweaks, the special toaster form attack and defend bonus values are modified, these are the values:
+80 Attack / +250 Defend (original)
+70 Attack and +180 Defend (new)

7- Dog's attack experience growth cut in half. Before, the dog needed 128 blows to get to L2 charge, and another 128 to get to L3. Now he needs 256 to each level. Even with that mod, he will get L3 attack before Omnitopia if you don't skip monsters too much.

8- Magic learn rate is modified, you get a set points of experience into the magic to reach to 100 and up one level, these points were modified to get decent levels with less effort.

9- Modified stats 90% of monsters and bosses of the game. They now hit for damage, and hit a bit more frequently. Bosses now have more Hit points at higher levels, and monsters will give experience in an increasing fashion, as you advance through the game and you fight tougher monsters. First world monsters/bosses have minor tweaks, second world ones have some slight upgrades and third/fourth world monsters have massive changes. You have money-oriented reward enemies and exp-oriented enemies in all four worlds.

10- Some boss magic damage has been upped for some specific bosses that needed it. Basically Megataur, Aquagoth, Timberdrake, Sterling and Mungola have their magic damage upped from 2x to 2,5x. Upped base boy and dog magic defense by 5 and 4 points respectively.

11- Lowered barrier duration from 45 to 30 sec and changed the limestone ingredient with atlas amulet, to prevent the barrier infinite immortality exploit.

12- Slightly modified some spells base damage, basically lowered heal and crush a bit (they are still quite powerful), and upped spell damage of acid rain, and all gothica spells onwards. Speed stat gain has been cut in half, and duration prolonged from 45 to 60 seconds. Regenerate duration prolonged from 60 to 90 seconds.

13- Some little economy tweaks. Feathers cost lowered from 1000 gold to 600, to make feather-based alchemy useable in cost/efficiency. As you end in Omnitopia with too much money, it has been balanced out a little with doubling some armor costs, namely the ultimate armor of 3rd and 4th worlds.

14- Modified some rewards out of monster coin gains. The price of the chocobo egg from the mad monk has been lowered from 10k to 5k gems, the reward after beating Aquagoth lowered from 5k to 4k gems, and the reward from the king after defeating Mungola lowered from 10k to 5k gold.


D. Game Alterations
--------------------

1- Made some minor tweaks for all the windwalker part of gathering all the ingredients tinker needs from the space shuttle. Added three special monsters - one of them completely new, and upped some monsters' damage, so all the ingredient gathering is a bit challenging aside Coleoptera battle.

2- Fixed a bug that loaded the Aquagoth boss tentacles on the space station junkyard, now loaded are the more powerful versions that are on the on the monster data which were designed for that (the appearance is the same anyways). Added a few guardbots on the junkyard to make the zone a bit more interesting. Now the "Neo Greebles" that appear on the upper floor with the radioactive tanks, have an attack.

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