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Recent Updates

Seiken Densetsu 3: bugfix edition

Hack of Seiken Densetsu 3

Description:

Fixes a handful of gameplay bugs in the game.

  • Enables AGL to influence hit/evade mechanics.
  • Critical hits are enabled at (2+LUCK)% for +25% attack power.
  • LUCK grants a chance to deny enemy counter attacks when hit by spells or techs.
  • Stat gain on level up can no longer go past the intended softcap.
  • Transshape has fixed duration instead of getting shorter if the target has high luck.
  • Heal Light no longer heals maxHP buff.
  • Prevent HP overflow when healing Black Rabite.
  • Blaze Wall and Flame Breath no longer remove existing status ailments.
  • fixed mixup of Kevin’s Deathhand and Dervish order in menu
  • Fixed attack power bugs for Kevin by forcing attack recalculating at map transition (e.g. he would not gain more attack if you increase STR while he is in wolfform or could stack the wolf bonus by leaving the map via dragon if in wolfform)

ROM / ISO 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

Links:

Screenshots:


Credits:

Credits
ContributorType of contributionListed credit
praetarius5018Original HackingASM

User Review Information

A Different Perspective

Reviewed By: Chicken Knife on 04 Jun 2020

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.

Version 1.3b Recommended - Yes

User Reviews
HeadlineAuthorDateVersionRecommended
Awesome!abandonedriddle20 Jun 20201.3bYes
The goods and the badshmsong08 Jun 20201.3bYes
A Different PerspectiveChicken Knife04 Jun 20201.3bYes
BrutalChronosplit04 Oct 20201.3bNo