Thema:
Re:Working Designs hat am difficulty gespielt ?? flat
Autor: Eidolon
Datum:30.05.22 23:22
Antwort auf:Working Designs hat am difficulty gespielt ?? von PoP

Ja, und das nicht zu knapp.
Einer "rein" westlichen Spielerschar war das damals schwer aufgefallen - wohl nur ganz wenigen bilingualen (jap/eng) Zockern, aber groß durch die Presse ging das damals nicht.

Man sieht im "Un-Worked Designs" Patch für die Playstation, was WorkingDesigns im Vergleich zum japanischen GameArts Original alles geändert hatte (Romhacking Link in meinem ursprünglichen Posting).

Das erneute Spielen von LTSSC - mit dem Patch - steht seither auch hoch oben in meinem Retrospielebacklog.

* All regular enemies have their stats restored to their original levels from the Japanese version. (In general, the US version reduced enemy HP by 10%, increased Attack by 20-40%, reduced EXP payout by 15%, and reduced Silver payout by 11%.)
* The stat scaling used for bosses now functions as in the Japanese version. (The US version increased the scale rate of some stats for certain bosses, and increased the minimum scaled level by 2-6 levels for all bosses.)
* Chests now give out their original amounts of money. (The amounts were halved in the US version.)
* Additionally, a hidden Silver bonus in the Vane library was restored to 100s. (It was reduced to 10s in the US version).
* Jessica's Escape Litany spell now costs the original 1 MP rather than 20 MP.
* The note containing the solution to the first puzzle in Myght's Tower, which was deliberately removed in the US version, has been restored.
* In the US version, the hint text for the final color-order puzzle in the Goddess Tower was changed to an incorrect order that doesn't reflect the actual solution; it's been changed to the proper order.
* Alex's Ocarina is no longer required to finish the game. It's now also possible to give it to Nall, as in the Japanese version.


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