r/ShiningForce

Image 1 — Update on Shadow Remnant
Image 2 — Update on Shadow Remnant
Image 3 — Update on Shadow Remnant
Image 4 — Update on Shadow Remnant
Image 5 — Update on Shadow Remnant
Image 6 — Update on Shadow Remnant
Image 7 — Update on Shadow Remnant
Image 8 — Update on Shadow Remnant
Image 9 — Update on Shadow Remnant
Image 10 — Update on Shadow Remnant

Update on Shadow Remnant

Just wanted to share an update of our game! We will have a playable demo very soon! At anime expo now!

Would love all SRPG fans to try it.

We will have a loneliness/relationship system that directly impacts how characters act or betray you! Every character has unique classes and weapons!

Please follow us on IG or bluesky so we can keep you posted!!! The SF community is who this is for! (Sorry the gifs don’t play!)

Here is the link to our social-

https://www.instagram.com/shadow.remnant.game?igsh=NTc4MTIwNjQ2YQ%3D%3D&utm_source=qrs

or discord-

https://discord.gg/dGU2QBY93

u/Admirable-Paint-1808 — 9 hours ago

Why compared to GERHALT & PETER

BOWIE still damages enemies 4, even at Level 20! That's why I want GERHALT to be the main character of Shining Force II

reddit.com
u/Hot_Corner_2894 — 19 hours ago

I just finished SF3 Scenario One. Here is my lookback.

I had a lot of thoughts on this game, and have no one to discuss them with so I am curious about others people’s thoughts.  Just a heads up, there is a quite a bit of negatives.

Overall I think I still liked the game.  I think it may be my least favorite Shining Force game so far except for the GBA one.  I have played SF1, SF1 GBA, SF2, SF Sword of Hajya, SF CD and Final Conflict. 

If I had one word to describe this game it would be “Ambitious.”  This doesn't mean it will end up well, but I like it when developers take risks.

Spoilers ahead.

Things I liked:

The story:  The political story reminds me of a lite version of Final Fantasy Tactics so far.  You have many political characters with their own agendas and a religious theme as well.  I didn’t pay full attention to all of it, but I’m hoping playing the second scenario will help me piece it together.  I don’t feel like this game had much payoff, but I will hold my judgement because it is the opening third of the full game.

It’s more Shining Force:  The base gameplay of Shining Force is simple and fun.  It is mostly here, just with some systems I don’t like as much.

Wands with spells:  This allowed mage weapons to matter.  They never attack anyways so this was a nice way to have weapon upgrades for them.

Magic damage:  This game’s magic damage feels the best in the series.  It felt too strong or too weak.

Difficulty: I played on normal difficulty for the first couple of battles and found it too easy.  I switched to hard a decent way through and found the game pretty easy.  I died three times in the game.  Synbios got one hit on the first tower battle by the boss, the worm battle with the infinite respawns, and the final battle because I did not know what to do.  Playing on this difficulty gave me a few battles where it came down to just having a few units.  Overall I liked this difficulty.

Choices Matter:  I am hoping these choices payoff.  Most of these seem like they might just allow an extra character to be unlocked, but I am most curious about what happens with the key from Fiale.  Does it open up extra battles and story?  Who knows.

Townsfolk:  The townsfolk in this game are quite silly (in a good way in my opinion.)  There are wives complaining about their husband,  people obsessed with trains and many more things.  I had a good time talking to a bunch of them.

Things I'm mixed:

Special Abilities:  A cool addition but you have little control over them.  They felt like glorified crits with status effects rather than something I could reliably use tactically.

Towns:  Towns had hidden items all over them and I didn’t really like looking for them.  Talking to people in town was fun.  I liked the different themes to some of the towns, be it the train, the haunted town, or the tower town.  I didn’t like dealing with weapons as much as I would get some weapons I didn’t want to use because my characters were using a different weapon type.  Headquarters were nice in them because there was a lot more dialogue to have with your troops.

Throwing Weapons:  I used these a little bit.  It is like switching from spears to lances in the previous games, but for everybody.  I think this addition made knights feel less special, and also added to the overall slow down of the game if you wanted to keep switching back and forth between weapons.

Weapon Vulnerabilities:  I think I liked the fact that some weapons did more damage to certain enemies than others.  I found this much more interesting than the friendship system as it actually mattered and was something I felt I should pay attention for.  I feel like it works better here than in fire emblem as there aren’t infinite counter attacks in this.

And now for the things I didn’t like:

Movement: Polar Coordinates converted to square tiles.  WTF.  I think that is what is happening.  So if I have Synbios with 6 movement, he can move 6 spaces up, down, left, and right..  If I move him in a 45-degree diagonal, it is something different.  I believe the movement value of 6 works as a radius rather than a tile count.  Assuming this creates a 45-45-90 triangle, that would effectively make the X and Y directions equal to 4.24.    I believe the game takes the x value and the y value and adds them together and then rounds down.  This would give him an effective movement of 8 diagonally.  I tried it for the mage on the first battle as well, and she could move 5 spaces left right, up down, and 7 if i go diagonally.  Doing the same thing for a triangle with hypotenuse of 5 gives an x and y of 3.54.  Adding the x and y gives 7.08, so rounding down gets us our 7.

Shining Force was always pretty light on tactics.  I always felt the primary tactics it actually had you think about was positioning.  This change obscures that quite heavily.  Add in terrain effects and predicting movement multiple turns ahead becomes overly complicated to predict.  It also means it is inefficient to move just north, south, east and west if you are trying to optimize distance per turn.

Synbios:  This might be more specific to my playthrough because I found the white ring, but Synbios was extremely powerful once he got the Phoenix Sword and this ring.  From that point onward most enemies did 1-5 damage to him the rest of the game, even on the last level while I would hit for 30-60 damage.  The only people who did more damage to him were the giga breaker guys who did 9, or some spear guys who had weapon advantage who also did 9.  I ended the game with 72 HP.  Physical attacks against him were doing 1-12.5% of his maximum hit points.  This was the most broken character I have had in Shining Force including Peter.  It is  funny too that Synbios can just summon his own phoenix as well.

Pacing: This game is extremely slow at times.  Battles can be extremely long, suchh as the train battle which has cutscenes every turn just to move the trains a short distance.  Dialogue can be long in this game.  I generally liked the dialogue, but it slowed down an already slow paced game.

Ruins:  Maps with ruins have some of the worst pacing in the game.  You want to clear the main map to make the ruins safe, then send a bunch of units into the ruins leaving everyone outside to sit and wait, yet still take their turns.  These maps usually feel like a bad gimmicks.  I like the idea of dual maps, but this was not executed well.

Barrels:  Luckily I had a guide for this because destroying barrels in combat allows you to bypass areas out of combat.  Not doing this blocks off areas during exploration.  It doesn't make sense for a group of warriors to be able to destroy them during combat, but not out of it.  Also, the ones it wants you to break for these secrets are usually out of the way in the battle, slowing the battles down even more.  It reminds me of the two chests in SF2 which cannot be opened in the English version.  In that game it felt like a bug or incomplete.  In this game it feels intentional and bad.

Illogically hidden items:  Like with most SF games, there are items hidden in places no sane person would look without a guide.  This was in many games back then but it still sucks.

Friendship System:  I pretty much completely ignored this.  The game was pretty easy to the point you didn't need it.  It seems like it added minor stats to characters nearby.  At best I moved a character to a space just for a couple points of defense. I’m sure you can use it to optimize but it never seemed significant enough for me to want to plan out.

Overworld:  The overworld existed either to have an open field battle or to just move from one town to the next.  The open field battles blended together in my head just like the earlier Shining Force games.  Also, the outside world felt basic.  There weren't any explorable points of interest to find. Towns were where the real exploration happened.

Weapon Skill: Leveling weapon skill made me just choose a weapon to stick with each character.  This is fine, but it made some characters have big gaps between upgrades.  I ended up ignoring this in the beginning and just going for whatever weapon was best until a character was good enough that they could stick with one weapon class.  Still feels weird. I don’t think it felt better than what we had before.

Mithril:  I didn’t like it in the other games I played and I didn’t like it here.  I ended up making two weapons for some of my worst units, and they were minor upgrades and pretty expensive if I remember correctly.  Mithril takes up inventory space.  I just didn't end up bothering with it.

Difficulty Settings:  I enjoyed the difficulty I played with but when I watched a friend play for the first time, he tried the game on the hardest difficulty.  He was playing very well, but when he got to the second battle, there was no way to save Hayward and Garrosh.  They simply died too fast.  He played the map multiple times and adjusted the difficulty down one a few times until he had to go to normal for him to be able to save them.  This just feels bad.  I’m curious if this stuff happens for other side objectives.

Haggles:  I was playing with a guide so I was trying to find the significant items throughout the game.  Walking back and forth into a shop to get all the haggles felt really bad.  I assume they want you to stumble upon just a few of these, but completionists are going to have to deal with a lot of walking back and forth.

Battle Quality:  I wanted to put this as mixed, but looking back here are my thoughts by chapter it goes into the “did not like” pile.

Chapter 1:  This chapter's battles were a bit standard.  This is not a bad thing because it gives new players a chance to learn the basics of the game.  I did like the addition of recruitable characters in battle. It caused the battle to have a risk/reward side objective (Hayward.)   Nothing here felt that interesting.  The fifth battle had ruins and I did not like any of the ruin battles.

Chapter 2: This was a stronger chapter.  Battles 1, 4, and 5 were all pretty unique in terms of setting.  Battle 2 was a ruin map so it dragged the pacing down.  The train battle had a one tile wide choke point sucked though.

Battle 3 is an infamous battle and I can see why.  It is the switching station.  If you just want to beat the map, it is too easy.  If you want to save the hostages, you need to perform precise, if not predetermined moves with seven or eight characters to save everyone.  I believe the point that soured it for me was that I would be able to move characters far away from the enemy, but they were not allowed to stop on the train tracks, even if the train would not run them over the following turn.  This turned my thinking away from what is the most efficient way of escape towards, what do the devs want me to do.  It changed the nature of the problem from something organic to something artificial.  It also made me question whether I was supposed to cross the train tracks or not which cost me multiple attempts.  I ultimately solved it but it felt like I wasn't failing due to proper reasoning.

Chapter 3: 

Accomplishing the objective in the graveyard was tedious and boring. Some of the worst battles in Shining Force were due to bad terrain where you could barely move.  This level wants you to just wait for an npc to walk around.  Sometimes he doesn't even do anything even though he is in range.  It was not difficult or interesting.  It was just waiting..  If I just wanted to finish the level it would have been very easy.

The mansion level may have been my favorite of the entire game.  I don't remember everything about it but it had a cool setting, the boss was challenging, and I finished it with 2-3 characters left.  Very satisfying.

I don't remember the next two battles but one had ruins so it doesn't surprise me.  The last battle at the waterfall had a nice difficulty spike with the flying units.

Chapter 4:

I can’t remember what happened in three of these fights other than ruins being in a desert.  Once again I remember the ruins being slow and tedious, but barely remember what I fought against in the actual battle.

The two battles I do remember from this chapter are inside the volcano and the fight with Fiale.  The volcano battle was solid.  The Fiale fight might have been my second favorite in the game.

Chapter 5: The first battle was forgettable to me.

The second battle (the first tower battle) felt like the worst designed battle in the game.  First of all it is a ruins map and they may have been the largest ruins in the game.  You also find a hidden character in them.  This slowed the pace to a crawl.  The second thing that slowed the pacing was a one tile wide ramp up to the second level.  The third thing is that this battle has infinite respawns.  A thing to note about infinite respawns in this game is that the camera cuts to them popping up, and then they also get a turn.  That means there you will be interrupted twice every round you kill them.  I eventually meandered my way to the boss, killing everything rather easily.  The boss then decided to cast Wendigo on Synbios who was at full health and one shot him after a battle that took over an hour of tedium.  So I replayed it.  But guess what,  dying made it so I had to get the secret character again who is at the far back of the largest ruins in the game.  The second time I fought it still took over an hour.  I don’t know what they were thinking with this battle.

The second tower fight was cool with the golem boss.

The last battle of the chapter were the worms with the bad poisons.  I didn’t mind the infinite respawns on this one as much because the fight was pretty in-your-face and actually hard.  I died once in this battle.

Chapter 6:

I think I liked every fight in this chapter but had just a couple of complaints.  

The fight where you need to crowd control Spiriiel had a one tile choke point to it at the end.  They never feel good.  

The final battle felt weird.  I died on it once.  My main force cleared out the bridge quite quickly and then they just sat and took hits from the titan until a lot of them died because honestly I was paying attention from how bored I was.  I was clearing the second map pretty much as quickly as I could but my main force only had four units left for the second phase of the battle and I was out of healing.  The second time I tried it I just stacked healing items and the battle was very easy.  It was another battle that stopped being interesting because of how long and repetitive it was.

Looking back, there were very few battles that stood out to me as ones I will remember for good reasons.  

I’ll cut it off here.  I did like playing through the game.  Looking back on my thoughts on the battles, I don’t think I will play it again, but I do think I will watch someone else play it so I get the story better.  Hopefully I have more fun with Scenario 2.  Have a good day everyone.

reddit.com
u/Bodybag28 — 4 days ago

My SF1 Challenges

Hey guys, this is like my first real post on this platform and I figured this subreddit about my favorite game EVER would be a nice place to start. I wanted to share with everyone my experience with my Shining Force 1 challenges, which were basically ways to make the game more fun and interesting, as I consider myself a veteran player who can beat the game regularly a bit too easily. So, without further ado, here it goes! (Disclaimer: I did not initially intend to share this journey with anyone, so the language is pretty informal; I was basically journaling and speaking to myself in a google doc 😄 )

Overview: I will play each challenge using only a certain class, like knights (including Max, of course), predicting how I think it will go in the "before" segment and after playing I'll describe my experience in the "after" section. I know it's alotttt but I hope whoever reads this enjoys it and is inspired to do something similar.

All Knights

All Mages

All Healers

All Archers

All Warriors (+Musashi, Hanzou, Balbaroy, and Amon)

All Special Characters (Gong, Bleu, Adam, Lyle, Kokichi, Guntz, Domingo, Zylo, Musashi, Hanzou, Jogurt)

All Creatures (Bleu, Domingo, Zylo, Jogurt)

Solo Max

Easiest to hardest:

Knights, Special Characters, Warriors, Mages, Archers, Healers, Creatures, Solo Max

Comments:

Knights

Before: I heard that the game could be easily beaten with just Knights, so this was my obvious choice for the easiest challenge; it actually sparked the idea to do this in the first place. I expect to use Arthur for once, so we’ll see how that goes.

After: Knights only was a relatively easy early game, basically no struggles past like the third battle. It ramped up when zombies came around and I only had Ken and Mae, which got even worse at Shade Abbey, but it never took me many retries. It ramped up a bit when chimeras came about, but that’s the case in literally every playthrough. The best guy this go-around HAD to be Arthur: I heard he could be great, but I definitely didn’t think he would actually curve so well. His spells proved sorta useful, but even when not equipped with the best weapons, he was a very solid attacker and defender – definitely the best all-around. Another surprising guy was Earnest. I never really use him cus his sprite looks so battered and beaten up and by the time he comes around I already have everyone I need all leveled up, but he proved to have some impressive stat growth, giving 5+ to attributes even past level 15 promoted. He wasn’t ever my main focus (Arthur was grinded to almost level 30) but he still grew like crazy. The biggest letdown had to be Ken (who woulda guessed) – I didn’t give him much love but he didn’t deserve it. His defense was so butt even with his somewhat high hp in the early game that he would just die when attacking, so I used him as cannon fodder often. He was kindaaa useful when I gave him the devil lance cus I wasnt really worried about him losing hp or anything, so he got that stat boost, but it still left him as the weakest on the team. Oh btw, I completely forgot about vankar, soooooo…

Special Characters

Before: Special Characters literally looks so easy. The only problem is the early game where all I have is Gong. I get Zylo at Bustoke and Kokichi, Guntz and Domingo (yassss) right after. I considered not even doing it, but I decided the early game would be fun, so here we go.

Final Levels:

Max: 22

Musashi: 18

Gong: 26

Guntz: 23

Zylo: 22

Hanzou: 11

Adam: 19

Bleu: 19

Lyle: 17

After: If you couldn’t tell from the levels, I missed Kokichi and Domingo… Idek how I did that considering how excited I was for Domingo, but I also learned some things. Apparently, you don’t even need to talk to Guntz in Rindo, you just have to see him in the pig pen at Pao the second time. It would have been much easier with both Kokichi and Domingo, but it helped me see how the other characters were with more love, specifically Adam and Bleu, who showed some nice growth. My biggest problem is how late they come and how much grinding it takes to actually get them viable, because at that point in the game there is basically no reason to add them to your team with how strong it already is. The only one who did not have a power problem was Musashi OBVIOUSLY. Surprisingly though, my strongest guy was Guntz, with outstanding defense and tied for second highest attack with the Valkyrie, tied with Zylo at 70 and behind Max at 76. I’m honestly surprised considering how underwhelming he usually is for me, but with legs of haste and a little love he showed some amazing stat growth. The worst guy for me was between four guys (Hanzou, Bleu, Adam, Lyle), but I think Hanzou makes the best case for being the worst one: his defense was terrible and his offense wasn’t much better, not to mention his relatively useless spells. He could never survive on the front lines long enough to do anything but die, and everyone else could at least survive a few hits or stay back far enough not to die. Bleu was actually the best of those four considering his surprisingly high hp at 74, tied for the most with Musashi. Bleu didn’t require much grinding and wasn’t my best attacker, but was nothing to scoff at. His defense also was pretty stable, so I wasn’t worried about him dying. Lastly, Gong was veryyy helpful, despite his very low mp, only getting to 39 by level 26. He was great in the early game because his attack was actually higher than Max’s and he helped me to get Zylo, and from that point on everything was all good. I actually can’t imagine beating Shade Abbey without Gong becauseeee yk. Overall, this mode was very easy and did not even require much grinding, I just wanted to see how Adam and Bleu would turn out.

Warriors:

Before: I haven’t used Gort and Luke in a calm minute, so it’ll be a nice reunion to play with them again. I’m excited for the very high attack power I’m entitled to with the warriors, and the birdmen will finally get some love, so here we go.

Final Levels:

Max: 26

Balbaroy: 26

Amon: 24

Luke: 22

Gort: 21 (i think)

Musashi: 19

Hanzou: 18

After: I expected some high attack power from my gladiators, but instead I got stupidly high defense. They hit hard in the early and midgame but by the end they sure were not my hardest hitters. Surprisingly, though, my BIRDMEN were equal hitters, if not heavier! Their defense was nothing to scoff at either. Early game they were hard to use cus they were low damage and low defense but their stat progression mid-late game made them a devious duo – I’d argue they were a better duo than Luke and Gort with their top-tier movement and agility. They would do more than half of an enemy's health in one hit, so the other would swoop in and finish them off. I had Balbaroy with a broad sword and power ring and Amon (who was surprisingly slightly better in all stats by the end) with the doom blade. Besides them, Luke was generally better than Gort, but it was likely just the rng considering normally Gort has been better than Luke in my other playthroughs. Talking about rng, the shade abbey fight was so stupid cus the rng messed me over so many times. It wasn’t even difficult, just annoying. I remember one fight in the early game being especially hard, but I can’t pinpoint exactly which one (maybeee marionette fight). Musashi like always was pretty good – he dropped an 80 hp critical on DD, so props to him. Interestingly, I found out that Hanzou actually learns Shield, which didn’t make him much more useful but it's cool, I guess. Also, definitely much cooler, I learned that the doom blade actually has a small chance at insta-killing an enemy, which again wasn’t so useful, so the chance must be abysmal – I only got it twice in the whole run. I didn’t know that some random skeleton (I think) dropped it; I was surprised at how hard one of them was hitting. So yea, like usual Hanzou was butt, but Balbaroy was surprisingly good this run (fun fact: I used Balbaroy in my first ever completion and he was pretty important to the win). Lastly, this was the only DD fight during which I lost a member: Gort, hence the confusion on his final level. This is probably foreshadowing for how hard the fight will get in the future runs, so wish me luck on Mages (I’m pretty excited for this one)!

Mages:

Before: I’m excited to see how much mp the different mages wind up with, and also actually using alef and her powerful spells. It will also be my first time using Domingo in a while cus I missed him before… But yea, this will be a fun one with some spells I may have never used before, so lets hop in!

Final Levels:

Max: 32

Tao: 31

Anri: 32

Alef: 22

After: Genuinely one of the most fun runs honestly. I had great fun right out of the early game, which was definitely the hardest, like usual, when I barely had any mp for Tao. Talking about tao… WHEN WAS SHE EVER THIS GOOD??? She ended up with 74 mp with the most mp efficient spell, which is just amazing. I had no idea she got Boost either, so she would be great with a more normal squad. Anri was also pretty amazing cus she had a great Freeze 4 and it just one-shot everything. Her mp was pretty decent too at 70, so she could cast it pretty often. I never used much of her other spells, but bolt 2 was useful before Sword of Light and Alef. Talking about Alef… She would definitely have been the best on the team (besides Max ofc) considering her 74 mp while 10 levels behind everyone else. I wish she would join earlier cus she’s really good, though 20 mp is a bit much for a glorified Freeze 4. Her other spells were pretty useful for mp conservation too. If only… My hardest battle was the colossus battle, which is my first time struggling on that one, but right after, my mages crushed with the single target damage since they really didn’t need to be patient, just rush in and decimate. DD battle was fairly easy, though the armored skeletons got annoying justtt a bit. Last thing – in case you couldn’t tell, I forgot Domingo again… This is getting old. Onto the next!

Archers

Before: I can’t say I’m especially excited for this one considering how useless archers generally are in this game. Their stat growth is terrible and they are outclassed by nearly everything else. But who knows, maybe they’ll surprise me anyway. I’ll get to use Hans and Diane, who I literally never use, so this will be a bit fun at least. Here we go!

Final levels:

Max: 34

Hans: 28

Diane: 25

Lyle: 18

After: It went about as expected… Archers truly are terrible, though they weren’t completely useless. I figured out they were good for one thing and one thing only: constant ranged attacks. You know how mages can attack at 3 units with some spells? Well, that costs mp, right? Archers can do it INFINITELY, so it made some of the early bosses, like Elliot, easy. That doesn’t excuse the stupid early game I had. Shade Abbey was HORRIDDD. I don’t even know how I made it out of that one. And one of the harder battles was Elliot, considering how quickly the lizardmen and peg knights swarmed, but I found that they can come in waves if you go to the very bottom of the map. This will definitely be useful for solo Max. Lyle was pretty disappointing but he was very underleveled so it makes sense. Max was stupid strong this run, as you can see by his level. He was the only one doing any damage to all the bosses by the end, which was pretty terrible for me in the DD fight. I managed to get through it easily enough, though. I may have ranked archers incorrectly: they are probably the hardest before solo Max. Diane is basically a glorified Hans btw. Yeah, it was pretty lame. Onto the next! (excited for this one!)

Healers:

Before: I think this one will be pretty fun, considering how special healers are in that they can support the only real damage guy on my team pretty well. They’ll also likely be overleveled, which should be pretty fun with the mp; it may go over 100! I also had to make a hard decision: should I leave Gong behind? He would make the early game substantially easier, which I don’t want (these are challenges after all). I think I’ll part with him for the sense of a harder and thus more fun experience. I also hope I learn some cool spells that I never use otherwise, and I’m excited to use Quick all the time, especially with how agility works in this game. Onward!

Final Levels:

Max: 37

Lowe: 27

Khris: 28

Torasu: 23

After: That was actually really fun. The early game was much easier than others, considering healing up was never a problem. In fact, my biggest problem was trying to heal enough to waste all of their mp so I could level them up. I was very surprised at how easy this one was. Granted, it was a very different strategy and everything, but it was anything but hard. I had little difficulty anywhere but shade abbey, and even that one was relatively easy. Khris had some really good defense early on, but somehow it stayed late game and she, along with Lowe and even Torasu eventually, were tanking hits from the hardest-hitting enemies. It made no sense that they had both defense, attack, health, and very good spells. It was flabbergasting how many times I could cast Aura 4 with Torasu’s 65 mp, which was pretty surprising as that was the most mp among the squad, but he was also the least leveled. I found that Slow was pretty useless considering it had a certain chance to actually work, but its counterpart, Quick, was pretty good, though terrible for leveling. Both spells’ upgraded versions were horrible in terms of mp efficiency, though. I learned some things about the different healers as well: Lowe is objectively the worst one, learning the useless Detox and not learning Aura, but he was still good, whereas Khris and Torasu shined in their own ways: Khris was just more versatile because she had Aura and Heal, but Torasu was like the king of Aura, considering how quickly he learns all of the Auras. It makes up for him coming so late. Overall, the hardest was DD, like usual, but it was actually enjoyable because I got to block a few Bolt 4’s using Shield, which I found to be pretty useless otherwise, as mages are so weak in this game and aren’t even a big thing later on. I wish Shield became a thing in SF2, because it really is a fun spell to play around with. With that said, I am veryyyyy excited for this next one, and I hope it gives more of a challenge. Onward!

Creatures:

Before: I think this one will be very interesting: this will be my first time having to fight so much with just Max. I’ll have to fight Marionette solo and Shade Abbey solo, but I get Zylo before things get too hard, so I think things might be alright. I still project a difficult time ahead, but that’s why I do these challenges in the first place, right? Onwardsss!

Final Levels:

Max: 23 (on DD kill)

Zylo: 26

Domingo: 31

Bleu: 20

After: Whew! That was definitely the strongest team I have assembled. I leveled everyone to level 20 before promotion and the stat growth was insane: all the front line guys has stats in the 70-80s and Domingo could cast Freeze 4 as many times as he wished! The early game was not an issue, contrary to what I thought. Shade Abbey was only ever annoying cus the freaking Zombies with single digit agility would just dodge everything. It felt like I got Zylo and Domingo too soon; I had not struggled with Max enough. It was a pretty fun playthrough, but also the only one to be finished in one day, probably because it wound up being pretty easy. Even DD was easy, though I did not bring and Showers of Cure, so I only had the remaining healing seeds and the White Ring to use. But the powerhouse team was sooo good, killing DD in 2 or 3 turns for each head. Overall, I wound up underestimating the difficulty of the endgame, but I still had fun with how powerful the team was. This next challenge will be something magical…

SOLO MAX

Before: I really don’t know how this will play out. I know the early game won't be too hard, but I’m still prepared to have a grand challenge ahead. Enough said… Onwards!

Final Level:

Max: 43!!!

After: Oh my goshhh that was interesting… It was a mix between hard, fun, and impressive, considering I’ve never leveled a character close to level 40 before these challenges. The early game like in all creatures was pretty simple, but things started to ramp up with the Lazer Eye battle, which was the first battle I got Zylo in during all creatures. Without an extra character, I had a lot less healing: only two slots other than the sword and power ring. The hardest thing in that battle was that the peg knights still did 4 hp and it took me at least two hits to kill them, and that’s ignoring their stupidly high dodge chance. I got to around half health before I even got close to the Lazer Eye with only 1 healing seed left, which became a problem for something I noticed in an earlier run: the Lazer Eye will wait to attack if there is no one in its attacking lane. It sounds simple, but It actually sucked when there were no enemies in the attacking lane when it was on its final stage, meaning Max would have to take the hit. Also, as soon as he got to the Lazer Eye, the Dark Elves and Lizardman would pull up and combo me to death, so I had to deal with that, but after a few tries everything was good. It didn’t get much worse in the Pao battle, but it led to a new discovery: I could leave a number of Lizardmen and peg knights if I passed through a certain point at the bottom of the map without stopping. I don’t know exactly how it works, but I suspect the code has certain points that when a character stand on them, it activates the ai of certain enemies to move toward the character. In the Pao battle, I found that this point was usually a line spanning from the top and bottom borders of the map as it intersected the enemy and extended a few tiles past, so if I could get through those points without stopping,

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u/Comfortable_Bath_908 — 6 days ago

Why the inflation keeps increasing in Shining Force II, when we were facing the Galam enemies, it costed 90 golds to revive Sara

But now it's 110 golds!

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u/Hot_Corner_2894 — 6 days ago

Shining Soul II illustration !

I'm a huge jrpg and diablo fan so when I stumbled upon Shining Soul II, I immediately loved it. I know Shining Soul I & II are very different from the rest of the serie regarding gameplay and I hope some of you guys love these games too !

I really loved playing the ninja and I choose to build him around the skill Debris. Quite Sp consuming but veeery fun and satisfying to play ! So yeah I wanted to draw my little guy with his Frost set !

u/Outreciel — 6 days ago

I'm new to Shining Force II so can you teach me how to dodge an attack and do an second attack

It'll be very helpful. Because no one on YouTube teaches this, and the game left me without tutorials.

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u/Hot_Corner_2894 — 6 days ago

Shining Force II mithril best weapons on Sega Genesis Classics (Very easy with save state)

I recently got all of the best mithril weapons on my Nintendo Switch Sega Genesis Classics. It was actually very easy. Turns out i realised that weapons are defined randomly at moment that you speak with the dwarf at first time to deliver the mithril.
1 - Talk to him and save before deliver the mithril.
2 - Do all the process (deliver mithril, choose the character weapon, leave and go back to the village).
3 - If is not the weapon you want, load the save, deny/leave the talk with the dwarf (because if you go from there, it will come the same weapon).
4 - Talk to him again, save and do alll the process again.
I'm doing this post because i looked on internet for this information and never found the right one. Found some people saying that the weapons are defined based on your steps on village or when you enter the village to grab them but those strategies never worked to me.

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u/Top-Scarcity6567 — 9 days ago