Parameter | Info |
---|---|
Console: | GB |
Original Game: | Game Boy Wars 3 |
Type: | Improvement |
Genre: | Strategy |
Modifications: | GP |
Creator: | Master Knight DH |
Date Created: | 01/20/2018 |
Last Modified: | 01/19/2018 |
Parameter | Info |
---|---|
File Name: | GBW3-PALBal.zip |
Downloads: | 6 |
Requirements: | No Special Requirements |
Version: | 0.9 |
Rating: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
This ZIP file holds 3 patches, all intended for use with the basic Game Boy Wars 3 ROM: *PALBal - short for PAL Balance, this patch involves many gameplay mechanic changes. A general list will be provided below. *LoadET - short for Loading End Turn. Vanilla GBW3 has an oversight where loading a unit does not set the moved flag for the unit's cargo, even though moving the grandchildren unit(s) becomes impossible. This isn't incredibly game-breaking, but it does inconvenience shifting through units with Start+Left/Right. *AutoET - short for Auto End Turn. With this hack active, when a player is deemed unable to make any more moves, their phase will be ended automatically like what happens in any Fire Emblem from 6 onwards. The AET triggers even with Auto-Supply On, though it's unlikely a player will care. All of the other conditions are covered, including the Reserve mechanic in Campaign, and the changes in LoadET are included by necessity. Keep in mind that the price checks are built with the PALBal hack in mind, so here are the addresses with the relevant instructions for those who can work with something like GBRead: -Grunt (HQ/City/Factory): 3816D -Transport Helicopter (Airport): 3817E -Tanker (Harbor): 3818F ------------------------------------------------------------------------------- The purpose of PALBal I may as well mention how Game Boy Wars 3 is a game full of ideas that have not been put to use in the later games of the Nintendo Wars series. These are actually good, from the income development and terrain changing of the Work Car, to a stronger variety of unit types, to the subtraction defense for cover that favors units with more defensive power or better burst damage (HELLO, ANTI-AIR TANK), to balance that is handled around City-level cover, to surprisingly intuitive math in battle calculations, to an experience system that even rewards overcoming adversity. Of course, these ideas being stuffed right into a 1MB GBC game, there were inevitabily going to be problems. The most glaring in vanilla GBC, by far, are the Gold price gaps. How bad are the gaps? On a map with 15 Gold Income properties per side with max Strength properties, a freaking Lander requires at least a full Day of banking, and a Submarine or Aegis Warship requires *THREE*. This is an almost extreme example, but it is nevertheless a good indication of how overly subscribed to realism that GBW3 was capable of getting forgetting that it's still a game where an air-to-air fighter and a dived submarine could block each other. Not to say that the realism was necessarily bad in light of the gameplay quirks resulting from attention to detail such as the Lite Attacker's VTOL status being why it refuels from Supply Trucks rather than Supply Planes, but it could have stood to be more wary of some of the resulting problems. For those who wonder what would happen in PVP in vanilla GBW3? Bazooka spam that would use the built up money and inflated numbers to whip out kiter tech units such as Artillery. So much for welcome interaction. The intent of PALBal is to provide PAL-style balancing that would flesh out the ideas that Game Boy Wars 3 had to where they could have useful effect. It even turns out that GBW3's intended idea of player phase friendliness was flanking bonuses, as the player in control is more able to utilize them. While the handling was off, it was definitely worth exploring to avoid having to change the Focus system, the other elephant in the room about GBW3's sense of balance. That, by the way, is getting its own section, because do I have stuff to say. First, though, the list of changes. ------------------------------------------------------------------------------- PALBal changes *Various unit stat changes - there's quite a few of these, so I'd have to dig up a good way to compare. Rest assured that the Gold price gaps have been severely nerfed, and while Bazooka units can now range fire on Lite Land units, their DEF values have been dropped and they now have to worry about the economy the Work Car can provide with the higher amount of "ammo" that unit has. There are also some changes that are a nod to Battalion Wars, by the way. *EXP gain rates increased all around - EXP gain rates in vanilla GBW3 are just atrocious. They work the way they do because of Campaign where units already carry over between maps, but otherwise, the level ups are simply too few and far between. With the increased EXP, level ups will be a lot more reasonable. Combat EXP is a lot less reliant on HP damage. Mere participation is actually its own reward now, and the underdog bonus is significanlty increased. Also of note, there is defensive EXP to be wary of especially when range attacking. This simply incentivizes more methodical attacking, without boosting the defender too much because the defensive EXP can be lost with the unit itself. *Air units have 30 Cover - don't worry, stats have been adjusted accordingly. Air units get 30 Cover both as a sort of realism factor, and to better incentivize good gameplay against them via the adjusted stats. *Sea has 10 Cover - the whole point of this is to help emphasize sea units as Mighty Glaciers. 10 Cover isn't a lot, but it cuts down on MGs dealing silly amounts of damage to them with flanking, so it gets the job done. Oh, and for the record, GBW3 would have better navy warfare than the other Nintendo Wars games if not for a certain elephant in the room that the patch at least addresses. GBW3 at least tries to provide competent interaction between air and sea units, and VERY arguably land and sea units too. *Flanking stat changes favor attacker more - flanking boosts encourage the player to manage, well, flanking. Unfortunately, the defender gets boosts too depending on the attacker's own position. As a result, the defender's benefits have been completely halved, and the attacker's support boosts have been doubled as well. *Range fire comes with an attack penalty - for every space between the units in combat, the attacker, who wouldn't have to fear counterattack, instead loses 10% of their base attack power. This makes sure that there is some incentive by guaranteed necessity for closer range attacks that can just as easily leave the attacker exposed if it's not backed by a healthy sense of skill. *A few bugfixes - resupplying the secondary weapon charged based on the primary weapon, which didn't make sense. Additionally, there's a bit of idiocy involving the Bomber that gets patched out--just because its influence in vanilla GBW3 was too miniscule doesn't mean I'll say what it is. ------------------------------------------------------------------------------- Player phase friendliness points Turn-based strategy games are slower than other genres because they are built to allow players to take their time and figure out how to utilize the potential of their resources. It's the reason Chess Clocks exist: to provide a time-based challenge where players can start making mistakes, while also stopping spiteful stalling. The point of player phase friendliness is to make doubly sure that gameplay can get to stay kinetic rather than allow turtling. What the Advance Wars games do to provide player friendliness is accommodate the Nintendo Wars series' attack power proportional to HP system with first strike. This provides added defensive power for the attacker as a result of reduced counterdamage. With the standard 55% matchup, the attacker's units take 2-3 HPs of damage with first strike compared to 7-9 without. GBW3, by contrast, uses the Focus system, where the unit with higher Focus by enough strikes first, and doesn't think to give extra Focus to the attacker to counterbalance the reduction of Focus they get from moving. This system is intended to reward units sitting closer to the action, but there are quite a few ambushes that are going to happen anyway. How, then, does vanilla GBW3 have decent player phase friendliness that helps directs? One of the big reasons is subtraction defense on boosts. Unit variety helps by also upping the standard to 7 HPs of damage, but subtraction defense on boosts allows units to go after targets with only moderate counterdamage against even when they do get the ambush off. A 5 HP unit is far less threatening than a 10 HP unit because there is less damage to even reduce. Flanking boosts also help. Technically, they're penalties for the flanked unit aside from invisible support boosts, but even units such as the Supply Truck can still help set up the flanking boosts, silly as that sounds. Once they're set up, the opposing unit suffers a sharp drop in offense, in addition to the extra damage they can just as easily take. Suffice to say that chip KOing is a lot safer despite the ambush shenanigans. GBW3 also has higher standard mobility among the combat-capable units. Not only are there faster land units that can, natch, flank better, but Movement Costs aren't as high because GBW3 is not afraid to use mixed number MCs. And of course, mobility is actually directly controlled by the active player, which speaks for itself. There is also, believe it or not, the EXP system. The patch tones it up because it's too abysmal in vanilla GBW3, but the toning up generally emphasizes the game's original intent: to punish thoughtless and especially uncaring behavior by the opponent. Range fire involves defensive EXP because it punishes mere existence of opposing units if not checked well. The thing about EXP is, its usefulness is tied to that of the unit's, which hurts defensive EXP because the unit can still be removed from play. Offensive EXP rewards methodical attacks by contrast, as they can estimate survival on enemy phase that lets the unit escape to where it can get repaired. It is quite natural that the active player can control the flow of EXP. What I ultimately want to point to, is how first strike becomes questionable in its method of providing player phase friendliness. Yes there is some sense of raw power. That's the thing: relying on raw power in a strategy game. Just because I personally take issue with games rewarding kiting from how a 5YO can come up with it, does not mean that brain-dead melee rushing isn't even more mindless. This is also where I take issue with the way Days of Ruin handles the CO Unit system, which punishes the opponent for daring to consider the mere concept of flanking. Really, the similar enough manual unit system of Battalion Wars amplifies the weaknesses of the manual unit, as the Recon can attest to in its inability to directly contest armor well while lacking sufficiently unique strong points. I'm not saying first strike under the attack power proportional to HP system shouldn't be used, but it should be at least better understood in order to avoid needless favoritism of Fragile Speedster units, as it's the Mighty Glacier who tends to draw the short straw in game balance, often I find because law of diminishing isn't accounted for by developers. Accommodation of bravery, the MASTERY of fear rather than the absence of it, is how players evolve better, not practicing the same tired thing and exploiting any safety to be had with it. ------------------------------------------------------------------------------- Closing stuff Here are the version notes: *0.9 - most stuff done. And for those who want to contact me, here's my IM info: *Skype - mknightdh *Discord - MasterKnightDH#2492 Please use these if you want to report any bugs to me. There shouldn't be any left despite the ASM changes, other than aesthetic things, but I never know.