Mods/Rom Hacks that fix a game

I think I confused the Japanese release that had fighting game style special moves. It was pretty different from the arcade version, mostly for the better.
Oddly enough, the same situation hit both UC and Return of/Super Double Dragon. The US versions actually came out before the Japanese releases and lacked content and features the Japanese versions had.
 
OpenXCOM
Major modernization of UFO Defense, with bug fixes and UI improvements without fundamentally altering the original experience in a negative sense.

X-COM Files. Game starts in 1997, two years before the invasion. Fight werewolves, chupacabras, cults, and the ocassional UFO landing with nothing but a two man team, some pistols, and some heavy duty scissors for cutting red tape. The ultimate long war experience.
 
Oddly enough, the same situation hit both UC and Return of Super Double Dragon. The US versions actually came out before the Japanese releases and lacked content and features the Japanese versions had.

I never played the Jap version of Return. I thought the gameplay was neat in concept but at the same time it was so slow with an extremely low enemy count.
 
What I remember Brock is lightyears away from ya.

You mean literally?

Screenshot_9.png

Guy is on an asteroid.
 
well, it might not be much, but every single TES/Fallout game since Oblivion needed mods to fix it yet, at the same time break it. because everytime i want to mod it, I usually end up installing porn mods as well.
 
I'm not really part of the Doom community but seems like there is a fair chunk of people that look down on others for using source ports and shit. I can kind of understand people wanting to try vanilla to see what the original game was like but purist types who say a game is 'supposed to be played' a certain way can fuck right off. Something like GZDoom is a massive quality of life improvement and I enjoy playing the games way more that way.

I'll also give my recommend for BuildGDX. I couldn't get Blood working properly in DosBox, played through the whole game with BloodGDX - no problems, great experience, would recommend.

DOOM and DOOMII are a lot harder without mouselook, which is why the official speedrun records stipulate only using the original MS-DOS executable files only.
 
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Reactions: BrunoMattei
The Hardtype hack for Shin Megami Tensei: Nocturne.

The original game, being experimental by nature, had issues with balancing and the game got a bit easy once you got beat Dante for the first time. Enemy AI was also a bit exploitable.

The Hardtype hack makes the whole game in general much harder, demons have all been completely revamped, new moves have been implemented, magatama strengths and weaknesses have been changed up, bosses are much nastier, and you also had a chance of encountering unique demons during a full kagatsuchi that were essentially mini-bosses in of themselves. Buffs and debuffs have been revamped too. You only have to do buff/debuff twice to hit max rather than for times, improving the overall flow of combat.

On the flipside, it has a lot of quality of life changes as well. You can now see what moves you can learn from each magatama and you can also see what moves each demon can learn. Allowing for better planning for your characters. Demons under your employ now all earn half experience outside of battle to reduce grinding and making the whole fusion process SLIGHTLY easier. You'll still have to deal with spending a long time reseting your fusion results in order to get specific move sets for your demons, but now low tier moves aren't as likely to pop up during the process. Also, instead of items costing three times as much on Hard compared to Normal, it is now only twice as much.

Still, if Hardtype's your first experience with Nocturne, I would highly recommend starting on Normal. The early game for Hard mode is an absolute slog even for someone like me who's played the original game like three times.
 
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So one the first Castlavania gamesfor the Game Boy Advance (GBA) was this neat little metroidvania called Circle of the Moon. Its main gimmick was that you had a card system of combining two cards to create whole new effects, like creating a flaming whip, powering up your sub weapons, etc. The problem was that the drop right for some of the cards was INSANELY low making it frustrating to find them all. (I think the idea was you wouldn't get all of them naturally so it kind of switched up each play through).

Code Mode completely fixes that and gives the player cards at fixed location....including the cards need to get the true good ending. Removes all the grinding out of the game and give the player the full experience of messing with all the cards and their powers. You still have to search for the more rare cards but no more stupid pointless grinding for a less then 1% drop.

Neat, thanks!

Are there any good hacks/overhauls for Aria or Dawn that you're aware of?


OpenMW isn't technically a mod, it's an engine rebuild for Morrowind that makes it work on modern PCs, on modern resolutions, using all the available RAM etc. Most of the best overhaul mods for Morrowind work with it as well. Getting Morrowind to work properly on modern machines used to be a complete nightmare of manually installing half a dozen patches and mods that would all fight with each other but now it's much simpler.

It's also available on Android if you have tablet or something with a large enough screen.
 
Minecraft. IMO Notch got off track on the charm and direction of Minecraft fairly early on. Terraria was a bad influence, bosses and an ending were a mistake. I'd have stopped playing after the sale to Microsoft out of boredom. I've had friends try to drag me into vanilla servers again and even after skipping multiple updates the new content is anemic.

But the moddability of Minecraft proved it's real strength. Minecraft is a fun skeleton to build upon. The mod packs are where it really shines, new experiences, insane depth, tons of directions to take it.

100% Minecraft 2 is in the works, won't play nice with mods, and will charge you 10-15 bucks for the soulless equivalent of a larger mod, $40 for a modpack esc overhaul.
That's debatable. Modded minecraft is a fun time, but there's plenty of fun to be had in the base game for the some that want to stretch their autism and let loose.
 
RenderWare GTA games. A lot of various minor to major bugs, including serious glitches when the game is running over 30FPS and the lack of proper widescreen support. You need to inject a shitton of ASI scripts to make the game playable.

The essentials are SilentPatch, ThirteenAG's Widescreen Fix, and Framerate Vigilante if you want to play in 60+FPS without game breaking glitches. Then you have stuff like SkyGfx and 2DFX to spice up the graphics a bit, CLEO for additional mod scripts, and ModLoader for hassle free installation of other mods.

And there is a lot more scripts that you can use to improve on the game, but it would make this post too long. My GTA SA install has 25 ASI scripts and a whole bunch of CLEO scripts and asset tweaks in the ModLoader folder, not including custom content like vehicles. GTA 3? 18 ASI scripts. 23 for Vice City. Without all of this shit, the games would be far less enjoyable.
 
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Reactions: James Roancrest
The S.T.A.L.K.E.R. games are perfect with mods, but buggy to the point of almost being unplayable without them
 
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