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The Water Cooler => Game Chat => Topic started by: duredure on January 20, 2015, 01:38:24 pm

Title: Vault of ideas(Mods/hacks for Brigandine) Updated 11/26/2015
Post by: duredure on January 20, 2015, 01:38:24 pm
First I want thanks HwitVlf again for all his amazing translation. Without him nothing of this would be possible.  :biggrin:
Today I want thanks Alan 1502, for his mod and possible changes too.

1- Give 1 of each item below to leaders of iscalio, esgares, leonia, norgard, new almekia and caerleon.

Forbidden Fruit: Changes Seraph to Lucifer
Sweet Wine of Seduction: Changes Satan to Lilith
Bolt of Wrath: Changes Titan to Thor
Seed of Wisdom: Changes Gigantes to Loki
Crown of Gold: Changes Lizard Guard to Lizard King
Missing Link: upgrade 1 class without level requirement

2- mana start to all kingdom is 9999

3-  Time idea by Samisc
"Change year and month: changing it or an earlier year than the game starts makes the IA not attack other castles but still sends its knights to quests."


This idea is amazing and could be great to all countries! But instead changing for 1 year earlier, change for 3 or 4 months before the game starts. This time is enough to themselves.
For rpg purpose, don't start atacking countries, do the same and send your own knights to quests too and only atack when countries atack first.

"-Change years: before game over, hard mode gives 6 years which shows as a value of 144 i think, which is half months. changing it to FF which is 255 makes the counter stop."

I checked all possible quests and the last one could happen only in 3º month/ 217(balder rune knight recruit). So if is possible make the clock stops in 220 or even 221(The game end in 3º month of 221)


4- increase mana of each city of map to 1000 mana and capital 2000 mana.   

5- monsters balance(without increasing rune cost):   


angel
rune cost original 85

arch angel
rune cost original 105
Can be summon: only in leonia capital
this class 2º monster can be summoned at lv 10 for 3500 mana
spell: add Cure and delete holy word to this class(arch demon don't have any area spell).

Seraph
rune cost original 120
spell:keep the holy word, add fury

Arch Seraph
rune cost original 120
spell: keep Holy Word, add curse and venom, change flame to exablast

Imp
rune cost original 85
spell:   add fury

arch demon
rune cost original 105
Can be summon: only in esgares capital
this class 2º monster can be summoned at lv 10 for 3500
spell:  add paralyze.

satan
rune cost original 120
spell:  add charm and keep the necro rebirth

Lilith
rune cost original 120
spell: keep necro rebirth,  change frost to exablast

************************************
ghoul
rune cost original 15

vampire
rune cost original 30
Can be summon: Esgares capital, iscalio capital
this class 2º monster can be summoned at lv 10 for 2000

vampire lord
rune cost original 70
(alan mod-> STR,AGI improve and can cast cure spell, mov type teleport).
move type changed to teleport
str,agi improve, spell cure add
Since we won't increase rune cost(he has only 70, like a roc) I guess it's ok don't increase str, agi. But add cure  and change mov type is cool.
He has necro birth and atck healing so he's very cool already



*****************************************************************
roc
rune cost original 70


phoenix
rune cost original 95
Can be summon: leonia capital, esgares capital
this class 2º monster can be summoned at lv 10 for 3300
he should have less str than hypogryff
At lv 20 a phoenix (95 rune) has around 106 str and 88 agi
he should have around 95 strengh in that lv
-Give the solid atack from roc as 2nd atk
*****************************************************************
centaur
rune cost original 35

high centaur -> alan mod High centaur has accuracy +5%..And its element change to 3 green (as well as its attack).
rune cost original 50
elemental changed to green, green, green
Can be summon: esgares, caerleon
this class 2º monster can be summoned at lv 10 for 2100


*****************************************************************

gryphon
rune cost original 55

holy gryphon
rune cost original 80
change elemental to white, white, white
Can be summon: Only leonia
this class 2º monster can be summoned at lv 10 for 3000
Reduce str and agi. He should have more str than phoenix and less agi than phoenix too.
At lv 20 a hypogriff (80 rune)  has around 115 str and  87 agi.
he  should had around 100 str and 75 agi in that level.

special atacks: remove the djinn atk from him(since we won't increase rune for monsters). he has already a good distance atk.
Coerl have the same rune cost (80) and great agi as principal status.
Hypogriff  have the same rune cost (80) and the distance atk.

So this way is balanced in my thoughts

****************************************************
unicorn
rune cost original 40

- add halo spell

************************************************
pegasus (alan mod-> Pegasus has higher INT and MP than nightmare)
rune cost original 55
elemental: change to white, white, white
Can be summon: norgard , leonia , new almekia , caerleon, iscalio,
this class 2º monster can be summoned at lv 10 for 2600
keep the halo spell from unicorn.
int, mp improve

nightmare (alan mod ->Nightmare has base STR and AGI higher than Pegasus)
rune cost original 55
elemental change to  black black  black
Can be summon: Esgares capital, norgard
this class 2º monster can be summoned at lv 10 for 2600
spell: Add venom and paralyze ( he lost the heal,cure and halo from unicorn)
str, agi,improves


*******************************************************
pixies
rune cost original 30
they cost 30 rune so only add halo(useful finaly)

fairy
rune cost original 45
elemental: change to green,green,green
Can be summon: new almekia,esgares,
this class 2º monster can be summoned at lv 10 for 2300
add spell halo and charm

*********************************************************
hell hound
rune cost original 35

Fenrir:
rune cost original 50
elemental: change to black black red
Can be summon: Esgares capital, iscalio
this class 2º monster can be summoned at lv 10 for 2500

***************************************
hydra
rune cost original 80
elemental: change to blue, blue, blank
don't change original built of hydra. He is a killer machine in water(also he's a dragon and phoenix killer). he Has a cool beam and high atck. He's should stay similar to 80 rune cost monsters, like hypogriff and couerl.
take out the roc cry special.
So keep the original build (Def, Str, Agi)

****************************************
tiamat->  Alan mod Tiamat DEF,STR,AGI, Tiamat element change to 3 blue orb (as well as its breath)
rune cost original 110
elemental change to blue,blue,blue (cool)
Can be summon: Iscalio capital, esgares
this class 2º monster can be summoned at lv 10 for 3600
he's a godzilla in water and since we don't have too many water spots in map. Could be good increase mov to +1 or another option is  give that spell agility.
Don't need improves def,str,agi in my opinion.

********************************************
giant  scorpion
rune cost original 25
original built

death needle
rune cost original 35
Can be summon: esgares,new almekia,
this class 2º monster can be summoned at lv 10 for 2100
only add fury spell and mana to cast only 1 time at lv 10
- Increase +100 hp at lv 10
- At lv 20 he have 499 hp and it's too easily destroyed by a hydra lv 1.

********************************************
mandrake
rune cost original 35
he's ok for his rune cost. Paralyze is cool.

man eater ->
rune cost original 45
Can be summon: esgares capital,  norgard
this class 2º monster can be summoned at lv 10 for 2300
he's almost ok for his rune cost. He should has a little more agi to hit monsters better.

elemental change to green green green

*****************************************************************
lizard men
rune cost original 30
spell cure add.

lizard guard
rune cost original 45
elemental: change to Blue, blue
Can be summon: , esgares, iscalio, caerleon
this class 2º monster can be summoned at lv 10 for 2300
he's good in water. but we don't have too much water spots.
He has high def, good atck, mid hp.
Man eater has the same rune cost and high hp, good def, mid atck, and a distance atk.
So would be better give a support spell. In others games Lizards are famous for have great resistance to bad statuses, like poison, disease,etc . So I guess would be cool give the spell cure to him (not the heal spell)


lizard king
rune cost original 45
keep the original built, he's awesome.
keep the cure spell only.
*****************************************************************
mermen 
rune cost original 25
he have almost the same rune cost of lizard men. But lizard men are a lot better. they miss too much, so increasing a little more agi would be cool.

triton 
rune cost original 40
elemental change to Blue blue
Can be summon: esgares capital, leonia
this class 2º monster can be summoned at lv 10 for 2200
he has less rune cost than lizard guard, so it's better remove the frost spell from him and increase agi. Instead frost spell, would be ok add a resist or fog spell .

poseidon
rune cost original 55
Agi need to be the same of lizard king. since there's no much water spots.
for his 3nd class it's cool add frost spell and keep the resist or fog spell.


***********************************************************
djinns:
rune cost original 30
mana growth fixed 5-6
lv 10 have fixed 200 mana.

** I noticed that in brigandine legend of forsena Dao was the black elemental djinn. In Grand edition Dao is the green elemental djinn. All the description is correct in monster view. shaitan is the black elemental djinn now.

Shaitan (black elemental djinn)
rune cost original 45
increase mana  and give venom spell
can be summon in: iscalio capital,
this class 2º monster can be summoned at lv 10 for 2300

djinni (white elemental djinn)
 rune cost original 45
increase mana and give heal
can be summon in: leonia capital
this class 2º monster can be summoned at lv 10 for 2300


dao (green elemental djinn)
rune cost original 45
increase mana and give Thunder
can be summon in: caerleon
this class 2º monster can be summoned at lv 10 for 2300
 
marid (water elemental djinn)
rune cost original 45
increase mana and give frost
can be summon in: norgard capital
this class 2º monster can be summoned at lv 10 for 2300

efreeti (fire elemental djinn)
rune cost original 45
increase mana and give flame
can be summon in: new alkemia capital
this class 2º monster can be summoned at lv 10 for 2300
***************************************************************
clay golem
rune cost original 45
keep the original built for him, just increase the hp growth( increasing hp after each level)

stone golem
rune cost original 55
keep the original built for him, just increase the hp growth( increasing hp after each level)
Can be summon: New almekia, Esgares
this class 2º monster can be summoned at lv 10 for 2600

bronze golem
rune cost original 70
keep the original built for him, just increase the hp growth( increasing hp after each level)

talos  (here's is the cool stuff)

increase agi and mov to +1
rune cost original  80
Can be summon: every capital of the map
summon cost: 9999 (it's a legendary level 30 monster)

***********************************************
wyvern -
rune cost original  60
they are cool for his 60 rune cost. Great agi

coaurl
rune cost original 80
They are ok  for his 80 rune cost.

Can be summon: caerleon, esgares
this class 2º monster can be summoned at lv 10 for 3000

bahamut ->
rune cost original 110
have HP,STR improve and rune decrease for 100 (in order to match with Fafnir and Salamander)

-change element to black black green(change this only if is possible change the description of bahamut that said he don't have any elemental weakness)
-Bahamut now has critical +10%, this should be removed.
-change back his rune cost to the original 110. don't increase hp and  str (keep his original built). He has greater agi than fafnir and salamander.
At lv 20 fafnir has around 67 agi, salamander have around 62 and bahamut has the incredible 99 agi!  This agi allow he hit almost 100% and make enemies miss often too. Only that worth the 110 rune cost.

********************************************
Dragon
rune cost original 75
keep original built

red dragon
rune cost original 95
he could have  +10% critical
Can be summon: new almekia capital
this class 2º monster can be summoned at lv 10 for 3300


salamander
rune cost original  115
keep the +10% critical from red dragon and it's ok.
If you increase fafnir str, to don't touch salamander built.


white dragon
rune cost original  100
elemental: change to white,white, white
Add 5% accuracy.
white dragon have 100 rune cost because he can fly. Red dragon have 95 because he can't.

Can be summon: norgard capital
this class 2º monster can be summoned at lv 10 for 3400

Fafnir -> alan mod fafnir's element change to 3 white
rune cost original 120
elemental: change to white,white,white
he's the strongest dragon in the game. to honour his 120 rune cost, he should have more str than all other dragons, even tiamat. also keep the 5% accuracy and it's fine.
-increase just a little the str

*************************************************
giants
rune cost original 60
give fury spell only
keep the original build.

titan
rune cost original  75
can be summon:  esgares capital, norgard
this class 2º monster can be summoned at lv 10 for 2900
keep the fury spell
keep the original build.
remove the thunder spell.

loki
rune cost original 75
keep the original built.
keep the fury spell

gigas
rune cost original  75
can be summon: caerleon capital, esgares
this class 2º monster can be summoned at lv 10 for 2900
keep the fury spell

thor
rune cost original 75
original built
keep the fury spell
**************************************************************

6 - Summon cities compilation (all class 2º monsters at leve 10):

Esgares capital
is located in item 8(Buff Esgares)

Iscalio capital
can summon -shaitan, tiamat, pegasus, lizard guard, vampire, fenrir

New almekia capital
can summon - efreeti, red dragon, pegasus, fairy, stone golem, death needle

Caerleon capital
can summon -dao, couerl, pegasus, gigas, high centaur, lizard guard

leonia capital
-can't summon demon in any initial cities.
can summon -arch angel, phoenix, holygriff, pegasus,triton, djinni(white) .
 
norgard capital
can summon  - marid, white dragon, pegasus, titan, man eater, nightmare


7- Some Other changes
we have two options:


increase rune cost and give 100 rune power to all knights

a) give 100 rune power to every knights(campaign and multiplayer), even that two knights with bulnoil(this way we can still improves the balance by increasing the rune cost for monsters and scales power/rune cost) and increasing 100 rune power is enough for the game don't crash when  mana monster > knight rune power)
also would be possible bring more monsters to battle  :cool:

or

b)If you choose don't increase rune cost, so to balance the rune cost/build we need to reach a balance by giving more power to monsters with more rune cost,etc
Some examples:

This is aprox the original build , without  patch:

At lv 20 a Fafnir(120 rune) has around 120 str and 60 agi.
At lv 20 a bahamut (110 rune) has around 110 str and 99 agi
At lv 20 a Salamander(115 rune) has around 120 str and 62 agi
At lv 20 a phoenix (95 rune) has around 106 str and 88 agi
At lv 20 a hypogriff (80 rune)  has around 115 str and  87 agi.

I guess we could balance this way
-fafnir increase just a little the str, he has more rune cost than salamander, tiamat, bahamut and should be the strongest dragon in the game.
-bahamut just change 3 empty element to 3 black element, also change the description of bahamut(there is said the bahamut don't have any elemental weakness)
- Salamander don't touch nothing, but he need have less str than fafnir.
- phoenix reduce str
- holygriff reduce str and agi(but he need more str than phoenix and less agi)


- scorpion, death needles,mandrake and man eater balance:
I know that everybody think that scorp was useless, but if we choose don't  increase rune cost.  it's better keep him with his original built. he has only 20 rune cost...almost same of a ghoul;

death needle(lv 2 class) has the same rune cost of a common mandrake (lv 1 class). Both have 35 rune cost.  it's better keep him weak as he's is. Just let death needle cast fury and it's ok( but he should have mana to cast fury only one time, even in lv 30, so mana growth after lv 10 should be 1.
he has poison and mandrakes has paralyze, they are cool already and worth the low rune cost.  Pixie has 30 rune cost, was useless(without new halo spell) and can die quick, scorpion has 20 rune cost and can die quick too. Mandrake has 35 rune cost, so he should survive a little more than pixie and scorpion.

8- Buff Esgares

below is a method to buff Esgares. But before buff the empire make a patch with all changes except the changes below. Because one day we can choose play using Esgares  and we don't want a game easy like that. So we need 2 patch: 1 patch before improve esgares and 1 patch post improve esgares.  :biggrin:

all below is to buff the empire:

Alan Mod
"- 3/ Adding some quest knight to countries:
_Belgar, Sheridan, Layoneil, Rain, Carmine and Rod join the Empire., Clarence join Leonia"

a)Because this option, we never go meet this rune knights in quest, so instead giving quest knights to esgares(I know  they have few good knights and was cool from you  to add them in the mod :D). But I guess is better remove them from esgares and buff the empire in other ways.

b) summoning monsters in Esgares Capital(Logres):
 
-Can't summon->  dao, djinni, shaitan, marid, efreeti
-Can't summon  holy monsters->  arch angel, pegasus, hypogriff, titan, white dragon
-Can summon all other class 2º monsters: vampire, high centaur,fairy, fenrir, tiamat, man eater,  stone golem, arch demon,phoenix, death needle,  lizard guard, triton, couarl,nightmare, gigas and red dragon. 
-Of all esgares cities, only Tora can summon unicorns and Esgares lose Tora to Caerleon or Iscalio early, So add Unicorns to all Esgares cities, because they need healers.

c) increase even more the mana earn from esgares initial cities(city 1500 each, capital 5000).

d) Increase 100 mana to Cador(he has only 284 mana) and add meteor doom to his spells(he has 78 Int, so it's ok).

e) Zemeckis mod from alan mod :  add geno flame, elemental changed to red red green,  artemis 1st atack added as his 3rd atack. Add critical +10% as his 2nd skill. Also his rune area was increased to 6 hex.
-----------------------------------*--------------------------------------*------------------------
9- Alan Mod  ideas (in red).

- All country leaders slightly improve stat (rune power,STR,INT,AGI)
- Lyoness: Add geno-flame, geno-frost  and changed her element into white red  blue.
- Lancer: Add frost spell (He already has the flame spell)
- Most of rune knights improve their stats so they can have more monsters, especially for Leonia.
- Cardinal now have geno-frost
- Saint now have geno-flame.
- Monk and Guardian now have brave knuckle (i don't remember exactly the name but it's grappler first attack) as their main attack,they still maintain drop kick and sonic wave as their 2nd and 3rd attack.
- Valkyrie now have frost spell.
- Avenger now have 2 black element
- Paladin now have  2 white element
- Scout,archer,artemis have accuracy +5%
- Change some knight's rune growth rate. Now kiloph,Rain and Rod have highest rune growth rate.

10- Balance of level and rune power to knights of all kingdoms:
The cpu never use that lv 1-5 rune knights(even in legend of forsena), so let's force they use now!


Caeleon: has only 8 knights!.
   
Cai (Ruler)
    Merriot - level 3, 221 rune - increase to lv 15
    Dinadan-  level 25, 307 rune-  don't touch.
    BeauArte- level 12 , 224 rune - increase to lv 15
    Janfadar- level 12, 198 rune-  increase level to 15
    Cierra- level 15, 180 rune - increase rune power from 180 to 220 at least.
    Shast-  level 11, 172 rune  increase rune power from 172 to 200 at least
    Bilcock level 5, 156 rune - increase to lv 9 ( this priest have the funniest name in brigandine LOL)


Iscalio: has 12 knights
   
 Dryst (Ruler)
    Iria-  level 20, 248 rune - don't touch
    Camden-  level 14, 235 rune - increase to lv 18
    Ulster- level 12, 228 rune- don't touch
    Bagdemagus- level 16, 215 rune - don't touch
    Gallo- level 9, 197 rune- don't touch
    Lucia- level 8, 165 rune- increase to lv 14
    Victoria- level 11, 144 rune - increase rune from 144 to 200
    Teath - level 2, 153 rune - increase to lv 9
    Miguel- level 10, 178 rune- increase rune from 178 to 200
    Daffy- level 12, 181 rune- increase rune from 181 to 200.
    Hula- level 1, 175 rune - increase level to 9.

Leonia: has 11 knights
 
  Lyonesse (Ruler)
    Kiloph- level 3, rune 203 - increase to lv 12
    Paternus- level 20, rune 273 - don't touch
    Asmit- level 13, rune 214- don't touch
    Filo- level 7, rune 193-  increase level to lv 9
    Sophia- level 7, rune 171 - increase rune from 171 to 190 and level to lv 9
    Isfas- level 16, rune 233
    Charlene- level 12, rune 226- Increase to lv 17
    Langueborg- level 10, rune 138 LOL! - increase rune from 138 to 200.
    Chantail- level 6, rune 168- increase level to 9
    Raizen- level 11, rune 160- increase rune from 160 to 200.

Norgard: has 13 knights

Vaynard(Ruler)
   Guinglain- level 17, rune 294  don't touch
    Brangien- level 10, rune 257 - don't touch
    Roadbull- level 14, rune 247- don't touch
    Palomides- level 13, rune 211- don't touch
    Yvain- level 13, rune 231 - don't touch
    Kirkmond- level 12, rune 191- don't touch
    Faticia- level 10, rune 164  - don't touch
    Dillard- level 10, rune 180 -don't touch
    Zerafin-level 7, rune 175 - increase level to lv 9
    Ector- level 5, rune 161- increase level to lv 9
    Noie- level 2, rune 201- increase level to lv 9
    Elaine- level 1, rune 151 - increase level to lv 9

new almekia: has 12 knights
 
Lance (Ruler)
    Gereint- level 19, rune 284 -don't touch
    Coel- level 16, rune 254-don't touch
    Meleagant- level 20, rune 209-don't touch
    Carlota- level 8, rune 170- increase rune from 170 to 185
    Adilicia- level 11, rune 230 -don't touch
    Batercus-level 13, rune 176- increase rune from 176 to 210
    Brusom- level 13, rune 158- increase rune from 158 to 220
    Loufal-level 6, rune 165- increase to lv 9
    Gilsus-level 11, rune 189 - increase rune from 189 to 205
    Aphelia-level 9, rune 183- increase rune from 183 to 200
    Liguel-level 2, rune 163- increase to lv 9

**Halley and alsace join later.
     Halley- level 21, rune 292 -  She's the strongest woman in the game and should start at lv 25 or 26 to scale dinadan and scalados level. Too bad she leaves later.
     Alsace- level 1, rune 155 - increase to level 9.

Esgares : has 18 knights

Zemeckis(Ruler)   
    Castor  he's lv8, rune 169 - increase rune from 169 to 190
    Eniede   she's lv 11, rune 192 - don't touch
    Esclados  he's lv 26, rune 218-  increase rune from 218 to 250
    Esmeree  she's lv 17, rune 304 - don't touch
    Fiel  he's lv 12, rune 166- increase rune from 166 to 210
    Gish he's lv 20, rune 232- increase rune from 232 to 260
    Irvin he's lv 3, rune 162- Increase to lv 9
    Ivan he's lv 10, rune 154 - Increase rune from 154 to 200
    MelTorefas he's lv 7, rune 152- Increase to lv 9
    Millet she's lv 10, rune 219 - don't touch
    Mira she's lv 10, rune 223-  don't touch
    Paradoll  he's lv 11, rune 182- Increase rune from 182 to 205
    Ranguinus  he's lv 16, rune 216- Increase rune from 216 to 240
    Roecod he's lv 11, rune 177- increase rune from 177 to 205
    Shiraha  hes lv 14, rune 173- Increase rune from 173 to 220
    Soleil  he's lv 11- rune 311- - don't touch


Thanks :biggrin:


------------------------------------------------------------------------------------------------------
Older ideas, just to archive(some changed others aren't possible because game crash)..

A- brigandine have 6 years right? so each year the exp rise a little to all
 1º year after each battle victory earn 400 exp
 2º year after each battle victory earn 600 exp
 3º year after each battle victory earn 800 exp
 4º year after each battle victory earn 1000 exp
 5º year after each battle victory earn 1200 exp
 6º year after each battle victory earn 1500 exp
So this way after some years you and all  enemys and monsters would have lv 25-30

B- Respaw of upgraded monsters specific to each kingdoms. Each year a kingdom respaw some this monsters at lv 1. Some kingdoms are famous for his creatures like esgares have evil creatures, leonia have holy creatures, new almekia have brutes creatures, iscalion aquatic creatures, caerleon magic creatures norgard mountain and forest creatures

Caerleon: 3x marid, 3x efreet, 3x djini, 3x dao, 4x fairys, 1x thor, 1x loki.

Iscalio: 1x tiamats, 1x bahamut, 2x lizards kings,3x lizard guard,  2x poseidons, 3x triton

Leonia: 3x hypogrifs, 3x arch angel, 2x seraph, 2x Couatl, 3x phoenixs, 3x pegasus

Norgard: 4x man-eaters, 1x fafnir, 3x white dragons, 4x hight centaurs, 4x titan

new almekia: 1x salamander, 1x red dragon, 1x talos, 2x death needles, 3x stone golem, 2x bronze golem

Esgares: 3x fenrir, 1x lucifers,1x liliths,1x nightmares, 1x vampires lord, 2x vampires

C- Balance of  rune knights:
CPu: Each level up win double of skill earned
Player: each level up keep the current skill earned
Cpu: each unit killed earn the double of exp.
Player: each unit killed earn the double of exp too.

D- Every month all kingdoms win more the mana. This way cpu and player always would have monsters.

E- Increase rune power to minimum of 250 to all initial rune knights below lv 20(So finaly you can have some use to that lv 4-5 ranger(ex:) that had useless 150 rune power before)

F- 3d Battle animation from brigandine forsena(lot's people love watching it)

G- Ranged atacks to mermaid/triton/poseidon

H- Add more waters tiles in the maps and moat-ring of water surround most castles

I- changes in death needles(scorpion upgrade class):
-more def, more atack, more runecost, increase the chance to poison status by 75%. The scorpion won't be changed.

Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: HwitVlf on January 20, 2015, 03:35:20 pm
Some good stuff in there. I hope someone pulls it off!
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: Rovole on January 20, 2015, 09:12:09 pm
Some good stuff in there. I hope someone pulls it off!

Subtle way of saying "Lol I won't be doing this." Thats totally fine, thing is, you're the only one who knows how. How'd you do it? If it isn't too much to ask, how does one perform miracles?
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: duredure on January 21, 2015, 04:18:31 am
the main objective here is getting ideas for our brigandine. HwitVlf alone did the hardcore grand patch and I'm pretty sure that he wanted put more stuff on the patch but can't do it because time or because don't know how to do. Would be nice know ur ideas bro HwitVlf  :biggrin:.

I have register in several forums about games/mod/hacking and found some old players from forsena too and said about this site to them. I'm waiting answer from some hackers that helped in others games.  Offcourse takes some time to discover new people willing to help.
There's even a dev guy here doing a new game called brigandine reborn. This ideas could be good to him too if he like.  Let's be positive :beerchug:
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: HwitVlf on January 21, 2015, 03:39:02 pm
As far as how, the difficulty depends on what mod you are trying to do.  The basic tool you'll need is a debugger like the one in pSX.  To use a debugger, you need to learn the basic MIPS CPU codes (http://www.mrc.uidaho.edu/mrc/people/jff/digital/MIPSir.html) and it would help to have a general idea of how games use those codes to accomplish data processing.

Attached is a beginners tutorial I made for someone here a while back. It takes you through a fair amount of the basics.

For duredure's A, you need to find the routine that gives EXP for winning a battle. Right before the EXP is granted, inject an 'intercept' that runs extra code. The extra code would check the year, and adjust the extra EXP accordingly before jumping back to the regular game. The code needed for this would be quite simple.

B would be a bit more complex because you would have to be sure you weren't overwriting an existing creature, but the process is the same as A. Find a process that is only run for enemies, inject an intercept that jumps to extra code. I think creature slots are at fixed locations in RAM for each country so the extra code would just scan for a free slot and add a creature to that slot.

C requires finding a way to differentiate between player and COM controlled units. This is especially difficult because the "AUTO ACT" feature essentially turns player units into COM units. But if you did find a way to differentiate between the two, you'd just add an intercept in the EXP+ routine that doubled EXP value for COM units.

D is easy too. The mana earned by each castle is probably hard coded into the game. Just search for those values and double them. Alternatively, you might be able to inject a single extra op into the Mana+ routine that doubled the value before it was awarded (ie SLL by 2). 

E should be easy also, the values are hard coded into the game and you could probably find them by just searching.

F is hard because you have to juggle textures in VRAM as well as run add routines for displaying the 3d models and the models themselves. It can be done, but probably never will be because the end benefit versus the time it takes to implement make it not worth it. If you were going to spend that much effort, you would be better off making a new Brigandine installment or continent map.

As far as mods I'd like to see in Brigandine, mostly I would enjoy a mod that reworked creatures, abilities and items to where everything was specialized and useful. I've dumped even high level mermen for a level 1 dragon. Mermen just aren't useful. But if they gained a ranged attack or a healing spell, maybe they would be?
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: duredure on January 22, 2015, 04:40:39 am
I agree with u bro. Merman are weak and even poseidon could be killed quick. would be nice ranged atacks to merman. Maybe they could be stronger in water and have a boost in terrain bonus like 50/50 and heal 100 hp after each turn on water. Lizards and hydras don't need change in my opinion because they are cool. Another idea is add more water terrain in maps since brigandine has only few maps with water(maybe some water terrain  in half of the maps of brigandine).
I guess that every castle could be surrounded by 1 sqm of water.
What you guys think about this?

 I go add to first topic this idea of ranged atacck thanks bro XD


Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: HwitVlf on January 22, 2015, 03:49:40 pm
I love the idea of more water maps! Maybe even something like a moat-ring of water around many castles.  I think battle maps are assembled of separate tiles so editing them may be as easy as finding their "tile layout chart" and editing which tile is used where.

Is anyone here a programmer skilled enough to make a map editor GUI if it was that easy? 
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: duredure on January 23, 2015, 06:00:07 am
You said about merman and I guess we solve it problem adding range atacks.
the last monster to balance is the scorpion in my opinion.
-only 20 runecost
-low hp
-low atack
-mod def
-hard to upgrade to death needles
-death needles is not too good upgrade

My idea is:
- Scorpion is fine for only 20 manacost but death needles is the final upgrade of scorpion and should be better.
So  don't change the scorpion but change the death needles.
- Add more atack/def/agi and to balance increase the rune coast from 35 to 55.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: HwitVlf on January 24, 2015, 08:06:19 pm
I think a much higher chance to inflict poison would be nice too, maybe as high as 75%.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: mubazirano on January 25, 2015, 06:53:36 am
hello,

i just wanna share my ideas. if u want make it more diffucult, i think just improve the cpu AI when battle, to just prioritize atking player knight until die, or killing monster which barricade the player knight (clear path to atking player knigt). i know its verry difficult mod :sick[1]:

secondly it would be awesome if u can make multiplayer online(like age of empire 2 using hamachi)


Thankyou so much. And Sorry my bad english. :biggrin:
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: duredure on January 26, 2015, 04:22:14 am
The cpu in hard mode always try kill the rune knights first. Also in hard mode the cpu only leave the castle when you'r next. About atacking the barricade before the rune knight I guess sometimes the cpu do that in hard mode.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: Chazchu on January 26, 2015, 06:32:42 am
My personal  ideas are two: have larger maps with more water, and other countries, like extra scenarios; and the second - have a map and kingdom editor to make a custom scenario with knights and kingdoms chosen by the creator. It could work really well if the game was ported to the PC, but I don't know if it would be done any time soon. But just imagine a cool editor or a random map generator.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: HwitVlf on January 26, 2015, 03:54:56 pm
Quote
just imagine a cool editor or a random map generator.
I think that's a great idea. As seen in the attached false-color image, the maps appear to be drawn from a set of tiles that are always loaded into video ram. The image was taken directly from VRAM. There appear to be five sheets of tiles tiles (256x256 pixels each) that are laid out in nice numbered rows. There is probably a map-definition file that tells the game which tile to use where when building the map. Changing the maps may be as simple as changing the numbers in that file.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: Tony0075 on January 28, 2015, 09:49:24 pm
I would like to see 1 more female class series added to break off the Cleric class . I think they could have kept the Mystic and Sage class like it was in LOF and use the new Sprite for maybe a Dancer and Gypsi maybe ?
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: samisc on May 25, 2015, 12:03:28 am
i have been playing around with cheat engine changing some hex value to find some ways of modding the game to my liking. I dont know how to make a patch or anything to make the game start off with theses hacks, but i could turn them on as soon as I start a new game.

heres a few things i figured out what i could change.

*for each castle:
-Change mana Yield
-Summoned Monsters
 Note: dont think I could do anything useful here, but am also able to change owner of each castle. I already have the code for every castle.

*Rune Knights:

00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f
10 11 12 13 14 15 16 17 18 19 1a 1b 1c 1d 1e 1f

00 = Class #007
01 = level
02 + 03 = xp (2 bytes)
04 + 05 = hp (2 bytes)
06 + 07 = mp (2 bytes)
08 = STR
09 = INT
0A = AGI
0B = rune power growth + Rune Area
0C + 0D = rune power growth + Rune Power
0e -> 13 = Creatures under Command #008
14 = Fighter Class #002
15 = Mage Class #003
16 = Priest Class/ monk #004
17 = Ranger/ninja #005
18 = weapon
19 =item (FF=Nothing) #011
1A = Age
1B = rune sign / Month Birthday
1C = Team: 0=New Almekia; 1=Norgard; 2=Leonia; 3=Caerleon; 4= Iscalio; 5=Esgares
1D = Primary digit for town. Will always be equal to the town they are in. #009
1E = Portriat
1F = This months command. 0=wait; 1=move; 2=attack; 3=wounded; 4=quest;
20 = secondary town, where your attacks will be and such. #009
21 = days till quest is finished
22 = 0=not in game; 1=in game; 4=in quest 81 = leader??
23 = Sex #001
24 = Pointer (It's actually more like -03, I just put it here cause)
25 = Pointer (I'm lazy and don't want to modify this entire thing  ) maybe growth??
26 = range between 56 to 59
27 always 1

Note: I have to code for every rune knight in the game. Able to change the rune growth, but state growth belongs to class type not rune knight. also able to alter amount of starts gotten in each class or even master tier 3 class. could even make all knight start at level 1, but adjustments have to be made to states.
Can also change each knights country, even knight such as Aldis can be gotten by changing her code.
What I could do here is divide knights to each country to even gameplay.

Monster stats when summoned:
level
starting exp
base hp << all base stats are still a little random as usual but are within the base value
base mp
base str
base int
base agi
rune cost
mana cost
Note: Combining this with castle summoned monster can really make the game seem a bit more challenging

Monster stats:
mov
mov type  << Teleport is one of the move types, something I gave to vampire lord
def
atk 1 2 3
speacial 1 2
magic white black
magic black Red
magic red blue
magic green
skill
FF??
Element black white red
element blue green
add to HP
add to MP
00??
Stars/Tier
EXP required to level up 2 bytes << lower value means monster levels up with less exp needed between levels
*Note: here is where the real modding could happen, give tridant some good move, change his level up classes to have some magic and MP, give scorpions a buff in defence. phoenix can have roc claw and flame claw together, wayverns can have an evade 5% skill or golems get a 10% hit skill.

I havent found all codes for every monster yet, just played around with dragon stats, but I also have to change red dragon and other tier classes if I want to keep magic or skill after levling up.

Things I still need to find are:
knight class stats, so I can edit move and skills obtained.
attack, special and magic stats - to change dmg ,range, element and mp cost
skill stats - Change or increase values
Exp obtained after winning battles
Any Idea or help for anything extra

some other stuff I found:
-Change year and month: changing it or an earlier year than the game starts makes the IA not attack other castles but still sends its knights to quests.
-Change years: before game over, hard mode gives 6 years which shows as a value of 144 i think, which is half months. changing it to FF which is 255 makes the counter stop.
-change Item and equipment in each country and castle number
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: dodoitu156 on May 25, 2015, 12:04:51 pm
My Mod idea is Weather System.
When it rains, Merman can act like on the water.
Dragon's Breath and Magic Flame get weaker and so on.

I like Iscalio ,and I want to play more hard mode.
But I have no knowledge about hack. So I use BNE2(Mod Soft) for Brigandine.

This is Brigandine IPS patch for Iscalio Very HardMode.


Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: Tetre on June 04, 2015, 12:47:26 pm
I was thinking of the following suggestions; But this will require tremendous amount of work.

1. Allow all countries to summon knights all of the knights (including the same knight of the enemy, including ruler, quests knights, etc limit into) but the stronger the knight the higher the price of mana.  have game options like 1 knight per character, or limitless number of character clones, or 1 copy of ruler only, or limitless copy of ruler, etc. all starts at level 1. or you can choose to increase his/her level with additional mana price. The knight can die if it lost the battle 3 times, but you can revive it in the capital with cost of mana.

2. Create global balance of mana income per castle.

3. That means mana limit must be increased from 9999 into something like 999999999.

4. Change the continents pathways into 3 boarders per country, Leonia will have 3 boarders (1 at the top, 1 at the bottom with Iscalio and 1 with Esgares, Carleon will have additional 1 boarder with Iscalio and 1 with Esgares. Increase the center area with more castle. Which means a total revamp on castles. make the entire continent larger, or create another 3 continents. And the central-area must have a river that will have only 3 bridges that way, the Esgares will be able to pull out from those frontiers and go back to defending 3 castles only, balance.

5. Allow constructions of building per castle, such as:
              Dragon Trainer Nest = (with building time 6 months or 1 year) allows training of salamanders, fafnir, bahamut.  with a cost of mana. Building will also cost mana.
              Houses = building time 1-2 months, increases mana income of that castle. the more houses the better
              Masonry= building time 6 months, allows you to create weapons.
              Wizard's Guild= allows you to create rings and other wizardry items.
              Farms= decreases monsters upkeep. (factor still to be calculated)
              Knight's Training Grounds = knights staying at this castle will gain xp even without fighting. (factor still to be calculated)
             Angel's Haven= (building time 1 year above) allows training of Seraps. this building will also require mana upkeep.
            Portal of Inferno= (1 year building time) allows training of Satans with a cost of high mana. this will also require mana upkeep.
             Giant's Caverns = allows training of thors and lokis.
             Moonlight's well= allows revival of dead monsters. but with time frame such as 2 months or so depending on how much level the monster have.
              *buildings may also be destroyed, in case of an enemy army capturing it.
             * some buildings can only be built in the capital. And if the capital was conquered a keep can then be upgraded into capital, and it can also be degraded back into keep, 1 country must have only 1 capital. and in case of being captured by the enemy, buildings that only a capital can have shall automatically be destroyed and it becomes a keep automatically.
             (imagine more buildings that you can think of :) )

6. Castle can also be up gradable into Keep, with higher building capacity. Castle can only build upto 5-10 buildings, while Keep can build upto 10 buildings or so. (factors can vary)

7. Allow knights to be controlled like monsters and be placed under someone's runepower. that would be awesome :) (runepower factor yet to be calculated)

8. Increase level limit into 50 or so. that would mean some knights will have multiple powers, imagine a ninja master having meteor doom and holy word.

9. Increase level limit of monsters also. Add more classes.

10. (optional) I don't know if this sounds good. ** units can move only upto 2-3 castles per turn, that means the farther the battle from the capital the longer the time to reach. flying units will have faster movement. also adding items making the knights fly will be awesome.

11. all countries starts with no monsters, no rulers, no knights, but with same mana income, and same amount of castles, except maybe the one in the center will have more castle and more mana income.

12. Now, imagine a multiplayer game online.

----------------------------------------------for AI balancing-------------

1. CPU set up, the computer in hard option always end its turn at the first turn, so if you have a ninja master and 1 pixie to react it, it can reach them and kill the knight and still they do not move.
how to change that?

2. allow auto construction, training, and moving of a certain country in all aspects, so that all you have to do is to press the end turn, that way you will no longer keep pressing the auto each turn.

3. and the suggestion above was also cool, to create a map editor.

4. AI balancing: include new game level = ultra hard= all HP of the computer units will be double, or maybe tripled as time increases and their upkeep will be lowered. if the computer have 1 castle left, it shall automatically spawn strong monsters and knights. if half of the map was conquered by the player, all countries will unite against that country.

5. I'm so happy to find a community that loves brigandine more than I do. And i love this forum. :)
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: alan1502 on September 23, 2015, 10:47:42 pm
Hi there,

I'm newbie to this forum.I'm Brigandine maniac for a long time since i was a child,now i still love it.
I registered few days ago for downloading english patch and try to mod the game.
Thanks to Samisc,he help me a lot.I finished my first patch for Brigandine,now I need you guys opinion for improving.Here are the changes i made:
1/ Rune knight changes:
_All country leaders slightly improve stat (rune power,STR,INT,AGI)
_Add geno-flame for Zemeckis,now he has 2 red and 1 green orb.Add artemis 1st attack as his 3rd attack. Add critical +10% as his 2nd skill. (Now he is a true monster in the battle field as he should be LOL).
_Add geno-flame&geno-frost for Lyoness and change her element into 1 white-1 red-1 blue (remove 1 green)
_Most of rune knights improve their stats so they can have more monsters. Especially for Leonia.
_Cardinal now have geno-frost, Saint have geno-flame.
_Monk and Guardian now have brave knuckle (i don't remember exactly the name but it's grappler first attack) as their main attack,they still maintain drop kick and sonic wave as their 2nd and 3rd attack. Now you can place him into your front line without worrying that the enemy will take advantage of his kick and kill him easily.
_Lancer and Valkyrie have frost spell.
_Avenger now have 2 black element (Paladin 2 white)
_Scout,archer,artemis have accuracy +5%
_Change some knight's rune growth rate. Now kiloph,Rain and Rod have highest rune growth rate. While Zemeckis have largest rune area (6 hex).

2/Monster changes:
_Now all the countries can summon tier 2 monster at their castles:
Norgard has Efreeti, White dragon and Man-eater.
New Almekia has Dao, Red dragon and Nightmare.
Carleon has Marid, Couatl.
Iscalio has Glitch, Fennire, Vampire and Arch Demon.
Leonia has Fairy, Pegasus, Djinni, Holygriff and Arch angel.
Empire has Titan, Fairy.
Remove Tiamat from Zemeckis squad.

_Some tier 1 monster are improved their stats (because now you can summon tier 2 monster very early,so tier 1 monster need to improve or else they're useless)
_Unicorn,nightmare,pegasus improve HP.Nightmare has base STR and AGI higher than Pegasus,while Pegasus has higher INT and MP. Nightmare now can cast venom spell and has 1st attack of unicorn while its 2nd attack is kick.
_Gryphon and Holygriff have their HP,STR,AGI improve.Now they have MP,Holygriff now can cast special attack of Jinn.Holygriff rune cost increase to 90.
_Phoenis now inherit Rock attack and special attack.Phoenix cost increase to 100.
_Vampire Lord movement type change to teleport, has STR,AGI improve and can cast cure spell.
_Merman,Triton and Posiedon have DEF,STR,AGI improve.Triton and Posiedon can cast frost spell (I read some idea that want to change they attack from 1 hex to 2 hex,but i think it's not necessary).
_Wyvern,Couatl and Bahamut have HP,STR improve (in order to match with Fafnir and Salamander), Bahamut now has critical +10%
_High centaur has accuracy +5%.Has STR,AGI improve.And its element change to 3 green (as well as its attack).Rune cost is slightly increased.
_Mandrake and Man-eater has STR,AGI improve a lot.Rune cost increase.
_Gigas can cast fury spell,Titan can cast thunder.
_Now the most interesting, i see many ideas said that scorpion is too weak and not worth to play,i agree with that so i decided to give them a chance to shine: G-scorpion has HP,STR slightly improve. Death needle has DEF,HP,STR,AGI improve a lot,now it has MP an can cast fury,i add magic resit +10% for it also. Deathneedle rune cost and attack power also increase. (Deathneedle is the creature has a lot of buff in my patch).Now it is like a bronze golem with lower health,higher accuracy,can increase its own attack and can poison its enemies. I tested,the new Deathneedle can stand against Red+White dragon/Titan+Gigas/Phoenixw/o any problem if they have same level,it even can stand against low level hydra. Cool enough?
_Hydra and Tiamat DEF,STR,AGI slightly improve in order can 1vs1 with Salamander,Fafnir and Bahamut. Tiamat element change to 3 blue orb (as well as its breath).Now Tiamat have Rock's cry special attack (this special attack has 80 power) and accuracy +5%.Their rune cost is also increased.
_White dragon's element change to 2 white,fafnir's element change to 3 white.
_Clay golem has HP,STR,AGI improve.Now it's not as bad as it was LOL

3/ Adding some quest knight to countries:
_Belgar, Sheridan, Layoneil, Rain, Carmine and Rod join the Empire.
_Clarence join Leonia.

4/ All the castle now yield double mana.


Well,that's all.Maybe you guys think that i buff the Empire so many,but I think they're worth it.According to the story line,they're the strongest country in Forsena. But when the game start,they have so many disadvantage: their location,their knight (they have a little useful knight,the rest are completely thrash) and they're always the first one who is destroyed by the AI if you let them fight with each other. So I give them some useful knight, buff their emperor, their knight. So they can be back as their real position-the strongest in forsena.

Now I try to mod the battle field, such as add water (for mermaid and hydra to swim like  pets) and mountain/swam, as well as giving knight & monster who defend the castle receive experience for each turn (100-200 for example) and increase thevictory experience receive... But it's so difficult and I don't know where to start. Need some one to guide me or if anyone who have related documents can you please share with me?

If you guys have any idea to improve the patch please let me know,I'll include you opinions in the patch and share it when finished.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: duredure on October 23, 2015, 06:17:14 am


Hello Alan

Glad to see this ideas for our beloved brigandine.
I really like all but one little thing could change I guess

"Scout,archer,artemis have accuracy +5%"

What about:
Scout     0% or 5%
Archer   10%
Artemis  15%

And your patch  any news? I hope play brigandine with it!

Thanks
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: alan1502 on October 29, 2015, 05:47:54 am
Hi Duredure,

The "accuracy +5%" is applied for scout/archer/artemis because it is the maximum ratio for accuracy,it couldn't be larger.
Currently, I'm still working on how editing the battle map, but it seems to be very difficult. Still looking for any pro-hacker to give recommendations.

If you want to try my patch,I'll upload it after I go back to my home.

Thanks.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: duredure on October 29, 2015, 12:46:43 pm
Thanks Alan xD


Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: alan1502 on October 30, 2015, 12:02:40 pm
Here a patch.Enjoy yourself and pls give recommendations :D
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: MrKel on October 31, 2015, 08:40:16 pm
Awesome patch, Alan!!

I really like it.

I think you should give another kind of 2nd tier monster to Esgares, maybe Tiamat, Vampire Lord or Phoenix.

I really would like to see the exp bonus for enemy's units, that would balance the game.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: alan1502 on November 02, 2015, 02:43:19 am
Awesome patch, Alan!!

I really like it.

I think you should give another kind of 2nd tier monster to Esgares, maybe Tiamat, Vampire Lord or Phoenix.

I really would like to see the exp bonus for enemy's units, that would balance the game.

Hi MrKel,

I'm glad that you like my patch.
I thought about adding some 2nd tier monster to Esgares and increase the earning exp by killing enemy's units. However, the Esgares in my patch is really strong with reworked Zemeckis, Escalados, Cador, Esmeree, Shihara, Millet & Mira. I also added some good rune knight to Esgares squad. So I think if adding some other 2nd monsters will make the game imbalance.
About the increase earning exp, now all of the countries can buy 2nd monster in early game plus some classes' halo spell, there is no need to add some bonus exp, because I think if we level up our knights and character so easily, the game will be bored LOL.

I'm trying to make a better patch, so if you guys have any ideas or recommendations, pls comment.

Thank you guys. 
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: alan1502 on November 04, 2015, 04:56:20 am
Hi Duredure,

Thank you for your recommendations and I'm glad that you enjoy my patch. Here are my responses:

1- Give 1 of each item below to leaders of iscalio, esgares, leonia, norgard, new almekia and caerleon.=>Okay, NP.
2- mana start to all kingdom is 5000=>Okay, NP.
3- every city own should give 200 mana each turn and capitals  400 mana=>Okay, NP.
4- increase the rune power to all level 1 knights like alsace for example. I guess 180 is fine.=>Some low level knights have incredible rune rate (+ over 7 rune power when level up), almost higher than their kings (Rain of Empire, Hula of Iscalio...) so if we increase their rune power, they will become kings LOL
5- monsters changes
=====>>> For the monster changes, you should know there are some problems, when you add another special attack to some monster (for example, you want to add Djinni special attack to Arch Angel) the game may crash. I tried before, as you can see, in my patch, the Holy Griff can use Jin's special attack, to get this result, i tested many times to ensure that the game will not crash (actually, I tried to add Artemis attack to High Centaur, Hydra special attack to dragon....etc... and the game crashed immediately)
So I think it's better that we don't modify the monster attack or special attack (but increasing power of their existing attack or special attack is okay).

About adding 2nd skill for monsters, we cannot do that, because the game only allow 1 monster have 1 skill (not like rune knight can have many skills, and the skills are inherited when level up). I tried to add many skills for monsters but failed, they can only have 1 skill no matter how many skills you try to add. I also don't know why only lizard king has 2 skills (shield block and re-act)

About adding spells for monsters, do you think it is necessary? Because some monster have very low INT like Tiamat, their spell damage is bad. I tried to add flame for death needle, and the damage came from its spell was just like sh*t. LOL That's why I only choose to add the damage spell to some monster have acceptable INT level, while add non-damage spell (like fury) to some monsters have low INT level.

For other changes I can make. But I think the game will become imbalance, it will take me a lot of time and I'm kinda busy now :D
If you want to have a patch in short time, I can give you the methods-in details how to create a patch by yourself (don't worry, very simple, as I wrote down all the necessary code, you just enter and make changes).

However, you finished the game with Leonia, rite? How about Kiloph and Lyonesse? They are awesome, right? LOL
When I played as Leonia, I always crack the head of Vaynard and eliminate Norgard first, as they want war so I tell them who is the boss here. Haha.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: duredure on November 04, 2015, 06:08:02 am
Hello alan

Thanks for the quick answer!

Sad to know that the game crashes with some monsters mods =\

So let's discuss.

1- Give 1 of each item below to leaders of iscalio, esgares, leonia, norgard, new almekia and caerleon.=>Okay, NP.
2- mana start to all kingdom is 5000=>Okay, NP.
3- every city own should give 200 mana each turn and capitals  400 mana=>Okay, NP.

Wonderful :D

****************************************************************
4- increase the rune power to all level 1 knights like alsace for example. I guess 180 is fine.=>Some low level knights have incredible rune rate (+ over 7 rune power when level up), almost higher than their kings (Rain of Empire, Hula of Iscalio...) so if we increase their rune power, they will become kings LOL

I understand. So is better bring this lv 1 knights with someone that can cast halo and grind some levels.

*****************************************************************
So I think it's better that we don't modify the monster attack or special attack (but increasing power of their existing attack or special attack is okay).

Hum I go check about increasing power
*****************************************************************
About adding 2nd skill for monsters, we cannot do that, because the game only allow 1 monster have 1 skill (not like rune knight can have many skills, and the skills are inherited when level up). I tried to add many skills for monsters but failed, they can only have 1 skill no matter how many skills you try to add. I also don't know why only lizard king has 2 skills (shield block and re-act)

NP. about lizard king, he have two skills because he's a king LOL :D

****************************************************************
About adding spells for monsters, do you think it is necessary? Because some monster have very low INT like Tiamat, their spell damage is bad. I tried to add flame for death needle, and the damage came from its spell was just like sh*t. LOL That's why I only choose to add the damage spell to some monster have acceptable INT level, while add non-damage spell (like fury) to some monsters have low INT level.


thinking now about it,  I agree with you. It's better only change spells list for monsters with acceotable Int like: unicorn type, angel type, demon type, pixie, djinns. To low int monsters add support spells like fury, dumb, etc.


I go remake this spells list and we can discuss later to try find a balance


**************************************************************
For other changes I can make. But I think the game will become imbalance, it will take me a lot of time and I'm kinda busy now :D
If you want to have a patch in short time, I can give you the methods-in details how to create a patch by yourself (don't worry, very simple, as I wrote down all the necessary code, you just enter and make changes).

Before we think in do more mods,  let's discuss more ideas bro.  As you probably know Brigandine Ge was release in  may of 2000. We waited for almost 15 years for this amazing translating from HwitVlf. So we can wait more time to try create a final mod.

About patching I'm kind noob in this but if you said that is simple, I can try it for testing another ideas, checking for crashs,etc. 
.


**********************************************************
However, you finished the game with Leonia, rite? How about Kiloph and Lyonesse? They are awesome, right? LOL
When I played as Leonia, I always crack the head of Vaynard and eliminate Norgard first, as they want war so I tell them who is the boss here. Haha.

I like lyonesse and loved the new spells. Kiloph is awesome when he changed to avenger. I was hoping to duel against another avenger(Meleagant) to test but new almekia was destroyed so fast this time oO. Esgares kick their asses LOL
I like to go against iscalio first. He always call for a fight first. norgard was too much passive this time and didn't atacked me for a long time.


****************************************************************
when you had some time, please say your opinion about this specific ideas to we try balance the spells:

1- delete holy world for arch angel because arch demon don't have any area spell. To balance we add some non damage spells for both.

2-add halo to pixies(they should be usefull now)

3- increasing damage for spell and increasing hex is possible  to monsters? If is,   what do you think about the changes in some spells for some high Int monsters example: in Seraph spel listl: area heal(increase to 3 hex and  mana cost 160), heal(increase +1 hex), holy word(increase +10 power). 
Satan spell list: curse(increase to 3 hex/mana cost 150),venom(+1 hex), dimension(+1 hex), dumb, fury(+1hex), meteor doom, add charm and delete necro rebirth(he have meteor doom)

4- about increasing rune cost, increasing summon mana, adding specific class 2 monsters to specific capitals to be summoned. What do you think about the balance for it?

Btw: The huge mana necessary to summon monsters is because they are already a lv 10 monster. All countrys won't have too much mana to spam monsters. This way we can choose wait mana acumulate to summon lv 10 that we want.

I increased rune cost and mana summon cost for specific monsters.
a)  phoenix, holy gryphon, couarl, red dragon and white dragon have the same rune cost 100 and same  mana summon cost 2000.  I guess that after your modification in statuses, all them are balanced now.

b) Tiamat is another case. he cost 120 rune and I put 2300 to summon mana for a lv 10 tiamat. I can't say if he is in the same level of the monsters above or better(like fafnir,salamander and bahamut).


5- About my talos idea,did you like it? it's possible summon a level 30 monster, right?
would be very fun to see it

6- Abouht djinns: they  have initial 60 INT, do you think it's acceptable add one
specific atack spell to each leveled djinn? 
efreeti got flame, marid got frost, dao got venom, djinni got heal, shaitan got thunder
 
PS: I updated the ideas from the previous post.


 Thanks bro and sorry my English
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: alan1502 on November 05, 2015, 01:48:26 am


1- delete holy world for arch angel because arch demon don't have any area spell. To balance we add some non damage spells for both.

===>It's okay.
2-add halo to pixies(they should be usefull now)
===>OK
3- increasing damage for spell and increasing hex is possible  to monsters? If is,   what do you think about the changes in some spells for some high Int monsters example: in Seraph spel listl: area heal(increase to 3 hex and  mana cost 160), heal(increase +1 hex), holy word(increase +10 power).
Satan spell list: curse(increase to 3 hex/mana cost 150),venom(+1 hex), dimension(+1 hex), dumb, fury(+1hex), meteor doom, add charm and delete necro rebirth(he have meteor doom)

===>Yes, we can modify spell (increasing hex, damage, add/remove spell). But in my opinion, if we increase the damage for spell (especially AoE spell) for example: Holy word's damage + 10, the game will become imbalance. As we know, AoE spells are destructive in this game and can clean enemy squad very quick. If we increase AoE damage, we also need to increase monster and knight classes HP.

4- about increasing rune cost, increasing summon mana, adding specific class 2 monsters to specific capitals to be summoned. What do you think about the balance for it?

Btw: The huge mana necessary to summon monsters is because they are already a lv 10 monster. All countrys won't have too much mana to spam monsters. This way we can choose wait mana acumulate to summon lv 10 that we want.

I increased rune cost and mana summon cost for specific monsters.
a)  phoenix, holy gryphon, couarl, red dragon and white dragon have the same rune cost 100 and same  mana summon cost 2000.  I guess that after your modification in statuses, all them are balanced now.

b) Tiamat is another case. he cost 120 rune and I put 2300 to summon mana for a lv 10 tiamat. I can't say if he is in the same level of the monsters above or better(like fafnir,salamander and bahamut).

===>The reason i didn't increase mana cost for 2nd tier monster because I want the game to become more challenge, AI can buy high level monster from the beginning, if we-players don't buy 2nd tier monsters and only use low level monster, the game will be hard and it is interesting. (actually, when I played as Iscalio, I deleted Bahamut and Gigas, only used low level monster, Carleon with Cai + Dinandan often invaded my castle with around 5-6 Couatls and some 2nd tier monster they can summon. It's very fun because you need to think carefully before give order to your characters every turn. As 1 wrong move can cost the game). :D
I enjoy playing hard game, but it is okay if you want to do so, I'll change the mana cost as you suggested, i can also modify the level of summoned monster (that means you can buy lv 1 tiamat or lv bahamut w/o any problem).

5- About my talos idea,did you like it? it's possible summon a level 30 monster, right?
would be very fun to see it

===> Yes, as I said above, we can even have lv 1 talos if we want. LOL

6- Abouht djinns: they  have initial 60 INT, do you think it's acceptable add one
specific atack spell to each leveled djinn?
efreeti got flame, marid got frost, dao got venom, djinni got heal, shaitan got thunder

 
===> Yes, it's okay, but I think if we want to do that, we may need to increase their mana pool if not they will exhaust very soon.
I want to try to add Lyonesse's attack for jin, djinni or marid... but I'm afraid that the game will crash and I don't have many time to test.
I think it will be great if we can create some new attack/ spell, but sadly, the game code is limited, that means if we want to add a new attack or spell, we have to delete the existing one.
I spent many hours in modifying the game and I discover that there is not only codes for the original single player, but the authors also included codes for scenarios in multi-player mode. If we can find the way to merge the data, we will have many available space for create new attack/special attack/spell/item/skill or even new type of monsters (I tried many times but failed and the game crashed). :(
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: duredure on November 05, 2015, 06:01:23 am
3- increasing damage for spell and increasing hex is possible  to monsters? If is,   what do you think about the changes in some spells for some high Int monsters example: in Seraph spel listl: area heal(increase to 3 hex and  mana cost 160), heal(increase +1 hex), holy word(increase +10 power).
Satan spell list: curse(increase to 3 hex/mana cost 150),venom(+1 hex), dimension(+1 hex), dumb, fury(+1hex), meteor doom, add charm and delete necro rebirth(he have meteor doom)

===>Yes, we can modify spell (increasing hex, damage, add/remove spell). But in my opinion, if we increase the damage for spell (especially AoE spell) for example: Holy word's damage + 10, the game will become imbalance. As we know, AoE spells are destructive in this game and can clean enemy squad very quick. If we increase AoE damage, we also need to increase monster and knight classes HP.

hum, let's forget about increasing spell damage and  area spell.
maybe only increase +1 hex for seraph heal and +1 hex for satan venom, they are class 3 monster and  should have more reach than angel,arch angel, demon, arch demon. What do you think?



4- about increasing rune cost, increasing summon mana, adding specific class 2 monsters to specific capitals to be summoned. What do you think about the balance for it?

Btw: The huge mana necessary to summon monsters is because they are already a lv 10 monster. All countrys won't have too much mana to spam monsters. This way we can choose wait mana acumulate to summon lv 10 that we want.

I increased rune cost and mana summon cost for specific monsters.
a)  phoenix, holy gryphon, couarl, red dragon and white dragon have the same rune cost 100 and same  mana summon cost 2000.  I guess that after your modification in statuses, all them are balanced now.

b) Tiamat is another case. he cost 120 rune and I put 2300 to summon mana for a lv 10 tiamat. I can't say if he is in the same level of the monsters above or better(like fafnir,salamander and bahamut).
[/b]

===>The reason i didn't increase mana cost for 2nd tier monster because I want the game to become more challenge, AI can buy high level monster from the beginning, if we-players don't buy 2nd tier monsters and only use low level monster, the game will be hard and it is interesting. (actually, when I played as Iscalio, I deleted Bahamut and Gigas, only used low level monster, Carleon with Cai + Dinandan often invaded my castle with around 5-6 Couatls and some 2nd tier monster they can summon. It's very fun because you need to think carefully before give order to your characters every turn. As 1 wrong move can cost the game). :D
I enjoy playing hard game, but it is okay if you want to do so, I'll change the mana cost as you suggested, i can also modify the level of summoned monster (that means you can buy lv 1 tiamat or lv bahamut w/o any problem).

So you can change the level of the summon creature.. hummm. But I loved your idea of summon a lv 10 class 2 monster, because they have more chance to reach high levels like lv 25-30.
About the mana pool, besides having starting 5000 mana,  if a country has 4 cities and 1 capital they can get 1200 mana for turn and this could be changed later after some tests to reach a balance. :D


About my talos idea,did you like it? it's possible summon a level 30 monster, right?
would be very fun to see it
===> Yes, as I said above, we can even have lv 1 talos if we want. LOL

an ultimate lv 30 monster would be amazing XD

Abouht djinns: they  have initial 60 INT, do you think it's acceptable add one
specific atack spell to each leveled djinn?
efreeti got flame, marid got frost, dao got venom, djinni got heal, shaitan got thunder
 
===> Yes, it's okay, but I think if we want to do that, we may need to increase their mana pool if not they will exhaust very soon.

Yes, great idea Alan! They are weak creatures and can't counter atack. At least they should cast more than pegasus/nightmare.

Lv30 Dao/Marid/Djinni/Efreeti/Shaitan
HP: 570
MP: 245 ->(even if their special atack cost only 50, they can cast 4 times at level 30 and became useless lol)
At LV 10 they have only MP: 145

Lv30 Pegasus
HP: 640
MP: 267 (it's ok for him, he can hit hard a weak black element monster, besides his critical move)
At LV 10  they have MP 167

My idea before:
lv 10 Pegasus 1500 summon mana, 65 rune cost
lv 10 Dao/Marid/Djinni/Efreeti/Shaitan 1300 summon mana, 55 rune cost

My idea now:
lv 10 Pegasus 1500 summon mana, 65 rune cost
lv 10 Dao/Marid/Djinni/Efreeti/Shaitan 1500 summon mana, 65 rune cost

All special atacks cost 50 mana, they should cast at least this 4 times at level 10. So How about increasing mana to MP:200 at lv 10 and reduce mana grown(we don't want overpower too much).
Of course they can cast new spells if they wanted like flame,heal, venom, frost,thunder but cost more mana


I want to try to add Lyonesse's attack for jin, djinni or marid... but I'm afraid that the game will crash and I don't have many time to test.

As far I could see, after your mod all knights are decent now bro. Lyonesse is very cool now. Maybe Cai could get more +1 hex in some spells(not the Aoe). Because he's the best magician in the game after buinol).

Well, I don't have anymore ideas besides all this.  :beerchug:

Thanks Alan









Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated
Post by: alan1502 on November 05, 2015, 09:46:31 pm
Hi Duredure,

I think it's okay for your suggestions. After update the patch we will test to see the balance of the game.

But you should know something: currently we have some specific spells shared by some monsters and knights (curse is shared by demon and druid, heal is shared by angel/arch angel/ seraph and unicorn/pegasus), they don't have their own heal/curse spells.
For example, when you make changes for seraph's heal, that means you also make changes for unicorn/pegasus/bishop/etc... heal spell.
So it is impossible if you want increase hex area for only seraph's heal while keep the hex area of the other classes heal spell unchanged.
You think it's okay?

About the Mana, currently we have 2 changeable factors for each attribute: starting number and grow rate.
Starting number is the number you have when you start a new game or summon a new monster. Grow rate is the number that will be increase when you level up your knights/monsters.
So it is okay that you want to increase the mana pool and decrease the mana grow rate for jin/marid/djinni...

Actually, I thought that it's not fair for arch demon because she doesn't have any AoE spell, so I changed venom into AoE spell like Geno-thunder. But after tested, I saw it is too imbalance if we can poison multi-enemies by just casting a single spell, so I removed the change. LOL.
Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated
Post by: duredure on November 06, 2015, 04:59:11 am
Hello Alan :D

"But you should know something: currently we have some specific spells shared by some monsters and knights (curse is shared by demon and druid, heal is shared by angel/arch angel/ seraph and unicorn/pegasus), they don't have their own heal/curse spells.
For example, when you make changes for seraph's heal, that means you also make changes for unicorn/pegasus/bishop/etc... heal spell.
So it is impossible if you want increase hex area for only seraph's heal while keep the hex area of the other classes heal spell unchanged"
You think it's okay?

Sorry I didn't know about that. Let's keep the original hex then.  :( 

"About the Mana, currently we have 2 changeable factors for each attribute: starting number and grow rate.
Starting number is the number you have when you start a new game or summon a new monster. Grow rate is the number that will be increase when you level up your knights/monsters.
So it is okay that you want to increase the mana pool and decrease the mana grow rate for jin/marid/djinni..."


Original Stat Growth:
HP: 8-12
MP: 4-6 (maybe we could change this to  5-6)
STR: 0-1
INT: 1-2
AGI: 1-2

If we count  5-6 mana growth each level.
At:
lv 10 = 200 mana (he can cast 4 times the special of 50 mana)
lv 20=  250~260 mana ( he can cast 5 times the special of 50 mana)
lv 30=  300 ~320 mana ( he can cast 6 times the special of 50 mana)

I guess it's a good balance.



"Actually, I thought that it's not fair for arch demon because she doesn't have any AoE spell, so I changed venom into AoE spell like Geno-thunder. But after tested, I saw it is too imbalance if we can poison multi-enemies by just casting a single spell, so I removed the change. LOL."


it's indeed unfair. Even if we remove the holy word from arch angel, he still have the AoE area heal. If we remove the area heal from arch angel it's pretty unfair too. Damn..
If we could add area poison only with arch demon could be ok, but as you said before, it's impossible change hex for only one monster because they share the same spells with others..
Well I guess It's better at least "unremove" the necro birth to next class satan.

About  increasing  rune cost for monsters:

Example: if some knight had like 180 rune power when you started the campaign and all his initial monsters in his team had 160 rune in total, after the patch maybe this monsters would had a lot more than 180 rune cost in total inside the knight team. Do you think that the game could crash?

In the multiplayer mode this crash could happen too if we increase rune cost for monsters?

If the game crashs,  I guess we could have two  options:
1-  keep the original rune cost for all monster  or
2- delete all initial monsters from every rune knight(in normal mode and in the multiplayer modes) and give 9999 initial mana to all? This way AI go choose their monsters and send lots knights to quest in the beginning of the game. This can be done in the multiplayer too right?


Also there's another problem in the battle Against Bulnoil:

bulnoil don't have any summon and have 0 rune power - ok NP

But his two  knights(Gaheris the Death Warrior and Olwen the Death Sniper) have summons.

Gaheris the Death Warrior has 376 rune power
1 lucifer  120 rune
1 talos 90 rune   (we can still have the talos lv 30, 9999 sumon but rune cost back to original)
1 salamander 115 rune
1 lizard king 50 rune

total 375

Olwen the Death Sniper has 368 rune power
 1 lilith 120 rune
 1 talos 90 rune (we can still have the talos lv 30, 9999 sumon but rune cost back to original)
 1 bahamut 110 rune
 1 fairy 45 rune
 
total 365


So all this monsters should have the same original rune cost,  otherwise game would crash on this battle.
Or maybe don't crash at all 

Thanks




Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated
Post by: alan1502 on November 09, 2015, 04:08:01 am
Hi Duredure,

Actually, I've not met any case when the total mana of monsters > the knight's rune, so I don't know whether the game will crash or not. But I think it's better that we should not try that LOL (because it will cost us many time to change the monsters mana cost, after that if the game crashes, our efforts will be wasted).

It's okay if we want to delete all the initial monster, this can be done for both campaign mode and multi-player mode, but i'm sure that 9999 gold will not be enough for re-build a new army because I tried before (Some rune-knights will go to the battlefield with no monster under command) Haha.
Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated 11/16/2015
Post by: duredure on November 09, 2015, 04:14:21 am
Post updated and moved to first page.
Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated
Post by: Tony0075 on November 10, 2015, 09:33:01 pm
Does anyone know how to trade sprites of monsters ? Example I want to change the merman line to a fairy line so I can have a 3rd tier fairy . Also how would I change the portrait on the profile screen .
Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated
Post by: duredure on November 11, 2015, 11:07:23 am
This was replied some posts ago, I guess the answer is this:

"I spent many hours in modifying the game and I discover that there is not only codes for the original single player, but the authors also included codes for scenarios in multi-player mode. If we can find the way to merge the data, we will have many available space for create new attack/special attack/spell/item/skill or even new type of monsters (I tried many times but failed and the game crashed)"

So seems impossible right now XD

I would love a lv 3º class gryphon. For sure would be a Manticore.



Does anyone know how to trade sprites of monsters ? Example I want to change the merman line to a fairy line so I can have a 3rd tier fairy . Also how would I change the portrait on the profile screen .
Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated 11/26/2015
Post by: duredure on November 29, 2015, 01:15:27 pm
Hello alan
After I played until the end with leonia in hard mode using the alan patch(I finished without any problem), I started new almekia in normal mode without patch to test and note all possibles  balances. Now I'm playing with Iscalion in hard mode using the alan patch and found a bug with the phoenix.

Ex: The battle started and after somes turns an enemy phoenix came real close to my team  and in the next turn he used the healing special instead roc special. I didn't atack the phoenix and he was with full hp.
I plan to play with ur patch with norgard and caerleon after, but needs fix this problem.
I don't know how to changed it, I can only test it =\

alan if you have some time, can you please take out the roc special from the phoenix or change it?
Also if is possible give halo to fairies. Only this two things would be cool!

 big Thanks!!

Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated 11/26/2015
Post by: alan1502 on December 01, 2015, 05:13:54 am
Hi Duredure,

Sorry for late reply,
The case you mentioned is related to AI intelligence (if you know what I mean). The AI intelligence in this game is very low (that's why this game is so easy, and that's why I tried to make this game more challenge), for example, if any of your monster comes near the enemy squad they will start to attack without any formation and will be destroyed easily, so I often use a Ghoul or scorpion as a bait. Another example: they clearly have chance to kill your knight in 1 turn, but if you have 3 or 4 character stand in front of the enemy dragon, it will use special attack (breath) instead of attack your knight.
What I'm trying to tell here is the enemy cannot distinguish specific skill or move, they were coded with simple codes.
The issue you told above is not a "bug", it is related to to the AI intelligence, sometime they may not use a new spell we add or use inappropriately (another example is I have ever seen the enemy Deathneedle use Fury spell).   

I'm kinda busy with my work now. So I'll find sometime later to make changes you suggested for Phoenix and Fairy.

Thanks,
Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated 11/26/2015
Post by: duredure on December 07, 2015, 06:47:51 am
The Ai is indeed poor for brigandine Ge, but it's better than forsena imho :biggrin:

Thanks Alan!
Title: Re: Vault of ideas(Mods/hacks for Brigandine) Updated 11/26/2015
Post by: eikishi on January 19, 2016, 09:20:28 am
Hello everyone

Maybe this kinda stupid or not irrevelant to this topic, but can someone make a guide about how to patch the new patch into the brigandine file with picture, or upload a brigandine game that already patched with the patches?
I just found this forum yesterday and im excited to play again the Brigandine GE with the mods after i read all topics about brigandine in this forum, and can someone teach or make a guide about modding the Brigandine game with picture step by step? Its hard for me to understand it without picture, and i always play the Brigandine GE at PSP so i don't really understand about how to using epsx, cheat engine, and other tool that you guys mention.
Thanks for reading this and thanks again if you grants my selfish request

n.b.: Brigandine is the best!! and im waiting the sabaton game.
Title: Re: Vault of ideas(Mods/hacks for Brigandine)
Post by: lubronbrons on December 25, 2016, 03:49:49 am
God gracious !
many thanks HwitVlf
whit this tutorial (attached doc)
I may fulfill my needs about modify growth rate to maximum & Summon stat maxed out !
 :beerchug:
 :smile: :biggrin: :biggrin: :smile:

As far as how, the difficulty depends on what mod you are trying to do.  The basic tool you'll need is a debugger like the one in pSX.  To use a debugger, you need to learn the basic MIPS CPU codes (http://www.mrc.uidaho.edu/mrc/people/jff/digital/MIPSir.html) and it would help to have a general idea of how games use those codes to accomplish data processing.

Attached is a beginners tutorial I made for someone here a while back. It takes you through a fair amount of the basics.

For duredure's A, you need to find the routine that gives EXP for winning a battle. Right before the EXP is granted, inject an 'intercept' that runs extra code. The extra code would check the year, and adjust the extra EXP accordingly before jumping back to the regular game. The code needed for this would be quite simple.

B would be a bit more complex because you would have to be sure you weren't overwriting an existing creature, but the process is the same as A. Find a process that is only run for enemies, inject an intercept that jumps to extra code. I think creature slots are at fixed locations in RAM for each country so the extra code would just scan for a free slot and add a creature to that slot.

C requires finding a way to differentiate between player and COM controlled units. This is especially difficult because the "AUTO ACT" feature essentially turns player units into COM units. But if you did find a way to differentiate between the two, you'd just add an intercept in the EXP+ routine that doubled EXP value for COM units.

D is easy too. The mana earned by each castle is probably hard coded into the game. Just search for those values and double them. Alternatively, you might be able to inject a single extra op into the Mana+ routine that doubled the value before it was awarded (ie SLL by 2). 

E should be easy also, the values are hard coded into the game and you could probably find them by just searching.

F is hard because you have to juggle textures in VRAM as well as run add routines for displaying the 3d models and the models themselves. It can be done, but probably never will be because the end benefit versus the time it takes to implement make it not worth it. If you were going to spend that much effort, you would be better off making a new Brigandine installment or continent map.

As far as mods I'd like to see in Brigandine, mostly I would enjoy a mod that reworked creatures, abilities and items to where everything was specialized and useful. I've dumped even high level mermen for a level 1 dragon. Mermen just aren't useful. But if they gained a ranged attack or a healing spell, maybe they would be?