Archive for April, 2008

Happy anniversary!

Tuesday, April 1st, 2008

The new translation patch for Der Langrisser is finally ready. With this patch, every single game error reported should now be fixed. According to the supplied readme.txt, these fixes include:

  • Rewriting done on a considerable amount of dialogue based on user reports and play data supplied by MK. This includes revisions to much of the ending dialogue, re-translation lines in more than 30 scenarios and editing of text which was written based on fault speaker assumptions.
  • Corrected another bug in the original Japanese game which caused Lana’s injured portrait to appear in the end of Scenario 35.
  • Corrected a bug in the original game which listed Elementals as hireable units in the Living Armour and Stone Golem classes. Elementals do not exist as a hireable unit in the games 64-unit array. They have been removed from all units and are no longer displayed in the class change screen, though enemies and NPCs which have elementals will retain their units in game play.
  • The Living Armour class has been augmented with Demon units, which were previously dummied out of the game. Demons are a weaker version of Archdemons, and will only be useful in the stage or two immediately following scenario 13, or if Osto pursues Stone Golem instead of Vampire Lord.
  • Corrected all unit type (affinity) text which was written incorrectly in the Japanese game. The original game listed only 7 unit types, but the manual listed 18. Reverse-engineering of the class data tables showed the game manages 18 distinct unit types, and this explains why units classified as Bowman, such as Ballista, would remain weak to fliers. In the original game, the developers only allocated screen space for two characters at the right of each unit, so the unit types were all renamed to fit this screen. The English game allows for more space than the Japanese, and we are able to display the original intended names. In short, the unit affinity data in the manual for the first time in history matches what you see in Der Langrisser.

In addition to all these changes, the patch includes cheat files for the bsnes and ZSNES Super Nintendo emulators. All cheats are enabled by default, and create a debug system similar to the code for Langrisser II. Any unit can cast magic, move to any tile, attack any unit, move multiple times every turn and players may take control of enemy units. These codes are supplied to add an extra element of fun to the game for long-time fans, and to aid testers in tracking down any last bugs present in only the translated game.

Inconceivable!

Our 1.02 release is considered a public beta, and is released in byuu’s UPS patch format. Information about getting a UPS patcher is on the download page. The final 1.03 release, to be made at an undetermined time, will include a container tentatively named NINJA3.

We feel these changes are significant enough to make the game worth another go for any players who have already completed Der Langrisser.

Enjoy!