Seems to me you level up much too quickly as it is, which leads to being overpowered and underchallenged. I would maybe even say lower the encounter rate slightly further without doing an xp buff, but a gold buff sounds like a good idea. It wouldn't hurt to have to grind a bit towards the endgame. You should be able to enjoy exploring the world, but as it stands it can be a pain just going from A to B ( especially in the endgame dungeons).
Your experience of the game is very valuable, thanks again for sharing it.
Unfortunately, making the rate|buff lvl|area dependent will represent significant reverse-engineering time.
Currently, with the knowledge i have, i can only act on the step counter variable, though i can do it differently for the world map, or for everywhere else.
Similarly, i could potentially implement a different XP|gold buff if it's on the world map, or elsewhere.
For the dungeons, i'll try increasing the counter every 3 steps instead of 2, cause though it's better at the moment, it's still annoying enough, at least in the Fargasta tower for sure.
I might also do some tests without any buff at all, but it can be a bad move, cause having to grind more is definitely not OK if the encounters are too rare (ironically).
EDIT: Outside of the world map, increasing the step counter every 3 steps seems to be very well balanced, in both early and late dungeons, i'll probably stick to that. I'll test 3>1 for the world map as well.
I'm curious what version of SSP you are using?
1.9.7872.1316, you?
I don't see a problem with distributing an xdelta patch.
From what i understood, patching the data track using tools like winips or xdelta isn't multi-patch-friendly.
It's a bit hard to explain, so please bear with me:
Patching the data track (correctly) requires to modify some additional data, other than the files themselves.
That extra data varies depending on which files were modified, and how.
For example:
- hack A -> file modifications A + extra data modifications A
- hack B -> file modifications B + extra data modifications B
- hack A & B together -> file modifications A & B + extra data modifications C (not
just A & B)
Your xdelta patches for example, include data modifications that are only compatible with the unmodified redump image.
If you were to apply one on an already hacked image, the game would be broken, or probably not boot at all.
Sega Saturn Patcher solves that problem, because it's able to modify that extra data correctly (not just using fixed offsets).
That's why i was aiming for SSP initially, so that my hack can be applied to any image (including an original image that was previously patched with yours).
In case i fail to solve the problems i encountered with SSP, i found another reliable alternative, but it requires up to 3 different softwares, not exactly user-friendly.