                                                                                                                   

========================================================================================


   _____                         ____        __          __   _       __               
  / ___/__  ______  ___  _____  / __ \____  / /_  ____  / /_ | |     / /___ ___________
  \__ \/ / / / __ \/ _ \/ ___/ / /_/ / __ \/ __ \/ __ \/ __/ | | /| / / __ `/ ___/ ___/
 ___/ / /_/ / /_/ /  __/ /    / _, _/ /_/ / /_/ / /_/ / /_   | |/ |/ / /_/ / /  (__  ) 
/____/\__,_/ .___/\___/_/    /_/ |_|\____/_.___/\____/\__/   |__/|__/\__,_/_/  /____/  
    ___   /_/   _        _    _       ___ _                                                        
   | _ \___ _ _| |_ __ _| |__| |___  | _ \ |_  _ ___
   |  _/ _ \ '_|  _/ _` | '_ \ / -_) |  _/ | || (_-<
   |_| \___/_|  \__\__,_|_.__/_\___| |_| |_|\_,_/__/
                                                          


========================================================================================
by Super Rebalance Wars Team



Setup
----------------------------------------------------------------------------------------

To play "Super Robot Wars AP+", you'll need a English copy of the original.
You must have already patched the game with the full Steel Soul translation:
https://www.romhacking.net/translations/3658/

Once you've done this, apply the .ppf patch enclosed.

The easiest way to apply this on Windows is through PPF-O-Matic:
https://www.romhacking.net/utilities/356/
This will alter the file without making a backup, so make a copy if needed.

On Mac, use Multi-Patch:
https://www.romhacking.net/utilities/746/

Once applied, you can check and see if the patch was applied successfully by starting
a new game as Lamia. If her first spirit is Strike, you're good to go!

There is also a Reference sheet included with a list of every change made to the cast,
if you want to get an idea of what's new.


Version History
----------------------------------------------------------------------------------------

V1.2 -  Fixed a bug with Shuffle Alliance Super Modes.
	Master Gundam no longer bursts forth from the Re-GZ BWS like the Statue of Liberty.
	Added Tips "Booklet" to the ZIP. Give it a look!

V1.1 - 	Various bug fixes.
	Further unit changes were made. See the changelog at end of the document for details.

V1.0 - 	Released. We did it!



Before using your old saves...
----------------------------------------------------------------------------------------

If a fresh save is not used, any changes to Pilot skills will not be applied.
Unfortunately, the level up list for learning skills is initialized on a New Game.
Even using a New Game+ file will not change this. We've done everything we can to
finalize changes for this release, so this shouldn't be an issue if we need to fix any bugs.



What's this all about? Why is this "Plus"?
----------------------------------------------------------------------------------------

This is a Rebalance patch for "Super Robot Wars: Advance Portable", a game infamous for
its difficulty. The reasons for this are... let's say exhaustive.

The game is based on Advance, but changes some things to be more in line with Original
Generations (PS2) in a very uneven manner. As a result, the numbers are all over the
place, player resources are in havoc, and if you're not using Great Mazinger, Daimos, and
the God Gundam, you've wasted your money.

This patch is the result of our year long effort to completely rework the entire playable
roster to reduce punishment for using your favorite units, while keeping the original
enemy design intact (with a few specific exceptions (like Don Sauzer)).

Welcome the Portable Plus v1.0: where Level locks go to die, Master Asia isn't the only
viable secret anymore, and Akatsuki finally gets his stupid fourth level in Gunfight.
We hope that this is considered the definitive replacement of the original experience.



I've never played Advance Portable before. Is this a good place to start?
----------------------------------------------------------------------------------------

We think so! When we say we want it to be a definitive replacement, we mean it!
A large portion of this FAQ is aimed at people who have played this game before, 
so feel free to just start playing. The goal was to take design decisions that punish you
for making blind choices, and sand them down or outright remove them, so just have fun.



Only the player units? Why not the enemies?
----------------------------------------------------------------------------------------

There will be a future version of this patch that does this. The reason is that, well,
the -entire game- needs to be changed from top to bottom. Most enemy attack lists have
not been changed from Advance and are a complete mess, HP and Armor values are either 
trash or absolute moon shots (40k HP Grunts with 2000 Armor), and much more.

On top of all this, the long term goal of v2.0 would be to make a game that is no longer 
like Advance Portable, or even Advance for that matter. If you want the original enemies 
while having the viable roster be 40, and not -four-, this should be the definitive way 
to experience this glorious mess of a game. Bless this mess.



Okay. So what's changed?
----------------------------------------------------------------------------------------

Quite a lot! There's a handy reference sheet included with a complete list of before/after
comparisons of every player pilot and unit in the game! Check it out!
We'll be going over the general changes in here if you want to stay blind, or if you want
to learn more about our design philosophy. A few entries may get wordy, as we start
covering more subtle and egregious parts of the game's design, so feel free to skip around.


(Almost) No nerfs, only buffs.
==============================================
	Unit and pilot quality was increased to make them closer to each other in strength.
	We also changed something about every single pilot and robot, so try everything out!
	This also includes Ace Bonuses and FUBs, so make sure you use the reference sheets!

	Also, it doesn't matter how strong it was in Advance Portable, all your favorite old 
	strategies are intact. Make Wufei annoyingly strong, nuke a boss from orbit with a
	200 Morale Domon, take your fourth turn in a row as Four downs another bowl of ramen.

	There are only three notable allied nerfs: the Armor values of the Nadesico units, 
	and the upgrade curves of Daimos and Great Mazinger. They're just as strong as they
	were before, so don't worry, and they also got new toys to play with.
	
	Three bosses were also given a slight armor nerf: Great General of Darkness,
	Koros, and Don Sauzer. Prevail and their terrains could give them armor values
	above 4000, which is absolutely ridiculous in a game where finishers for Reals
	average around 3900, and could force a soft lock.
	
	
Early game units aren't traps anymore.
==============================================
	Every unit in the game is endgame viable with investment. Yes, even that one.
	Reals and Supers used to have a "tax" where they had inferior statistics to later
	units due to their availability, UC units and early Getters being a huge example.
	Even really infamous examples like Char's Gelgoog and the Aspalus II have a niche.


Hit rates are more reasonable.
==============================================
	One of the most annoying things about AP is how inaccurate you are.
	There's a few reasons for this: Player Hit is lower than in other games so you use
	the new Evasion Correction mechanic, pilots have their Advance terrain ranks when it
	didn't affect hit and evade in those games, and most melee attacks check the target's
	terrain values for determining accuracy.
	
	To fix this, all player units have +20 to their hit rates, terrains have been made
	more reasonable (B in Space for the 'Zinger pilots? Really?), and large SP pools
	make it less punishing to use accuracy increasing spirits.
	You should be seeing hit rates below 50% far less often.


Attacks don't cost an arm and a leg.
==============================================
	EN costs in Advance Portable are extremely bloated for what you get out of them.
	They're more expensive than some team games (more than K!!), while your deploy limit
	is usually around 11 to 14 units. You can burn through your entire tank in a single 
	enemy turn while only using mid-list attacks. Drastic changes have been made across
	the cast to fix this, and fit the flavor of the units much better. 

	
Attack lists have been reworked.
==============================================
	This is one of the strangest parts of AP. SRW games have an average post-movement 
	range that they are built around, and this game has a strange mix of them.
	A lot of attacks are designed around the early mindset of Range 1 Post-Moves, while
	many hew closer to the modern 3~4 post-move average, and attack lists have
	very poor "flow" in general. What we mean by this is that many attack lists have
	moves you will basically never use, as there is always a better choice.
	
	Every list has been painstakingly combed over to make every single one of them
	have some sort of use, and in rare situations, entire lists were reworked.
	Notable examples include Getter 1's entire list of Range 1 moves, Minerva X's
	Range 1 Rust Tornado, Dragon Gundam's single viable attack, Range 1 Beam Sabers
	across all the Gundams, and all combo attacks being 1 Range.
	
	The base power of these attacks have also been changed to get rid of the other
	major problem attacks have in AP, you're either a weak sub3000 attack, or a big
	4500+ finisher, with nothing in between. The attack list power curve feels much
	more natural now, and give you more economical options.


It's harder to "fall behind" on the EXP curve.
==============================================
	The changes to enemies in AP created an extremely strange EXP situation, and this 
	will take a bit to explain. In SRW, in general, you can expect a pilot's level to
	be on curve if they're the level of the current mission. Mission 25? Level 25.
	AP is a handheld game, and most handheld entries reinforce this by scaling
	enemies and your new recruits in level based on your top 15 highest level pilots.	
	
	Most early game bosses in AP are runners: they retreat around 30% HP or below, 
	and have good items that drop that will sculpt your early game. Missing out on
	these kills punish you twice: You lose good items, and you lose the two to three
	level ups a character would have gained from that kill. 
	
	In most games, this isn't a huge deal, you're just a tiny bit weaker. 
	However, this is AP, where you start with around six pilots, and then gain 10-15
	new ones in very quick succession, and every single one of them scales to your 
	current average party level. 
	
	If you miss your boss kills before all these characters join, it can be the 
	difference between everyone joining at Level 8, or Level -3-. Then, every single 
	enemy in the game will scale to this range, and the result is being below Level 20
	around Chapter 30, and missing half your spirits and a huge chunk of your SP pool.
	
	To fix this, quite a few changes were made:
	*Most bosses early on have taken a -slight- HP hit, so they run away lower.
	*The level locks on attacks are gone (so you can hit these HP benchmarks).
	*Multiple early characters have changes to help you take out bosses easier.
	*A non-Secret Gundam unit gained Resupply to make it easier to level stragglers.


Pilots have usable SP pools.
==============================================
	Advance Portable completely reworked SP pools and Spirit costs. Unfortunately,
	they did an AWFUL job! It's really, really bad! Compared to A, most units 
	have -20 to 25- less base SP. Some support-focused pilots are even worse off,
	losing up to 40!! While they cut the SP cost of most spirits related to hitting
	and avoiding damage by 5 SP to compensate... and changed none of the costs
	of support spirits. You know how it always feels like you can't cast a Bless or
	Cheer? This is why. 
	
	It's okay though, they increased the rate that you gain max SP on level up! 
	You reach the same SP pool, and even gain -more- than GBA once you hit... level 40.
	This is almost impossible in vanilla AP.
	
	Base SP was changed across the entire cast. Because of the better SP gains per level,
	this isn't changed to the old GBA values, but they're far better. The improved EXP
	curve means most characters will be at a higher level through the game, giving you
	even more SP than these changes imply. Spirit costs were also changed for every
	pilot, with some overcosted spirits reduced across the board (like Assail).
	
	
Many pilots have new spirits and skills.
==============================================
	In GBA, there were very few skills. Even Support Attack/Defend were just bonuses that
	people from the same series had to cover for each other. AP a few more skills, but
	they not only barely gave pilots anything, but took Supports away from most of them.
	Skill Parts should give you a lot of options, but they don't give you many to use.

	Now, more pilots get Supports, and every skill is on at least one or two people.
	Also, the Revenge skill was still in the data, due to this engine being the same
	one from OGs, and multiple pilots picked up the skill!
	
	Spirit lists have also been changed. Some really bad spirit lists were the result 
	of the Raid spirit (Accel, Charge, Valor) being removed from the game, and the 
	Love spirit having a different effect. Most pilots had these two replaced with
	really bad options. Hikaru from Nadesico was a really notable example, with her
	only Valor source being replaced with a useless Invincible. All these characters,
	and a few who had questionable lists even before, have much better options now.


The Originals are more unique.
==============================================
	Lamia and Axel were practically indistinguishable in the original game.
	The only exception was Lamia's Focus, which was really bad with AP's old hit rates.
	Now, the two have their own skill that they're better with, and completely reworked
	spirit lists. Lamia's new list is much closer to her OG2 counterpart, and Axel gained
	a new focus on hitting hard and moving fast. Every combination of pilot and robot
	should have their own noticible upsides and downsides now.


FUBs are actually possible to obtain.
==============================================
	You have 600k lying around, right? ...Right? What if we slashed costs by up to 70%?
	The FUB costs are a joke in the original game, and not just for the obvious reason.
	In OGs, weak stats have high upgrade bars as a "tax" to FUB them. The Alteisen's high
	mobility bar count is a good example. AP... thinks a lot of bars is an upside. This
	absolutely destroys high mobility units in particular.
	
	We slashed a lot of the bars across the cast to make them cheaper to max out. 
	Most cuts to upgrade bars were offset by a boost to their base stats that they needed
	anyway, so they perform just as well as they did before.


Every Secret unlock path is viable.
==============================================
	No, Master Asia has not be nerfed. His attacks are even a little bit cheaper now.
	However, everything -else- was buffed to feel like an actual secret in terms of power.
	The lack of level locks on attacks makes Gai much stronger, all the extra unlockable
	weapons have been buffed, all secret units are endgame viable, and the general power
	level of all units being increased should make Domon's teacher feel less required.


Whew! That was a lot!
----------------------------------------------------------------------------------------

Sure was. Thank you for coming to our Super Robot Wars Advance Portable TED Talk.
Hopefully this gives you good context for all our changes, and an idea about where the
project will be going long term. Enjoy the hack, and kick Shadow Mirror to the curb!



Credits and Contact Info
----------------------------------------------------------------------------------------

If you have any questions, comments, or suggestions, feel free to join us
on the Akurasu.net Discord! We have an open channel specifically for the rebalance, and
we're actively developing in the channel! We'll also be checking the RHDN project thread.

There are still bits and pieces we are trying to reverse engineer related to deployment
limits and item drops, so if you have any expertise to add, we would appreciate it!

Project Lead, Hacking
	Lumi77

Unit Design, Unit and Pilot Database, Readme and Tips Booklet
	Netmonmatt

Playtesting, Unit Ideas
	Reiska
	edelethe
	Averageguy17
	Heartlyght
	AGundam
	Miya
	Master AEP
	Hai-Spectrum

Special Thanks
	Blackdog - For providing the layout for unit/pilot/weapon hex data
	MC50 - For helping us figure out how to change Upgrade costs
	MasterOfTheRun - For streaming a pre-release version of the hack
	The original translation team - For exposing us to this mess of a game
	Akurasu.net - For keeping us addicted to the Super Robot Wars series

----------------------------------------------------------------------------------------



Version Changelog
----------------------------------------------------------------------------------------

V1.2
=======================
Bug Fixes
=======================

Fixed a unit change flag being applied improperly.
	-The Re-GZ BWS will no longer change into the Master Gundam when shot down or separated, making you lose the unit until a route split. 

Fixed an error with the upgrade slots on specific units.
	- The Super Mode for Maxter, Rose, Dragon and Bolt Gundam now shares the same upgrade bars as their base units, which caused them to lose their FUBs when going into Super Mode.


=======================
Extras
=======================

Due to popular demand, added a tips sheet to the release for common strategies in Advance Portable.
To avoid just adding a dry text file, Netmonmatt made a fancy mini-booklet in the style of AP's Perfect Guide.
We hope you like it!



V1.1

=======================
Bug Fixes
=======================

Some intended Pilot Switch tags were not applied properly.
	-Noin has been added to the UC Gundam pilot pool.
	-The Taurus has been added to the UC Gundam unit pool.

Some changes to the following attacks were not applied properly in 1.0. They have been fixed.
	-God Gundam's version of the Master Gundam combination attacks had the wrong attack power.
	-Master Gundam (Fuunsaiki)'s Sekiha Tenkyouken was missing it's Post-Movement flag.
	-Meio's version of Twin Laser Sword had the wrong attack power.
	-Cardboardier V's Weak EM Yoyo had the wrong attack power.

Some Ace bonuses were not applied properly or were incorrect.
	-Kochouki's Ace was unchanged, when it should be "Valor becomes Soul".
	-Allenby's Ace was accidentally changed to "Enable costs 50 SP". 
	It was reverted back to her vanilla bonus, but she's gained a cost reduction to compensate.
	
=======================
Unit Changes
=======================

Lalah Sune
	Base SP increased by 10. (55)
	Focus cost reduced by 5. (10)
	Valor cost reduced by 5. (40)
Lalah felt a bit underpowered for a secret unit. She's been given a slight bump.

	
Kamille Bidan
	Assail cost reduced by 5. (15)
20 SP is a bit too much to pay for this with Kamille's Newtype SP pool.


Fa Yuiri
	Personality changed from Weak to Normal.
	Rouse cost reduced by 5. (55)
After trying to balance around her Weak personality type, it was considered a non-starter.
	
	
Amuro Ray
	Soul cost reduced by 5. (50)
Similar to Kamille, Amuro's Soul is a tough price to pay with 40 base SP.


Rain Mikamura
	Personality changed from Weak to Normal.
	Renew cost reduced by 10. (50)
Just like Fa, her personality type was just too much to work around, double for a late game joiner.
60 SP Renew was also a pretty mediocre capstone for her.

Allenby Beardsley
	Enable cost reduced by 10. (70)
80 SP was extremely expensive for a pilot with her SP total.
This is also a bit of an apology for taking out her current 1.0 Ace bonus.


Heero Yui
	Assail cost reduced by 5. (15) 
		Now learned at Level 12.
He would join on early game route splits and be held back by only having Focus.
This gives him a bit more to do.


Kaine Wakaba
	Valor cost reduced by 5. (35)
	Spirit replaced by Fortitude. (10)
		Now learned at Level 19.
	Love's learn level reduced by 2. (29)
This is part of a soft rework of Kaine. The entire Real cast was reworked using the D-1 as a sort of gold standard.
Unfortunately, the D-1 wasn't changed much itself as a result, and fell behind a lot.
These changes paired with the changes to the D-1 should give him the boost he needs.


Tapp Oceano
	Luck cost reduced by 5. (25)
Never felt worth casting at 30.


Meio Plato
	Soul cost reduced by 5. (55)
Similar case to Kamille and Amuro.


Tetsuya Tsurugi
	Guard cost reduced by 5. (25)
	Assail cost reduced by 5. (15)
Further Assail changes making it to Tetsuya. 30 SP was also pretty steep for him to pay for Guard.

Sayaka Yumi
	Space rank changed from B to A.
	Trust cost reduced by 5. (20)
	Bless' learn level reduced by 11. (7)
	Rouse cost reduced by 5. (60)
	Renew cost reduced by 5. (60)
It's time to face facts. B rank in Space just doesn't really have a place in AP.
The GBA version didn't change hit and evade based on terrain rank, only damage. 
In the late game, multiple pilots just do not function as a result.
You'll see this change on a lot of other pilots.
For Sayaka specifically, she also got a bit of a bump in her early game utility so it feels worth bringing her.


Jun Honoo
	Space rank changed from B to A.
No longer uchuu space number two.


Jack King
	Space rank changed from B to A.
SPACE. DO YOU UNDERSTAND? He does now.


Miyuki Saotome
	Space rank changed from B to A.
Dinosaurs no longer fear space.


Tekkouki Oni
	Valor cost reduced by 5. (35)
Just a bit more sauce for the Getter's rival.


Risa
	Detonate replaced by Strike. (20)
Didn't want to replace her Detonate. That was stupid.
She needs Strike to be able to hit anything and pick up kills, even with the accuracy changes.
...Yeah, she still has a Weak Personality type. It'd be weird if she didn't. Go watch Getter G.


Akito Tenkawa
	Assail cost reduced by 5. (15)
	Zeal cost reduced by 5. (55)
Paid a bit too much for Assail, and 40/60 for Valor/Zeal is rough.


Ryoko Subaru
	Valor cost reduced by 5. (35)
It cost 40 SP to offset her 30 SP spirit, but honestly, she shouldn't be paying much for this either.


Akatsuki Nagare
	Now learns "Hit and Away" at Level 1.
	Luck cost reduced by 15. (20)
The guy you love to hate is supposed to work as the best "solo" offensive pilot, but he didn't get enough to justify this.
This is another push to put him in the right direction, and give him something unique.


Axel Almer
	Valor cost reduced by 5. (30)
	Soul cost reduced by 5. (50)
Valor costing 5 more on Axel was not worth Soul costing 5 less.
Axel is supposed to be the guy you pick to run up and hit for a big number.
He and his Soulgain are getting a few changes to encourage his all-in offense.


=======================
Unit Changes
=======================


Dragonar-1/Cavalier-0
	Laser Sword's attack power increased by 100. (3000)

Dragonar-1 (Lifter)
	Laser Sword's attack power increased by 200. (3200)
	
Dragonar-1 Custom
	Laser Sword's attack power increased by 200. (3300)

Dragonar-1 Custom/Falguen MAFFU
	Twin Laser Sword's attack range increased by 1. (1-2P)
D-1s claim to fame is the Laser Sword. It's a powerful cheap free move that I was too worried to buff due to the cost.
This was stupid. I massacred our boy. He hits harder now. Cut em' to pieces.


Mazinger Z
	Double Burning Fire (X)'s EN cost reduced by 10. (40)
	Double Burning Fire (Great)'s attack power increased by 300. (5200)
Kouji's in a great place right now, but he could use a late game upgrade.
Giving him a beefier move when Great Mazinger rejoins helps both of them out.


Minerva X
	Rust Hurricane's attack power increased by 400. (3200)
She was kind of just... missing a decent mid list attack outside of Breast Fire. Oops??


Great Mazinger
	Atomic Punch's ammo increased by 2. (8)
Tetsuya was running out of Support Attack ammo a bit quicker than intended.
He should come back with a good alternate finisher with Mazinger Z and Minerva X too.


Double/Marine/Drill Spazer
	Weapon Upgrade curves changed from 2300 to 3100.
The three Spazers have Real/Diana/Venus A weapon bases, but not the same curves due 
to Grendizer using the same weapons. There's already a bit of a deployment tax for using 
them with the low deployment count in AP, so this gives them and Grendizer an upside.


Shin Getter 1
	Getter Beam cost reduced by 5. (55)
	
Shin Getter 2
	Drill Tempest cost increased by 10. (60)	
Just fixing an oversight with EN costs. Drill Tempest is still 10 EN cheaper over vanilla AP.


Aestivalis Air Frame (Akatsuki)
	Rapid Rifle range increased by 1, Post-move tag removed. (1-5)
This normalizes his ranges across both forms. Before, it was 1-4P in Air and 1-5 in OG.
Considering that he's gained Hit and Away, this removes some of the confusion, and gives him a range 6 option at Gunfight 4.


Soulgain
	Base EN increased by 20. (190)
	Genbu Buster's attack power increased by 100. (3100)
	Soaring Suzaku's attack power increased by 100. (3800)
	Code: Kirin's attack power increased by 200. (5000)
		EN cost was also reduced by 5. (70)
The Soulgain recieved a lot of changes to offset the lack of defense it had in 1.0, but we were too cautious about it.
It doesn't have a massive upside for his 1 range downside, even with Soaring Suzaku's huge power bump.
On top of that, it didn't recieve the same EN bonus the other units did in exchange for the Ammo-based Genbu.
These changes should give him a bigger payoff along with Axel's Valor/Soul cost cuts.


Aschenretter
	Swordbreaker's crit rate increased by 20. (40)
		Will requirement also reduced by 5. (115)
The OG Reals struggle a bit when it comes to support attacking.
Soulgain has a solid psuedo-finisher, Vysaga has a high crit finisher, and Angelg has a cheap long range option that hits at 2.
Both reals will be getting some of these upsides to make them feel worth Support Attacking with.
The low power on the Swordbreakers are getting offset with an ease of use.


Razangriff
	F-Solid Cannon's minimum range improved by 1. (2-8)
Completely removing the awkward ranges would kill some of the unit's identity.
Still, you shouldn't feel stupid for walking in with a 1-2P Knife and not being able to counter that guy well on Enemy Phase.
Besides, you're here for the big gun. It should be able to use the big gun.
















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	                    We are entering the age of Fatso
