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(Penetration Shot, again.)
Tag: Visual edit
 
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If you solve any of the problems on this list, post a comment on this blog post and I'll delete the corresponding points. Evidence, ideally a video, would be excellent. What follows are the sections that I've decided to split the list in to. In case you're interested, all of my original questions, which I think I first asked about 3 quarters of the way through 2015, have now been answered, some as late on as 2021.
 
If you solve any of the problems on this list, post a comment on this blog post and I'll delete the corresponding points. Evidence, ideally a video, would be excellent. What follows are the sections that I've decided to split the list in to. In case you're interested, all of my original questions, which I think I first asked about 3 quarters of the way through 2015, have now been answered, some as late on as 2021.
   
Progress so far: I've transferred all of my bookmarks to here. I've also completely transferred both of the SR to-do lists that were in my real life to-do list and everything that was in my proper SR to-do list. This means that my only remaining notes on SR are lots of little files that are scattered around my machine. I don't look forward to finding them and I don't plan to do it any time soon, so '''this to-do list is completely written'''.
+
Progress so far: I've transferred all of my bookmarks to here. I've also completely transferred both of the SR to-do lists that were in my real life to-do list and everything that was in my proper SR to-do list. This means that my only remaining notes on SR are lots of little files that are scattered around my machine. I don't look forward to finding them and I don't plan to do it any time soon, but I have uploaded all of the obvious .txt files, so '''this to-do list is completely written'''.
   
 
==Top Priority Tasks==
 
==Top Priority Tasks==
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* [https://alicesoft.fandom.com/wiki/Message_Wall:TsuchiNoKao?threadId=4400000000000025333 I'm convinced] that the 魔軍/イエヒサ防衛C event is totally impossible to trigger. I invite you to prove me wrong.
 
* [https://alicesoft.fandom.com/wiki/Message_Wall:TsuchiNoKao?threadId=4400000000000025333 I'm convinced] that the 魔軍/イエヒサ防衛C event is totally impossible to trigger. I invite you to prove me wrong.
 
* The Weaken Enemy Countries SAT Bonus confused me, but I can't remember how. All that I have is [https://files.catbox.moe/a4y55i.webm this webm]. If anyone can explain to me why that webm is not confusing and matches how the Wiki has Weaken Enemy Countries documented, then I can delete this point.
 
* The Weaken Enemy Countries SAT Bonus confused me, but I can't remember how. All that I have is [https://files.catbox.moe/a4y55i.webm this webm]. If anyone can explain to me why that webm is not confusing and matches how the Wiki has Weaken Enemy Countries documented, then I can delete this point.
  +
*Factions can attack you with less than 10 commanders. They might pull back because some of them are ghosts. There's a lot going on [https://alicesoft.fandom.com/wiki/Sengoku_Rance:Parameters_%26_Formulae?curid=1852&commentId=4400000000000086836&replyId=4400000000000294029 here].
  +
*It looks like (all?) blitz attacks cannot recover land from provinces that the blitzer owns. See [https://alicesoft.fandom.com/wiki/Kenshin_Route_in_27_Turns?curid=45900&commentId=4400000000000056463&replyId=4400000000000291246 here].
   
 
==Objective Tasks==
 
==Objective Tasks==
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* What happens to Apostle Shikibu in this route? Does she just vanish from the game? Can the Demon Army still use her somehow?
 
* What happens to Apostle Shikibu in this route? Does she just vanish from the game? Can the Demon Army still use her somehow?
 
* I have a suspicion that if you enter this route without interacting with the Demon Army much, then their roster will still be full of the relatively useless Shimazu units, meaning that you will not and cannot see many Demon King route units or even standard Demon Army units. Am I at all right?
 
* I have a suspicion that if you enter this route without interacting with the Demon Army much, then their roster will still be full of the relatively useless Shimazu units, meaning that you will not and cannot see many Demon King route units or even standard Demon Army units. Am I at all right?
  +
** There's no reason why this same trick wouldn't also block the normal Infected/Monster units from joining Xavier's Demon Army in his routes. I gave it a quick try in the MG version of the game and it seemed to work. The Time Killer units didn't spawn, but I cannot explain this.
  +
  +
====Isoroku Route====
  +
* I suspect that [[Sengoku Rance:Satisfaction]] does not contain all of the SAT in this route. For example, where are the scenes of people chasing Rance's seed?
   
 
====Ran Route====
 
====Ran Route====
*You can't enter Ran in a First Game, so do you get Souun if you try?
+
*You can't enter it in a First Game, so do you get Souun if you try to enter the Ran route in a First Game?
 
*Does anything interesting happen if you try to get the ogres that can attack Owari beyond 9,999 troops?
 
*Does anything interesting happen if you try to get the ogres that can attack Owari beyond 9,999 troops?
 
*The final boss removes (some?) buffs when he hits you?
 
*The final boss removes (some?) buffs when he hits you?
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* You know how you have to do an army battle before the final boss battle with Xavier in the True route? Does your choice of commanders in the army battle affect who can appear in the boss battle?
 
* You know how you have to do an army battle before the final boss battle with Xavier in the True route? Does your choice of commanders in the army battle affect who can appear in the boss battle?
 
* If he has Attack Luck (and maybe other skills or just a high Spd?) Kentarou can win the fight with Shikibu without using the medicine. However, this changes with his level. At what levels is he no longer able to win the fight without using the medicine?
 
* If he has Attack Luck (and maybe other skills or just a high Spd?) Kentarou can win the fight with Shikibu without using the medicine. However, this changes with his level. At what levels is he no longer able to win the fight without using the medicine?
  +
 
===Factions (and their units)===
 
===Factions (and their units)===
 
====Asai-Asakura House====
 
====Asai-Asakura House====
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====Houjou House====
 
====Houjou House====
 
* Precisely how does Houjou Masako work? What parts of her stats/skills are non-random, how is she recruited, and is she at all special? These facts need putting in the walkthrough and the list of Diviners.
 
* Precisely how does Houjou Masako work? What parts of her stats/skills are non-random, how is she recruited, and is she at all special? These facts need putting in the walkthrough and the list of Diviners.
  +
* What are the exact conditions for Souun leaving? Apparently it doesn't happen if he has all of his provinces?
 
* What are the exact conditions for Ran leaving?
 
* What are the exact conditions for Ran leaving?
 
* What happens when Xavier tries to conquer Houjou, but Souun isn't present?
 
* What happens when Xavier tries to conquer Houjou, but Souun isn't present?
  +
 
====Iga House====
 
====Iga House====
 
*Assuming that we keep things simple and ignore possibilities like Rance's passive skill being Attack Luck, what are the minimum levels, action counts, and Spd stats needed to beat Inukai in Rance's duel with him? What if we account for that silly 8%-of-the-time speed boost mechanic?
 
*Assuming that we keep things simple and ignore possibilities like Rance's passive skill being Attack Luck, what are the minimum levels, action counts, and Spd stats needed to beat Inukai in Rance's duel with him? What if we account for that silly 8%-of-the-time speed boost mechanic?
  +
*What are the exact requirements for unlocking the Inukai duel? How long does he make you wait?
  +
*I've never quite got my head around how they sometimes declare war before the Tenshi Sect does.
  +
 
====Imagawa House====
 
====Imagawa House====
 
*What are the exact requirements for recruiting Okita Nozomi? The walkthrough doesn't know if it's two purple events or three and I'm pretty sure that it makes no mention of the required end of turn events. How does her recruitment depend on the status of Imagawa? For example, what if they're conquered early on? The only thing that I know for sure is that her events require Imagawa to have been introduced.
 
*What are the exact requirements for recruiting Okita Nozomi? The walkthrough doesn't know if it's two purple events or three and I'm pretty sure that it makes no mention of the required end of turn events. How does her recruitment depend on the status of Imagawa? For example, what if they're conquered early on? The only thing that I know for sure is that her events require Imagawa to have been introduced.
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* Other than Guard Shikigami, can anything make Motonari Punch not do 200 damage?
 
* Other than Guard Shikigami, can anything make Motonari Punch not do 200 damage?
 
* Does that event where Chinu poisons your units unlock anything? For example, does it have anything to do with her deployment or unlocking being able to capture her?
 
* Does that event where Chinu poisons your units unlock anything? For example, does it have anything to do with her deployment or unlocking being able to capture her?
  +
* Does the scene where you declare war on Mouri and he explains teamwork to his daughters change if Chinu is dead?
  +
 
====Oda House====
 
====Oda House====
 
* Kouhime isn't in the Commander Tips article. That should be fixed. For example, one good tip is to give her the Charm of the Immortal Fox Deity, so she doesn't die when annihilated.
 
* Kouhime isn't in the Commander Tips article. That should be fixed. For example, one good tip is to give her the Charm of the Immortal Fox Deity, so she doesn't die when annihilated.
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*What does the Worker Bee do to troop costs?
 
*What does the Worker Bee do to troop costs?
 
*Demon Only Chisel: How does it work? Does it work in dungeons? With magic damage? What counts as a monster? Does it stack with A-Cutter? We know nothing!
 
*Demon Only Chisel: How does it work? Does it work in dungeons? With magic damage? What counts as a monster? Does it stack with A-Cutter? We know nothing!
  +
*In general, I'm never sure what items do and don't work in dungeons and do and don't work with magic damage. Someone should probably make sure that the Item page is very clear and very definitely correct about each case for each item.
 
*I have some notes on how to remove the Mannequin Cat, but I don't know where I took them from or if they're completely true. I guess that they should be on the Wiki somewhere?
 
*I have some notes on how to remove the Mannequin Cat, but I don't know where I took them from or if they're completely true. I guess that they should be on the Wiki somewhere?
 
**"''How to remove the Mannequin Cat: Normally you can not remove the cat because the character is always red. What you do is go to a dungeon, and in the preparation screen you'll see a list of commanders and their levels. The cat commander will also be active. Without clicking anything else go straight to the item menu, and you can replace the cat with some other item.''"
 
**"''How to remove the Mannequin Cat: Normally you can not remove the cat because the character is always red. What you do is go to a dungeon, and in the preparation screen you'll see a list of commanders and their levels. The cat commander will also be active. Without clicking anything else go straight to the item menu, and you can replace the cat with some other item.''"
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*I hear that Recruitment Magnifiers boost the troop cap of all characters, even if they weren't present when it was first used. Is that true?
 
*I hear that Recruitment Magnifiers boost the troop cap of all characters, even if they weren't present when it was first used. Is that true?
 
*Is the Items page accurate about what drops what? There's a few items that are marked with question marks.
 
*Is the Items page accurate about what drops what? There's a few items that are marked with question marks.
  +
*Apparently, opening the SAT Bonus menu, even if you don't take a bonus, refreshes the unit equipped with the Human-Headed Dog. The same works for the Clear Game Report?
   
 
====Non-unique Units====
 
====Non-unique Units====
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**I believe that Tacticians with exactly two actions are unusually common. Am I right? Are there many units that spawn exactly like that? Is it some quirk of how truly generic Tacticians are made? Or am I just wrong?
 
**I believe that Tacticians with exactly two actions are unusually common. Am I right? Are there many units that spawn exactly like that? Is it some quirk of how truly generic Tacticians are made? Or am I just wrong?
 
**Can generic Ninjas really not spawn with Leaves Hiding, Battlefield Construction, or any insta-kill skills? I never see them with it.
 
**Can generic Ninjas really not spawn with Leaves Hiding, Battlefield Construction, or any insta-kill skills? I never see them with it.
  +
**What healing skills can generic Mikos have? I've often said that Mikos are only good for healing if you catch a great generic. But for all we know, such a generic may be impossible.
 
**キャラ生成 suggests that there's a very very low chance - something like 1 in 125 - that generic Monks can spawn with one of the Convert Action skills. Why have I never seen this, nor heard of anyone seeing it?
 
**キャラ生成 suggests that there's a very very low chance - something like 1 in 125 - that generic Monks can spawn with one of the Convert Action skills. Why have I never seen this, nor heard of anyone seeing it?
 
***Much to my amazement, I saw a screenshot showing this a day or two after I put the above point on this list.
 
***Much to my amazement, I saw a screenshot showing this a day or two after I put the above point on this list.
  +
**Why do late game generics seem better than early ones? Where is there any rule like "Mouri has better generics than Hara" coded? Does [[Sengoku_Rance:Parameters_%26_Formulae#Secret_reinforcements_.28enemy_stat_scaling.29|Secret Reinforcements]] "stick" to the late game generics?
 
**Some units on the [[Sengoku Rance:Captains/All|commanders page]] have a lot of "R"s in their stats blocks. How much can these vary?
 
**Some units on the [[Sengoku Rance:Captains/All|commanders page]] have a lot of "R"s in their stats blocks. How much can these vary?
 
**What parts of what types of units can't vary? For example, I've never seen Akashi Kazemaru or Kuu Hime spawn with unusual and awesome moves, but I've seen lots of versions of Kabuto Hogan and the Takeda Blitz's Takeda Cavalry.
 
**What parts of what types of units can't vary? For example, I've never seen Akashi Kazemaru or Kuu Hime spawn with unusual and awesome moves, but I've seen lots of versions of Kabuto Hogan and the Takeda Blitz's Takeda Cavalry.
 
*The 初期兵力 function shows that there are a few units with their 捕虜抵抗値 variable set to 999, making them uncapturable. Some of these units appear to be totally generic. This needs documenting.
 
*The 初期兵力 function shows that there are a few units with their 捕虜抵抗値 variable set to 999, making them uncapturable. Some of these units appear to be totally generic. This needs documenting.
*Do the units that come from you having vassled somewhere (i.e. the reinforcements) ever get stronger? 4/4/4/4 is a terrible stat line. Do they have any hidden mechanics that help them out? What about the Secret Reinforcements mechanic?
+
*Do the units that come from you having vassaled somewhere (i.e. the reinforcements) ever get stronger? 4/4/4/4 is a terrible stat line. Do they have any hidden mechanics that help them out? What about the Secret Reinforcements mechanic?
   
 
====Overworld====
 
====Overworld====
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===Other===
 
===Other===
*What glitches did the MG version fix?
+
*What glitches did the MG version fix? Did it cause any? I've recently seen the Time Killer units not spawn.
 
*[[Sengoku Rance:CG Guide|The CG guide]] needs significant work. I've done my best to clean up the appearance - but not content - of what's already there, so you should have a good template to follow. Just try not to duplicate any work that's already on the Wiki. The real problem is that we genuinely don't know how to trigger a lot of the H-scenes or when exactly they appear within a character clear. For example:
 
*[[Sengoku Rance:CG Guide|The CG guide]] needs significant work. I've done my best to clean up the appearance - but not content - of what's already there, so you should have a good template to follow. Just try not to duplicate any work that's already on the Wiki. The real problem is that we genuinely don't know how to trigger a lot of the H-scenes or when exactly they appear within a character clear. For example:
 
**The Wiki says hardly anything about H-ing Kenshin and Ai after vassaling Uesugi.
 
**The Wiki says hardly anything about H-ing Kenshin and Ai after vassaling Uesugi.
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**As mentioned earlier, there's not much info on Mokko.
 
**As mentioned earlier, there's not much info on Mokko.
 
**Sill's H-scene requirments are poorly documented, particular ones unrelated to dungeons like the sailour uniform scene. And why does the CG library have two different versions of the student scene? Can you trigger them both outside of the library? How?
 
**Sill's H-scene requirments are poorly documented, particular ones unrelated to dungeons like the sailour uniform scene. And why does the CG library have two different versions of the student scene? Can you trigger them both outside of the library? How?
  +
**I wouldn't be surprised if a lot of this information is in [[Sengoku Rance:Clear Game Report]].
 
*Do houses that haven't been introduced yet, or don't even exist yet (e.g. Takuga and the Demon Army), get buffs to their [[Sengoku_Rance:Parameters_&_Formulae#Military_Power|Military Power]] when all houses are buffed?
 
*Do houses that haven't been introduced yet, or don't even exist yet (e.g. Takuga and the Demon Army), get buffs to their [[Sengoku_Rance:Parameters_&_Formulae#Military_Power|Military Power]] when all houses are buffed?
 
*The 敵FP登録 function lists almost every scripted battle in the game and how they work. If we could record them in the walkthrough page, that would be awesome.
 
*The 敵FP登録 function lists almost every scripted battle in the game and how they work. If we could record them in the walkthrough page, that would be awesome.
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* [[Translation of the Chinese 323 point run]] suggests that you can get the Coke Bottle to drop by having anyone conquer the relevant place, not just Shimazu or the Demon Army. Is this true?
 
* [[Translation of the Chinese 323 point run]] suggests that you can get the Coke Bottle to drop by having anyone conquer the relevant place, not just Shimazu or the Demon Army. Is this true?
 
* I don't think that anyone ever documented what the difficult setting actually changes.
 
* I don't think that anyone ever documented what the difficult setting actually changes.
  +
* Kenshin cannot fight you when Oda is attacking if the event where Isoroku attends an Ashikaga war council triggers. This is very strange. An event that also blocks Kenshin is the auto-loss to the Nuhe. I therefore suspect that the chosen Isoroku event was a mistake and it should have been the auto-loss to Isoroku. Does this mean that glitchy behaviour will happen if Kenshin tries to fight you when you attack Ashikaga and auto-lose to Isoroku?
   
 
==Subjective Tasks==
 
==Subjective Tasks==
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* Should you always have a generic Monk in your roster, just because one day you'll scout and see a 3 Foot team that it can cripple?
 
* Should you always have a generic Monk in your roster, just because one day you'll scout and see a 3 Foot team that it can cripple?
 
* Diviners compliment Foot Soldiers, but to what degree can you get away with replacing your back row Foot with a back row Diviner? I've heard stories of people doing well with a basically unupgraded Foot in the front and an All-Guard Shikigami Diviner in the back. The Diviner is very quick, reducing the need for the Enhanced Initial Guard skill. Also, All-Guard Shikigami only takes up one of your actions, unlike the back row Foot who must spam Ally Guard, giving you more turns to spend attacking.
 
* Diviners compliment Foot Soldiers, but to what degree can you get away with replacing your back row Foot with a back row Diviner? I've heard stories of people doing well with a basically unupgraded Foot in the front and an All-Guard Shikigami Diviner in the back. The Diviner is very quick, reducing the need for the Enhanced Initial Guard skill. Also, All-Guard Shikigami only takes up one of your actions, unlike the back row Foot who must spam Ally Guard, giving you more turns to spend attacking.
  +
** I tried this recently with a battle-rating-abuse team. I won the game and usually won most battles quite comfortably, but I spotted some noteworthy faults. The first issue is that All-Guard Shikigami is obviously of limited value against hit-all units like those Lightning guys. The bigger issue is inherent to the game's speed mechanics; The Diviner is very quick, but only the Footsoldier is instant. You're in big trouble if your vulnerable back row faces a quick guy or a lucky 8% speed-boosted unit.
 
* Is there any argument to say that All-Guard Shikigami ("AGS") is better than Uruza's Accurate Shots ("Shots")? Both moves usually waste six enemy actions, so they're definitely comparable. AGS nullifies the enemy's action whereas Shots deletes it, suggesting that AGS is best in defensive battles and Shots is best for offense. However, the real thing that I want to bring up is the speed difference - AGS is a slightly faster move than Shots and Tacticians are much slower than Diviners. This means that you can get AGS off sooner than Shots, a fact that is of particular note when combining it with Convert Action. For replacing Uruza in the Uruza+Natori+Kenshin+Dousan combo with an AGS user, the argument that I've heard is that the Diviner's protection comes (back?) online so quickly that you take less damage than someone who relies on Uruza, meaning that you don't need to Natori to put in so much work, and therefore don't need the extra time that Uruza gets you.
 
* Is there any argument to say that All-Guard Shikigami ("AGS") is better than Uruza's Accurate Shots ("Shots")? Both moves usually waste six enemy actions, so they're definitely comparable. AGS nullifies the enemy's action whereas Shots deletes it, suggesting that AGS is best in defensive battles and Shots is best for offense. However, the real thing that I want to bring up is the speed difference - AGS is a slightly faster move than Shots and Tacticians are much slower than Diviners. This means that you can get AGS off sooner than Shots, a fact that is of particular note when combining it with Convert Action. For replacing Uruza in the Uruza+Natori+Kenshin+Dousan combo with an AGS user, the argument that I've heard is that the Diviner's protection comes (back?) online so quickly that you take less damage than someone who relies on Uruza, meaning that you don't need to Natori to put in so much work, and therefore don't need the extra time that Uruza gets you.
  +
** If you believe that an AGS Diviner can replace your back row foot, then why not go AGS+Uruza+Natori+Kenshin+Dousan+Front Foot?
 
* If the above point is true, then you can argue for getting all of the Leazas reinforcements before Uruza. I hear that this is a paradigm shift. If AGS is as good as implied, then you can play the game on high difficulties and take little damage. This makes your own damage much more significant, thus making big damage-dealers like Lelia, Kasumi, and Maria very important. Damage is more important in the early game than the late game anyway, furthering the argument for getting those units early, i.e. before Uruza. This change also means that you can focus on exploiting Battlefield Effect (which Maria and Kasumi are great for), massively changing your choices of SAT Bonuses. The cherry on top is that you don't have to recruit Rizna, although it's poisoned by the fact that an early Kanami is a low troop Kanami.
 
* If the above point is true, then you can argue for getting all of the Leazas reinforcements before Uruza. I hear that this is a paradigm shift. If AGS is as good as implied, then you can play the game on high difficulties and take little damage. This makes your own damage much more significant, thus making big damage-dealers like Lelia, Kasumi, and Maria very important. Damage is more important in the early game than the late game anyway, furthering the argument for getting those units early, i.e. before Uruza. This change also means that you can focus on exploiting Battlefield Effect (which Maria and Kasumi are great for), massively changing your choices of SAT Bonuses. The cherry on top is that you don't have to recruit Rizna, although it's poisoned by the fact that an early Kanami is a low troop Kanami.
  +
*Pursuit Attack, particularly when combined with Initial Battle Rating, is nuts. Tulip Raid Fire only does double damage, Pursuit Attack is triple and Cavalry have a very high base attack stat.
  +
 
===Specific Units===
 
===Specific Units===
 
* I'm pretty sure that we know exactly how [[Sengoku_Rance:Character_clears#.E5.90.8D.E5.8F.96_Natori|Rance's repeated H-ing of Natori]] works. Can it be exploited? How? Is there just too much RNG after the second H? The only idea that I've had for this is to get Rance to a crazy level so he can help power level Kenshin in her route, but that seems silly. A 9/9/9/9 Rance has to be worth something, right?
 
* I'm pretty sure that we know exactly how [[Sengoku_Rance:Character_clears#.E5.90.8D.E5.8F.96_Natori|Rance's repeated H-ing of Natori]] works. Can it be exploited? How? Is there just too much RNG after the second H? The only idea that I've had for this is to get Rance to a crazy level so he can help power level Kenshin in her route, but that seems silly. A 9/9/9/9 Rance has to be worth something, right?
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** Even if that info is false, how highly should we value Naoe Ai anyway? To make her in to a great buff spammer, she needs a high troop count (not cheap!) and probably an upgrade from Battle Strategy 2 to 3. What else is she good for? You're not going to clear her, so for the same cost, you could give a different Tactician their first step on the game-breaker ladder (Battle Rating Down 1) and maybe get your Tactician Battle Permit. For both options, you've already got a prime candidate with Ganko Ittetsu (the Mino Three Tactician) who I'm pretty sure costs less NP, should join with a comparable troop count, and will almost always be recruited before Ai (because of Dousan). I guess Ai has really good non-combat stats?
 
** Even if that info is false, how highly should we value Naoe Ai anyway? To make her in to a great buff spammer, she needs a high troop count (not cheap!) and probably an upgrade from Battle Strategy 2 to 3. What else is she good for? You're not going to clear her, so for the same cost, you could give a different Tactician their first step on the game-breaker ladder (Battle Rating Down 1) and maybe get your Tactician Battle Permit. For both options, you've already got a prime candidate with Ganko Ittetsu (the Mino Three Tactician) who I'm pretty sure costs less NP, should join with a comparable troop count, and will almost always be recruited before Ai (because of Dousan). I guess Ai has really good non-combat stats?
 
**Aside from what I've just said, what other uses are there for Ganko? I feel like I've been sleeping on an early BRD2 unit.
 
**Aside from what I've just said, what other uses are there for Ganko? I feel like I've been sleeping on an early BRD2 unit.
  +
**How good are buff-spammers anyway? Yes, the buffs are big and can manipulate some enemy AIs. However, Tacticians are slow and therefore won't get the buffs off until like a quarter of the way in to the battle.
  +
**Update: TsuchiNoKao appears to have found code demonstrating that Tacticians don't buff as well as they should be anyway. For example, a 9999 troop Tactician probably won't give everyone every buff. 合戦/行動後処理 is the right place to look for this stuff, as well as most code about Tactician non-initial buffs (e.g. the aforementioned bias). This code all looks pretty clear cut, it's just a simple for loop. However, somebody really should sit down and analyse this. Depending on the mathematics of the situation, Tacticians as buffers could be much worse than previously thought.
 
*Apparently Mouri Teru is absolutely nuts if you give her the Dragonfly Cutter. Troops are cheap for her, so apparently her counterattacks start hitting harder than ordinary Warrior attacks without even costing you actions. Just throw all of her upgrades (3 to clear for +5 SAT, then the foursome) on +1 Atk. If you're taking lots of Second Game Bonuses that give you items, then you'll be drowning in Atk 2 books (you'll start with one and have another replace your first final-floor dungeon drop), so you won't even have to clear her.
 
*Apparently Mouri Teru is absolutely nuts if you give her the Dragonfly Cutter. Troops are cheap for her, so apparently her counterattacks start hitting harder than ordinary Warrior attacks without even costing you actions. Just throw all of her upgrades (3 to clear for +5 SAT, then the foursome) on +1 Atk. If you're taking lots of Second Game Bonuses that give you items, then you'll be drowning in Atk 2 books (you'll start with one and have another replace your first final-floor dungeon drop), so you won't even have to clear her.
 
*On high difficulty runs, particularly those without bonuses, is there an argument for going out of your way to capture Sakakibara Yasumasa and then still getting Senhime anyway? Give him a few books - you must have those spare by now, right? - to get some of his stats up to 6 and then he's basically not all that different from Senhime. Foot Soldiers are pretty valuable and he's fairly decent. Then again, is he really all that much better than a good generic? Would I rather have an equivalent generic?
 
*On high difficulty runs, particularly those without bonuses, is there an argument for going out of your way to capture Sakakibara Yasumasa and then still getting Senhime anyway? Give him a few books - you must have those spare by now, right? - to get some of his stats up to 6 and then he's basically not all that different from Senhime. Foot Soldiers are pretty valuable and he's fairly decent. Then again, is he really all that much better than a good generic? Would I rather have an equivalent generic?
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*Have you ever considered giving World Tactics to Elina? I haven't. 8 Int on turn 1 must be insane. Sure beats giving it to a Tactician that you'll rarely buff with.
 
*Have you ever considered giving World Tactics to Elina? I haven't. 8 Int on turn 1 must be insane. Sure beats giving it to a Tactician that you'll rarely buff with.
 
*Yuzumi:
 
*Yuzumi:
**People like to give her the Worker Bee, but I've started to believe that it's better off on Goemon (spam Battlefield Construction 3). What should she be given instead? I've heard an argument for the Commander Guards (the +5k troops item). Apparently it's pretty easy to get if you took a lot of Second Game Bonuses. A 5k troop instant-killer who is also a Musket must be pretty scary.
+
**People like to give her the Worker Bee, but I've started to believe that it's better off on Goemon (spam Battlefield Construction 3). What should she be given instead? I've heard an argument for the Commander Guards (the +5k troops item). Apparently it's pretty easy to get if you took a lot of Second Game Bonuses. A 5k troop instant-killer who is also a Musket must be pretty scary. What about the Emperor Ring? Or is that too obviously on Natori's hand? Does that mean that we must consider the Emperor Sword? And if we do give one of those to Yuzumi, what do we do with the 5k troop item? Experiments suggest that it is worthless on instant killers like Isoroku. A small increases in instant-kill probability is much less than what you will get from giving a Musket +5,000 troops. It's also wasted on the Cube-Musket guy, because it deletes his second action.
**What about giving her Penetration Shot? She can take it, but people never seem to consider that skill. Sometimes, something in the back row needs to die right now.
+
**What about giving her Penetration Shot? She can take it, but people never seem to consider that skill. Sometimes, something in the back row needs to die right now. This would also synergise with the +5,000 troops item. In fact, that might be the only way to make use of Penetration Shot. I find that its damage is far too low otherwise, even on 0 Star.
 
*I've heard an argument that your Warrior Battle Permit should be Uesugi Kenshin until you find another unit that can do the same job. The idea is that she's still available if you need her before you end your turn and that you'll appreciate the 1,000 troops after you find a replacement. Is this sensible?
*Rizna starts the game on 4 Int. Is there any argument for using books to get her to 6 Int and then giving her A-Cutter? If you bring her to a battle and use that as her opening move, it's good damage - essentially 3x her normal attack - so it might be worth something in the early game? It might even come in handy when you fight the Demon Army. Clearing her isn't cheap on fans, but at least if you get her 6 Love event early (for +5 SAT), getting her to 7/7 (for A-Cutter) will be easy and you will have plenty of time to passively do the rest of her clear (for another +5 SAT). Personally, given what I've already said above, I think that I'd rather focus my early spare affection items and fans on a potential game-breaker like Ganko, but hey, SAT is always useful, I guess? Making game-breaking units is much easier when you've unlocked the +3 affection SAT Bonus.
 
* I've heard an argument that your Warrior Battle Permit should be Uesugi Kenshin until you find another unit that can do the same job. The idea is that she's still available if you need her before you end your turn and that you'll appreciate the 1,000 troops after you find a replacement. Is this sensible?
 
 
* If you give Suzume Initial Battle Rating and barely any troops, is she fast enough to virtually always be a net positive in Battle Rating? She can't die, but being annihilated is a -5 and Initial Battle Rating is a +10. If she Assassinates someone, that should make her a net +10. If not, then it's a net +5. Is this a better idea than letting her have a reasonable troop count? Is it a better idea than giving her any other upgrades, e.g. Speed Luck or +1 Spd?
 
* If you give Suzume Initial Battle Rating and barely any troops, is she fast enough to virtually always be a net positive in Battle Rating? She can't die, but being annihilated is a -5 and Initial Battle Rating is a +10. If she Assassinates someone, that should make her a net +10. If not, then it's a net +5. Is this a better idea than letting her have a reasonable troop count? Is it a better idea than giving her any other upgrades, e.g. Speed Luck or +1 Spd?
  +
* Where are the best places to use Ikkyu's Whitty Comeback? Whenever I get him, I turn him in to such a game-breaker that he never needs it.
  +
*Akiyama starts out with some excellent skills and stats. Is he worth grinding for? He could well be one of the best units in the game.
   
 
===Unit Types===
 
===Unit Types===
 
* [[Sengoku_Rance:Commander_Tips#Miko_.28.E5.B7.AB.E5.A5.B3.29|The Commander Tips section for Mikos]] omits many notable commanders (e.g. Akihime), doesn't evaluate them as early game Archers, and was based on the false assumption that Healing Mist doesn't heal much. This means that Mikos need some serious theoretical work done. Mikos might actually be useful! That section's English is also quite poor.
 
* [[Sengoku_Rance:Commander_Tips#Miko_.28.E5.B7.AB.E5.A5.B3.29|The Commander Tips section for Mikos]] omits many notable commanders (e.g. Akihime), doesn't evaluate them as early game Archers, and was based on the false assumption that Healing Mist doesn't heal much. This means that Mikos need some serious theoretical work done. Mikos might actually be useful! That section's English is also quite poor.
* As I recall, [[Sengoku_Rance:Commander_Tips#Monk_.28.E5.83.A7.E5.85.B5.2FSohei.29|the Commander Tips section for Monks]] has barely any information at all. Surely, someone out there knows how to use them? The entire section almost fits on my screen. I've also noticed that the two Monks that you can recruit off of the map are totally unmentioned. Is this supposed to imply that they are not only useless, but can't even be made useful? Even Genri is umentioned. Six actions has got to be worth something, right?
+
* As I recall, [[Sengoku_Rance:Commander_Tips#Monk_.28.E5.83.A7.E5.85.B5.2FSohei.29|the Commander Tips section for Monks]] has barely any information at all. Surely, someone out there knows how to use them? The entire section almost fits on my screen. I've also noticed that the two Monks that you can recruit off of the map are totally unmentioned. Is this supposed to imply that they are not only useless, but can't even be made useful? Even Genri is unmentioned. Six actions has got to be worth something, right?
 
*Other than Isoroku, are any Archers worthwhile on high difficulties? Yamato Sweeping Fire might be worthwhile on the units who can learn it, but I always prefer Whirlwind Shot on Isoroku herself. Honestly, I think that I'd rather give Initial Battle Rating to somebody decent than try to experiment with Isoroku's girls, but maybe they're useful somehow? Anyway, other than Isoroku and her friends, is anyone useful? Hara's Volley is nice but the damage is far too low even if you try to improve his stats. The only unexplored tactic that I've had in mind for Archers is that Footsoldier Snipe is rather fast and damaging when targeting Foots, potentially making them in to small but fast Canon units, but there are no Archers in the game who can use it more than twice. Have I listed any good ideas here? Or are Archers really that bad? I don't want to give up on them, but I feel like I've just listed every possible idea for them.
 
*Other than Isoroku, are any Archers worthwhile on high difficulties? Yamato Sweeping Fire might be worthwhile on the units who can learn it, but I always prefer Whirlwind Shot on Isoroku herself. Honestly, I think that I'd rather give Initial Battle Rating to somebody decent than try to experiment with Isoroku's girls, but maybe they're useful somehow? Anyway, other than Isoroku and her friends, is anyone useful? Hara's Volley is nice but the damage is far too low even if you try to improve his stats. The only unexplored tactic that I've had in mind for Archers is that Footsoldier Snipe is rather fast and damaging when targeting Foots, potentially making them in to small but fast Canon units, but there are no Archers in the game who can use it more than twice. Have I listed any good ideas here? Or are Archers really that bad? I don't want to give up on them, but I feel like I've just listed every possible idea for them.
 
*In combat, Animal units are totally useless, even if you heavily invest in them, right?
 
*In combat, Animal units are totally useless, even if you heavily invest in them, right?
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*Guard Break takes a lot less counterattack damage than Warrior Attack. Does this make them useful in high difficulties? Even if that is the case, who is worth giving this skill to anyway? Only Ieyasu (I'd rather have Senhime?), Mouri (going to be a ghost?), and Agireda (too late?) start with Warrior Attack 2. Kuge Kyouko starts with Guard Break, but is she on anyone's radar? I've heard that if Rance has 6 or 7 Def, then Sill's healing is enough to make him essentially take no counterattack damage when he attacks a normal unit (not just a Foot) with Guard Break, making him pretty viable? I'd rather upgrade his Spd stat, but maybe this is something you can abuse Natori for?
 
*Guard Break takes a lot less counterattack damage than Warrior Attack. Does this make them useful in high difficulties? Even if that is the case, who is worth giving this skill to anyway? Only Ieyasu (I'd rather have Senhime?), Mouri (going to be a ghost?), and Agireda (too late?) start with Warrior Attack 2. Kuge Kyouko starts with Guard Break, but is she on anyone's radar? I've heard that if Rance has 6 or 7 Def, then Sill's healing is enough to make him essentially take no counterattack damage when he attacks a normal unit (not just a Foot) with Guard Break, making him pretty viable? I'd rather upgrade his Spd stat, but maybe this is something you can abuse Natori for?
 
*I'm convinced that there must be an awesome combo with both Pursuit Attack and Convert Action.
 
*I'm convinced that there must be an awesome combo with both Pursuit Attack and Convert Action.
*How valuable is a skill's ability to hit an entire column, thus ignoring any attempts to guard agains the skill? As I recall, [[Sengoku Rance:Commander Tips|Commander Tips]] rarely mentions the value of such moves, e.g. White Destruction Beam, Penetration Shot, Yamato Sweeping Fire, and Chun-Chun Shuriken.
+
*How valuable is a skill's ability to hit an entire column, thus ignoring any attempts to guard against the skill? As I recall, [[Sengoku Rance:Commander Tips|Commander Tips]] rarely mentions the value of such moves, e.g. White Destruction Beam, Yamato Sweeping Fire, and Chun-Chun Shuriken. I think that the below is ample reason to rule out both versions of Penetration Shot.
  +
**One of the problems with Penetration Shot is that it is so slow that you will be lucky to use it more than twice, so you might as well give anyone with two or more actions Penetration Shot 2. However, it's for that reason that I'm willing to rule out Penetration Shot 2. Anyone with two actions can get along with Penetration Shot, so the only unit who merits Penetration Shot 2 must be carrying the Worker Bee (the only Musket that starts with more than two actions isn't one you'd want). However, the troop count needed to make Penetration Shot 2's damage worthwhile goes against the penalty of using the Bee, so you're stuck.
  +
**Even with Penetration Shot 2, I find that you simply don't do enough damage unless your troop count is absurd. Given that Penetration Shot 2 does more damage than Penetration Shot, I'm happy to rule both out. The only tactic that comes to mind is the +5,000 troop item, presumably on Yuzumi.
  +
*Should the Healthy Body passive skill be given to all non-Foot Battle Permit users? The default replenishment cost for these units is four gold per troop, so I suppose that this would save just short of 3,000 gold per used non-Foot permit per turn. I've never checked the code, so I can't be certain about these numbers. This would come at Affect and Fan costs, but anyone spamming the +3 Affection SAT Bonus would have no issue finding the affection needed to buy this passive skill. However, the Troop Replenishment Cost -1 SAT Bonuses take prioirty over that bonus, so it could be argued that you're taking them anyway and therefore this Healthy Body idea is redundant.
   
 
===Items===
 
===Items===
 
* Who is the best unit for that +100 damage sword? What about that +50 damage item? Is this more of a dungeon battles concern than an army battles concern? Is it obviously Uruza?
 
* Who is the best unit for that +100 damage sword? What about that +50 damage item? Is this more of a dungeon battles concern than an army battles concern? Is it obviously Uruza?
* Who is the best unit for Action Book 1s? What about 2s? For the 1s, my notes suspect Cavarly units, specifically Baba. For 2s, I guess it's either Rance, Kentarou, or Yuzumi? Maybe Kenshin due to her high default level?
+
* Who is the best unit for Action Book 1s? What about 2s? For the 1s, my notes suspect Cavarly units, specifically Baba. For 2s, I guess it's either Rance, Kentarou, or Yuzumi? Maybe Kenshin due to her high default level? Goemon?
   
 
==Meta Tasks==
 
==Meta Tasks==
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* Several parts of the Wiki have never got any love and care. For example:
 
* Several parts of the Wiki have never got any love and care. For example:
 
** The bits of text that accompany each "important commander" in the walkthrough. They're inconsistently formatted (e.g. what they call each stat) and contain information of very mixed detail and quality.
 
** The bits of text that accompany each "important commander" in the walkthrough. They're inconsistently formatted (e.g. what they call each stat) and contain information of very mixed detail and quality.
** [[Sengoku Rance:Item Shop]], [[Sengoku Rance:Locations]], [[Sengoku Rance:FAQ]], [[Sengoku Rance:Version history]], [[Sengoku Rance:SSG]], [[Sengoku Rance:Links]],[[Sengoku Rance:Clear Game Report]],[[Sengoku Rance:Command events]], and [[Sengoku Rance:Story]] hardly ever get edited by anyone.
+
** [[Sengoku Rance:Item Shop]], [[Sengoku Rance:Locations]], [[Sengoku Rance:FAQ]], [[Sengoku Rance:Version history]], [[Sengoku Rance:SSG]], [[Sengoku Rance:Links]],[[Sengoku Rance:Command events]], and [[Sengoku Rance:Story]] hardly ever get edited by anyone.
 
** As I recall, a lot of [[Sengoku Rance:Tips]] is a straight copy and paste from GameFAQs.
 
** As I recall, a lot of [[Sengoku Rance:Tips]] is a straight copy and paste from GameFAQs.
 
** [[Sengoku Rance:Commander Tips]] could really do with someone knowledgable reading it from top to bottom. It's behind the times.
 
** [[Sengoku Rance:Commander Tips]] could really do with someone knowledgable reading it from top to bottom. It's behind the times.
  +
** [[Sengoku Rance:Clear Game Report]] hardly ever gets updated, even when relevant information is discovered and put in the walkthrough. As I recall, it's very wrong about a lot of vassaling stuff.
 
* What can be learned from translating the Japanese Wiki? What about that Chinese forum that did the 323 points run? Apparently, I've lost or deleted my links to both.
 
* What can be learned from translating the Japanese Wiki? What about that Chinese forum that did the 323 points run? Apparently, I've lost or deleted my links to both.
 
* '''Major bragging rights:''' [[Translation of the Chinese 323 point run]] is incomplete. There are some parts where the author does not know how the run did what it did. According to my comments on the article, it is also wrong in several places (e.g. mistaking Tokugawa for Tanegashima). What we really need is for someone to replicate the run and write a guide from that.
 
* '''Major bragging rights:''' [[Translation of the Chinese 323 point run]] is incomplete. There are some parts where the author does not know how the run did what it did. According to my comments on the article, it is also wrong in several places (e.g. mistaking Tokugawa for Tanegashima). What we really need is for someone to replicate the run and write a guide from that.
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* As mentioned in the previous section, somebody needs to replicate the Chinese 323 points run. Can it be beaten?
 
* As mentioned in the previous section, somebody needs to replicate the Chinese 323 points run. Can it be beaten?
 
* How does a "no SAT bonuses" run sound? Particularly in a bonusless game, this denies you a lot. No affection +3 spam, no third fan, no reinforcements (Uruza!), and no battle prep spam. It probably needs a house rule like "no infinite time exploits", but it could be interesting. My main worry is that you're just one good Tactician away from an easy game.
 
* How does a "no SAT bonuses" run sound? Particularly in a bonusless game, this denies you a lot. No affection +3 spam, no third fan, no reinforcements (Uruza!), and no battle prep spam. It probably needs a house rule like "no infinite time exploits", but it could be interesting. My main worry is that you're just one good Tactician away from an easy game.
  +
* What is the minimum amount of SAT that the game can be beaten with? Some thoughts:
  +
** My LTC Kenshin run (linked below) ended on 35 SAT, so that's a target to beat.
  +
** The LTC KTM run (linked below) ended on 55, which might suggest that KTM can't beat that target.
  +
** I suspect that the Isoroku route can't beat 35 SAT either. You can't miss Sill or Suzume's initial SAT, so that's 10 SAT already. You must get 15 more from conquering Ashikaga and the two mandatory H-es of Isoroku and conquering all of the way to Senkan Nagato is bound to give you all three of those +3 SAT princess events. That's already dangerously close to 35 and we've yet to even consider the minor events where people are chasing Rance's seed. I might be wrong, but I don't think that I am.
  +
** The True route might stand a chance? DK would be even better if it skips some of the Shogun girls.
  +
** I think that the Ran route is out of the question. You've got 10 SAT from Sill and Suzume and 10 more pre-route entry from conquering Houjou and H-ing Ran. I don't know if Ran's mid-route H-scenes can be skipped, but I would bet that they cannot.
 
* What about a run that encourages the use of melee units? I was thinking: 5 Star, no bonuses, True route, melee damage only, no usage of skills that manipulate the Battle Rating directly, no using the SAT Bonus that increases your Battle Prep, and maybe no learning passive skills (I don't want another Initial Time Advance run)?
 
* What about a run that encourages the use of melee units? I was thinking: 5 Star, no bonuses, True route, melee damage only, no usage of skills that manipulate the Battle Rating directly, no using the SAT Bonus that increases your Battle Prep, and maybe no learning passive skills (I don't want another Initial Time Advance run)?
 
* Lowest Turn Count runs:
 
* Lowest Turn Count runs:
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* What cut content is there? What can be found in the game's code?
 
* What cut content is there? What can be found in the game's code?
 
* What events can never trigger?
 
* What events can never trigger?
  +
* Both SR's manual and the SR Perfect Guide - which doesn't have an article on the Wiki - have been scanned but never translated. Is there anything that we could learn from them?
   
 
==Personal Tasks==
 
==Personal Tasks==
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* My [[Kenshin Route in 27 Turns]] guide needs another playthrough. I should also add a lot of pictures to it. I'm still a long way off any of the gold badges for adding pictures...
 
* My [[Kenshin Route in 27 Turns]] guide needs another playthrough. I should also add a lot of pictures to it. I'm still a long way off any of the gold badges for adding pictures...
 
* I should try the runs detailed in [[User_blog:FixSRwiki/You_Cannot_Beat_3_Fans_in_13_Turns]] just to see if I get any surprising and useful start of turn events.
 
* I should try the runs detailed in [[User_blog:FixSRwiki/You_Cannot_Beat_3_Fans_in_13_Turns]] just to see if I get any surprising and useful start of turn events.
* I'd quite like to make another 5SNB guide, but I'd like to focus it on playing dirty. We know a lot about how the AI works and how to stall the game, so you can do some really silly playthroughs.
+
* I'd quite like to make another 5SNB guide, but I'd like to focus it on playing dirty. We know a lot about how the AI works and how to stall the game, so you can do some really silly playthroughs. [[User_blog:FixSRwiki/Cheating_5SNB|Here's a start]].
* There's a good chance that the translation of SR's code that is on my machine better than any publicly available one. I can't remember the last time that I uploaded by copy.
+
* There's a good chance that the translation of SR's code that is on my machine is better than any publicly available one. I can't remember the last time that I uploaded my copy.
* There's something up with the documentation for [[Sengoku_Rance:Character_clears#Uesugi_House|Kenshin's character clear section]]. Apparently I've got some of it in a webm, but all that I really know is that one of her events [https://alicesoft.fandom.com/wiki/Message_Wall:TsuchiNoKao?threadId=4400000000000032780 isn't purple in KTM]. I think that I'll have to check the whole thing.
+
* There's something up with the documentation for [[Sengoku_Rance:Character_clears#Uesugi_House|Kenshin's character clear section]]. Apparently I've got [https://files.catbox.moe/6w8ao8.webm some of it in a webm], but all that I really know is that one of her events [https://alicesoft.fandom.com/wiki/Message_Wall:TsuchiNoKao?threadId=4400000000000032780 isn't purple in KTM]. I think that I'll have to check the whole thing. It's clear to me that you can H her without the pre-battle event.
 
* There are some events in the game that use a variable called ◆特殊. They're debated in [https://alicesoft.fandom.com/wiki/Sengoku_Rance:Walkthrough?commentId=4400000000000034350 this thread]. Some attempt has been made to documented them in [[Sengoku Rance:Walkthrough]], but I want to check it. In fact, I think that I promised to check it. I think that I need to look at [https://alicesoft.fandom.com/wiki/Sengoku_Rance:Walkthrough?type=revision&diff=127416&oldid=127414 these] [https://alicesoft.fandom.com/wiki/Sengoku_Rance:Walkthrough?type=revision&diff=125369&oldid=125226 edits].
 
* There are some events in the game that use a variable called ◆特殊. They're debated in [https://alicesoft.fandom.com/wiki/Sengoku_Rance:Walkthrough?commentId=4400000000000034350 this thread]. Some attempt has been made to documented them in [[Sengoku Rance:Walkthrough]], but I want to check it. In fact, I think that I promised to check it. I think that I need to look at [https://alicesoft.fandom.com/wiki/Sengoku_Rance:Walkthrough?type=revision&diff=127416&oldid=127414 these] [https://alicesoft.fandom.com/wiki/Sengoku_Rance:Walkthrough?type=revision&diff=125369&oldid=125226 edits].
 
* I have some notes on the Ashikaga Blitz - I think it's a picture - that I want to check against their section in the walkthrough. I suspect that they can "blitz" you even when they have less than 11 commanders. I'm also not sure if the members of the blitz are special or capturable.
 
* I have some notes on the Ashikaga Blitz - I think it's a picture - that I want to check against their section in the walkthrough. I suspect that they can "blitz" you even when they have less than 11 commanders. I'm also not sure if the members of the blitz are special or capturable.
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** The game often forgets that you can make peace with a house without vassaling them. For example, your Permits can attack territories in your provinces that are owned by a house that you're at peace with, but you can't attack those territories.
 
** The game often forgets that you can make peace with a house without vassaling them. For example, your Permits can attack territories in your provinces that are owned by a house that you're at peace with, but you can't attack those territories.
 
**Convert Action secretly makes you slower.
 
**Convert Action secretly makes you slower.
  +
**Takuga can flee from a castle that they don't own. The game generally does not expect you to conquer the place that they can take from Mouri before they've took it. I think this even breaks the scene where you declare war on them.
 
**The stupidity of the anti-Rengoku "just swap people" tactic.
 
**The stupidity of the anti-Rengoku "just swap people" tactic.
 
*Apparently I have a webm showing that the item that adds 5k troops to a commander is super buggy. It eats up your NP to.
 
*Apparently I have a webm showing that the item that adds 5k troops to a commander is super buggy. It eats up your NP to.
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*There's an old user's edits that I want to double-check. I won't name and shame. Said edits are so old that they've probably been overwritten by now, but I still want to check a few things.
 
*There's an old user's edits that I want to double-check. I won't name and shame. Said edits are so old that they've probably been overwritten by now, but I still want to check a few things.
 
*Should probably check my webms and screenshots folder for more tasks.
 
*Should probably check my webms and screenshots folder for more tasks.
  +
*It's been suggested that I put my webms on YouTube. I think that I'd just append them all in to one huge video and post the timestamps.
 
*I never actually finished the Clear Game Report or did a points run. I never even recruited those two Uesugi girls that reappear in Quest. I should do that sometime. It'll be educational.
 
*I never actually finished the Clear Game Report or did a points run. I never even recruited those two Uesugi girls that reappear in Quest. I should do that sometime. It'll be educational.
 
*I should fap to every H scene. Maybe even post a review of each scene in a blog.
 
*I should fap to every H scene. Maybe even post a review of each scene in a blog.

Latest revision as of 00:06, 23 March 2024

No longer under construction! Read away!

Introduction

I've been obsessed with Sengoku Rance for the better part of six years. When I was first playing the game, I had a list of questions that I wanted answered about it. Once I started editing the Wiki, it grew in to a to-do list and a mess of disorganised saved web pages and little notes that I made on a USB stick while away from my machine. Today, there's still all of those saved web pages and little text files, not to mention a lot of bookmarks, but the main to-do list is 530 lines and split in to several sections like "Why I hate FFA" and "Vassaling advantages". The actual to-do part of the to-do list is about 150 lines and 2,000 words. Above that is a 100 line and 3,000 word "shortlist", mostly of stuff that I've promised other people that I'd look in to. Finally, I have a separate file - my actual real life to-do list - that has two more Sengoku Rance to-do lists in it, all of which are supposed to be an even higher priority than the shortlist. Ultimately, I must have at least seven different to-do lists for SR.

Clearly, this is unsustainable. My hope was that I'd be able to keep at and work through each list until they were empty. However, I'll soon have the badge that you get for contributing to the Wiki for 365 days in a row. Would you believe me if I told you that my to-do list is now bigger than it was before I started the grind for that badge? It is. There's a simple lesson that I must take away from this: I'm never going to be able to shrink my lists.

This article is my attempt to solve these problems. By collecting my to-do lists here, I'll be able to organise things so well that several birds can be killed with each stone that we throw at this list. Another benefit is that it allows me to collect what amounts to SR folklore. There's a lot of things that I think that I know or have made a note of because other people have said that they think that they know. It's better to have them published here than have them rot away in my head or on my machine. I don't want all of this to be lost just because I felt like jumping off a bridge one day.

If you solve any of the problems on this list, post a comment on this blog post and I'll delete the corresponding points. Evidence, ideally a video, would be excellent. What follows are the sections that I've decided to split the list in to. In case you're interested, all of my original questions, which I think I first asked about 3 quarters of the way through 2015, have now been answered, some as late on as 2021.

Progress so far: I've transferred all of my bookmarks to here. I've also completely transferred both of the SR to-do lists that were in my real life to-do list and everything that was in my proper SR to-do list. This means that my only remaining notes on SR are lots of little files that are scattered around my machine. I don't look forward to finding them and I don't plan to do it any time soon, but I have uploaded all of the obvious .txt files, so this to-do list is completely written.

Top Priority Tasks

Everything here has most or all of its information in a non-article part of the Wiki or somewhere external. This means that if any of the infrastructure changes, these hyperlinks will become useless. This therefore makes these tasks the top priority. I suspect that you'll need a de-compiler and some code-reading ability for most of them:

  • The game uses an internal variable, 戦場生死確率, for determining if player-owned commanders die in battle. It is extremely weird. It's not quite clear how we should test our code-based predictions of how it works. This link contains the latest research. What is most needed is either a careful account of how the code says that it works or a set of ideas on how to test how we think it works.
    • On this topic, if I bring a unit that cannot die to a battle, such as some reinforcements from another house, does this increase the chances that my own annihilated units die?
  • What happens when a unit holding an item defects to another faction? Demon King route Kentarou, Senhime's defections, and anyone leaving you for Shimazu would all be good places to check. Most of this link is about modding Kentarou works, but it will show you where to start looking. If memory serves, he always loses his sword, so he can't be checked.
  • How does Battle Rating really work? I'm unsure if this is a solved problem or not. Some of the code is very weird, particularly as it relates to how damage is processed. You will need to cross-reference this link and the parameters page. Hopefully, the weird code is isolated to how the Battle Rating is displayed in the bar at the top of the screen, but how that bar works is an equally worthwhile question.
  • I suspect that the speed algorithm is almost cracked. The functions 順番_登録, 順番_時間更新, and P合戦処理 are probably the last places to look. See this link. It won't be easy, but it'll be worth it.
  • I'm convinced that the 魔軍/イエヒサ防衛C event is totally impossible to trigger. I invite you to prove me wrong.
  • The Weaken Enemy Countries SAT Bonus confused me, but I can't remember how. All that I have is this webm. If anyone can explain to me why that webm is not confusing and matches how the Wiki has Weaken Enemy Countries documented, then I can delete this point.
  • Factions can attack you with less than 10 commanders. They might pull back because some of them are ghosts. There's a lot going on here.
  • It looks like (all?) blitz attacks cannot recover land from provinces that the blitzer owns. See here.

Objective Tasks

All of these tasks are about matters of fact. In theory, you could grab a de-compiler and solve them all. Others can be done just by playing the game, but it might be a challenge.

Routes

Demon King Route

  • Can you clear Kentarou in this route?
  • Can you "beat" this route without losing Kentarou?
  • What happens to Apostle Shikibu in this route? Does she just vanish from the game? Can the Demon Army still use her somehow?
  • I have a suspicion that if you enter this route without interacting with the Demon Army much, then their roster will still be full of the relatively useless Shimazu units, meaning that you will not and cannot see many Demon King route units or even standard Demon Army units. Am I at all right?
    • There's no reason why this same trick wouldn't also block the normal Infected/Monster units from joining Xavier's Demon Army in his routes. I gave it a quick try in the MG version of the game and it seemed to work. The Time Killer units didn't spawn, but I cannot explain this.

Isoroku Route

  • I suspect that Sengoku Rance:Satisfaction does not contain all of the SAT in this route. For example, where are the scenes of people chasing Rance's seed?

Ran Route

  • You can't enter it in a First Game, so do you get Souun if you try to enter the Ran route in a First Game?
  • Does anything interesting happen if you try to get the ogres that can attack Owari beyond 9,999 troops?
  • The final boss removes (some?) buffs when he hits you?
  • What is the earliest that this route can be entered? What is the earliest that it can be beaten?

True Route

  • Is the 'Investigate Honouji' event totally worthless? If so, why doesn't the walkthrough mention that?
  • You know how you have to do an army battle before the final boss battle with Xavier in the True route? Does your choice of commanders in the army battle affect who can appear in the boss battle?
  • If he has Attack Luck (and maybe other skills or just a high Spd?) Kentarou can win the fight with Shikibu without using the medicine. However, this changes with his level. At what levels is he no longer able to win the fight without using the medicine?

Factions (and their units)

Asai-Asakura House

  • What are the exact mechanics of the event where talking to Asakura Yoshikage gives affection to your commanders? Does it only give affection to people who are not already at 7/7? If so, can it be exploited with the SAT Bonus that gives +3 affection to everyone?
  • Yukihime: You cannot comprehend the levels to which I have given up on this woman. I'm never looking in to her mechanics again. I've tried so many times that I have her HCG with Rance burned in to my memory. The main questions are:
    • What exactly determines who she makes you go to war with? It's randomised in a way that is very hard to explain.
    • How do you trigger the pregnant Yukihime scene? Does vassaling someone prevent it? Do you need to conquer somewhere?
    • What is the minimum set of things that you need to do to recruit her? What prevents her recruitment?

Demon Army

  • Lel Mop, the shogun replacement that you face in South Africa, is almost entirely undocumented. How does he and his fight work? Are they at all special?
  • The walkthrough is obviously missing an event when it's talking about the Soul Binder's curse. It says "if the post-battle event where 3G tells Kouhime to isolate the units who have fought against the Infected units (which can only trigger after a battle with said units) has ever been seen, then at the start of every turn the Soul Binder's curse will affect the Oda House's army" this suggests that the curse only happens in the True route (because Kouhime isn't in Isoroku). This is obviously wrong. What event is it missing? Is said missing event different in the Kenshin route?
  • The Demon Army seems to have a tendency towards attacking in ways that make it harder for you to reach the end game. What are the exact mechanics of this? Can it be exploited by letting them conquer somewhere far off like Houjou?
  • Apostle Shikibu can blitz you, but there's hardly any documentation on this. If it's anywhere, it's probably in Muri's guide. From Muri's games, I have the following unverified notes on the topic:
    • The team that she attack with is always fully healed and will always include Monsters, even if they should not have spawned yet. Shikibu herself seems to be respawned for each fight, with between 1,000 and 1,700 troops each time. The formation is typically:
      • Front row: Shikibu, a (Monster?) Footsolider, and either a Monster Warrior or generic human.
      • Back row: Lightning Monster, a (Monster?) Footsolider, and either a Lightning Monster or generic human.
    • You will be attacked anywhere between 1 and 4 times each turn, usually at least twice.
    • How often you've attacked them does not seem to matter.
    • Before Shikibu dies, they will only attack Cairo (I think this means that they're trying to recover territory there, while they still own the province?).
    • Once you either have Cairo or have Shikibu dead, the Demon Army starts attacking random places, which can be abused by letting them take somewhere like Iga or Akashi. Before that, they'll focus on Cairo, or if they can't reach that, Senkan Nagato?
    • The lemons being lost might be enough to make Shikibu stop spawning until they're found?
  • How many times can Apostle Gigai appear in a turn? How does his list of people you can kill work?
  • Are there any events that the Shimazu Blitz cannot trigger before? I think that there's some in the Kenshin route, but I don't know about others.

Hara House

  • How does the girl that can replace Hara's unit work? She's coded in a pretty weird way, perhaps even glitchy. I think her name is Hara Sanya? Some obvious questions: Is she really a generic? How? Can you talk to her like a non-generic? It looks to me that because it changes her ID, you can't talk to her like you can for Hara, but I don't know how that managed to make her a generic.
  • What exactly controls the event that makes them declare war on you because Ashikaga is at war with you? It seems like I can avoid it sometimes, but I don't know how.

Houjou House

  • Precisely how does Houjou Masako work? What parts of her stats/skills are non-random, how is she recruited, and is she at all special? These facts need putting in the walkthrough and the list of Diviners.
  • What are the exact conditions for Souun leaving? Apparently it doesn't happen if he has all of his provinces?
  • What are the exact conditions for Ran leaving?
  • What happens when Xavier tries to conquer Houjou, but Souun isn't present?

Iga House

  • Assuming that we keep things simple and ignore possibilities like Rance's passive skill being Attack Luck, what are the minimum levels, action counts, and Spd stats needed to beat Inukai in Rance's duel with him? What if we account for that silly 8%-of-the-time speed boost mechanic?
  • What are the exact requirements for unlocking the Inukai duel? How long does he make you wait?
  • I've never quite got my head around how they sometimes declare war before the Tenshi Sect does.

Imagawa House

  • What are the exact requirements for recruiting Okita Nozomi? The walkthrough doesn't know if it's two purple events or three and I'm pretty sure that it makes no mention of the required end of turn events. How does her recruitment depend on the status of Imagawa? For example, what if they're conquered early on? The only thing that I know for sure is that her events require Imagawa to have been introduced.
  • I don't think that anywhere on the Wiki mentions that the Nozomi events that stop Rance from acting can trigger as start of turn events.
  • Can they be conquered by Takeda prior to their introduction? Does this stop Nozomi's recruitment events?

Miko Institute

  • Extremely Easy: I've heard it said somewhere - maybe the CG guide? - that the Hot Springs event needs Natori at Trust. This isn't true, is it?
  • Natori's character clear section implies that she must be talked to before you enter a route. Is that true?
  • In one playthough, seeing Natori's 7 Normal event stopped me from spamming her At Rance's Place event for a while, but not forever. Was this just bad RNG? Or is there something deeper going on?

Mouri House

  • The Kuu Hime unit - a Mouri House semi-generic with 7 Int and Advanced Shikigami - deserves significantly more documentation. There's barely any mention of her on the Wiki. For example, she's not on the list of Diviners or in the Commander Tips article. We should really learn how to capture her and what she's worth. I'd argue that she's potentially the third best Diviner in the game. Murakami Suigun, the Mouri Tactician, has the same issue, but is much less useful.
  • How does the Mouri House declare war in First Games? The walkthrough is almost silent on this topic.
  • Other than Guard Shikigami, can anything make Motonari Punch not do 200 damage?
  • Does that event where Chinu poisons your units unlock anything? For example, does it have anything to do with her deployment or unlocking being able to capture her?
  • Does the scene where you declare war on Mouri and he explains teamwork to his daughters change if Chinu is dead?

Oda House

  • Kouhime isn't in the Commander Tips article. That should be fixed. For example, one good tip is to give her the Charm of the Immortal Fox Deity, so she doesn't die when annihilated.
  • I think that Ranmaru's character clear section is missing some optional events. I don't know what or which, I'm just confident that she has more than the section implies.
  • Fuuka's character clear section doesn't specifiy that she very specially wants conquers, not vassals (I think that's the case?).

One-Eyed House

  • I believe that it is impossible for them to have certain types of generics, such as Monks. I believe that this is proven by the 初期兵力 and 乱武将登録 functions. Am I right? What are their exact limitations? What happens to their graphics if you mod these units in to their army?
  • Is there some strict order in which the wives' I'm-going-to-go-fight-Oda-now events play? Is there a strict order in which they actually appear in battles?
  • Five things matter in the Masamune duel: Rance's level, Rance's action count, Sill's presence, Rance Attack being unlocked, and Rance's Spd. Is there any way that we can make a table showing what values are needed to beat Masamune? This might be too much work. For example, you'd have to account for that silly 8%-of-the-time speed boost mechanic and how the player might've replaced Rance's passive skil with something like Attack Luck.

Shimazu House

  • The wording of the Ran route's section in the walkthrough currently implies that capturing any of the Mouri sisters or uncursing Mouri prevents the mergers of Shimazu with houses other than Mouri. Is that true? How do the merges work anyway?
  • I'd love an in-depth look at the defection mechanics. Some questions:
    • What happens to the defectors from your army when you defeat the Shimazu House?
    • The game's code suggests that you can't recapture defectors, but has anyone tried? Light Attack them.
    • It appears that defectors can keep their items when they join Shimazu. What is the significance of this? Do the items still have their effects?
  • Trivial: I don't think that the walkthrough ever mentions that they can't be interacted with until they declare war on you.

Takeda House

  • Can they attack you on the same turn that they Blitz you? I suspect not.
  • There exists a pool where commanders from defeated houses go. If this pool is full, what happens to the four main Takeda generals when you assassinate Shingen? Many people who really think that they know what they're talking about disagree on this. I think that the only thing that's going to settle it is if someone makes a mod or Cheat Engine table that lets you view the pool and then proves what happens empirically.
    • Can vassals recruit from this pool? Do units from vassaled countries join this pool?
  • I don't think that the Wiki ever mentions any tips on capturing the generals, e.g. that you should watch what countries are recruiting who.
  • Extremely Easy: The Wiki has almost no documentation on Mokko, even in game terms like how to get her CG. I don't think that she's even mentioned in the walkthrough. She needs significant research and her own Wiki article.

Takuga

  • Apparently, you can do the event where Gon's is cleared with him dead? Fixed in the MG version?
  • Apparently, when Xavier kills off Takuga, your save is marked as if you never closed the gate on them, meaning that you don't get the mark on your Clear Game Report. Fixed in the MG version?

Tanegashima House

  • I hear that Yuzumi's optional events are purple and need her to be at Trust. What optional events does she even have?
  • Apparently you can't sex change Kikan Juutarou. Why?
  • What is required for the event where you can buy a musket from them (e.g. what borders?) and what controls how these units are created? They seem similar to the students that you can recruit in Owari.

Tenshi Sect

  • The info in Non-player Turns and the info in the Tenshi Sect's part of the walkthrough don't match up. It's not that they contradict each other, it's that they both have information that the other should also have. Specifically, the walkthrough does not mention that they can only attack your territories on even numbered turns and Non-player Turns doesn't mention that you can be attacked by events, like the Tenshi Blitz, which also ignores limits like Political Turmoil.

Tokugawa House

  • The details of Ieyasu's clear misses some details like how Sill isn't needed for him to join. It's also not clear precisely when the Foot is needed for his recruitment (e.g. can you fire him straight after learning about the tempura?). To be honest, I'm not sure if I'm complaining about the thing that I've just linked or if I'm complaining about what it links to. Either way, we definitely don't have all of the facts.
  • Are there any safeguards that protect Senhime from being killed when she's in that "lose three times" mode? If yes, how can they be exploited? If not, why have I never seen her die to this?
  • Can you get Ieyasu in a first game?

Zeth

  • Rizna's character clears section says "Power-up events have higher precedence than normal events". What is this warning against? I don't think that she has any special 7/7 events or any parts of her character clear that give her an affection bonus or power-up. If she does, then they're not documented in her clear.

Mechanics

Battles

  • How do initial buffs stack? For example, can two Tacticians try to buff the same unit in the same way when I start a battle? If so, how does this get resolved?
  • I strongly suspect that Battlefield Effect doesn't affect counterattack damage. Am I right?
  • The speed of dungeon moves is not documented. It's also worth double-checking if Sill's Healing slows people down in dungeons, like Convert Action does.
  • There's a cap on how much damage you can do to apostles. Apparently it's in ボスダメージュ補正. When does this apply? Who to? Does it also apply in army battles, e.g. the temple event fight with Apostle Shikibu? My notes say that the Attack Luck skill somehow overcomes it?
  • I don't think that I've ever seen any documentation on what determines how many troops any given unit gains after winning a battle. Fix that.
  • I've heard a superstition that units that are higher in any given row (e.g. the unit in your first slot) are more likely to be guarded. Any truth to this?
  • There's some debate over if hitting a Foot Soldier until their Guard % reaches 0 makes them no longer subject to the rule that has them take half damage from physical attacks. If it does not remove this immunity, what about Guard Cancel and if the Foot turns off their own guard?
  • Preparation attacks aren't interrupted when zero damage is done to the preparing unit (e.g. due to the Guts Armour). I don't think that this is mentioned anywhere.

Commanders (general)

  • There are limits on how many troops you can buy before turn 40?
  • What happens with critical prisoners when the prison is full? Like, what happens if I conquer the Mouri House with my prison full? Where does Kiku go?
  • Some units have their stats overwritten in a weird way. For example, if you look at the code for Apostle Madou's creation (see 固有武将登録) you'll see that his Spd stat doesn't match up to what it is in FFA. I've been told - no idea where those notes went - that this happens because his Spd stat is overwritten a few lines down by a function that tries to give him special dungeon stats. What other units are like this? What are the consequences?
  • With the exception of units who have their HP changed directly, like Ghost Mouri, the entire algorithm for determining a unit's HP appears to be in S体力計算. I've never seen any attempt to document this. It shouldn't even be all that hard. It's just a "translate this one function in to plain English" job.
  • You know how you can only talk to one specific generic even when several are at 7/7 affection? What determines which generic is at the top of that list? I think that the "unfortunate accidents" (e.g. determining who dies when you have 30 commanders and Kou or Kentarou try to join) uses the exact same mechanic. It's something to do with the internal IDs that the commanders use in the game's code. I don't understand it.

Dungeons

  • I don't think the Wiki ever mentions the fact that re-clearing a dungeon can still trigger dungeon events like Sill and Suzume's or that units who are defeated in dungeons can't be used on the rest of the turn, but will go to 1hp and still be usable in other dungeons on that turn.
  • Do we know all that there is to know about the dungeon events that I've just mentioned? I genuinely don't know.
  • In full, what is the algorithm for determining what unit gets swapped in when a unit is swapped out?

Items

  • How does that ticket item that reduces the price of new troops work?
  • What does the Worker Bee do to troop costs?
  • Demon Only Chisel: How does it work? Does it work in dungeons? With magic damage? What counts as a monster? Does it stack with A-Cutter? We know nothing!
  • In general, I'm never sure what items do and don't work in dungeons and do and don't work with magic damage. Someone should probably make sure that the Item page is very clear and very definitely correct about each case for each item.
  • I have some notes on how to remove the Mannequin Cat, but I don't know where I took them from or if they're completely true. I guess that they should be on the Wiki somewhere?
    • "How to remove the Mannequin Cat: Normally you can not remove the cat because the character is always red. What you do is go to a dungeon, and in the preparation screen you'll see a list of commanders and their levels. The cat commander will also be active. Without clicking anything else go straight to the item menu, and you can replace the cat with some other item."
  • You can use Motivational Paper on a reinforcements unit both before and after you have removed it from your lineup. What are the consequences of this?
  • I hear that Recruitment Magnifiers boost the troop cap of all characters, even if they weren't present when it was first used. Is that true?
  • Is the Items page accurate about what drops what? There's a few items that are marked with question marks.
  • Apparently, opening the SAT Bonus menu, even if you don't take a bonus, refreshes the unit equipped with the Human-Headed Dog. The same works for the Clear Game Report?

Non-unique Units

  • What semi-generics aren't on the Clear Game Report? Yamamoto Kansuke is one such unit, but you can find a lot more in the game's 初期兵力 function. All of these units should really be put on the commanders page, with notes on which stats are fixed and which are random.
    • An anonymous commenter has pointed out that some of these units are already mentioned in the walkthrough but not on the commanders page. Furthermore, they have pointed out that there are some commanders on the commanders page that appear to be totally random generics and should therefore not be recorded there.
    • It would be interesting to use 初期兵力 to generate some summary statistics on the armies of each faction. For example, it could be useful for players to know that Takuga does not start the game with any Monks, Mikos, or Muskets.
  • What can be done to document the units that have some part of their creation fixed, but don't have a fixed name? Do we even have a name for these sorts of units? For example, as shown in the 初期兵力 function, the Mouri House starts the game with four Monks that all have Initial Battle Rating.
    • RottenBlock has suggested a solution in the comments: Add them to the Commanders page as normal, like the rest of the units with a bunch of "R"s in their stats blocks, and put a warning at the top of the page that confirms that some units really do have random names despite having other non-random components.
    • Giving them a passing mention in the "Important Commanders" part of their house's section in the walkthrough would also be quick and helpful.
  • In what meaningful ways can non-unique units be categorized? I believe that the generic/semi-generic distinction is mostly a points run and Clear Game Report thing, but the two previous points suggest that it doesn't paint the full picture. It would also help clarify the capturing/killing algorithm. For example, I know that when Kuu Hime is scripted to join a battle, you can't capture her.
    • RottenBlock has suggested a solution in the comments. My take on it is that we should find people who think that they know something about a particular category and have them write a quick blog post on how they think it works - e.g. points runners know a lot about what categories of units can't have their genders changed - and then slowly piece these blogs together until we see the truth.
  • The functions for creating true generics, such as 乱武将登録 and キャラ生成 are not well documented. A very careful study of these would be an excellent entry to the parameters page. For example, it would answer questions like:
    • I believe that Tacticians with exactly two actions are unusually common. Am I right? Are there many units that spawn exactly like that? Is it some quirk of how truly generic Tacticians are made? Or am I just wrong?
    • Can generic Ninjas really not spawn with Leaves Hiding, Battlefield Construction, or any insta-kill skills? I never see them with it.
    • What healing skills can generic Mikos have? I've often said that Mikos are only good for healing if you catch a great generic. But for all we know, such a generic may be impossible.
    • キャラ生成 suggests that there's a very very low chance - something like 1 in 125 - that generic Monks can spawn with one of the Convert Action skills. Why have I never seen this, nor heard of anyone seeing it?
      • Much to my amazement, I saw a screenshot showing this a day or two after I put the above point on this list.
    • Why do late game generics seem better than early ones? Where is there any rule like "Mouri has better generics than Hara" coded? Does Secret Reinforcements "stick" to the late game generics?
    • Some units on the commanders page have a lot of "R"s in their stats blocks. How much can these vary?
    • What parts of what types of units can't vary? For example, I've never seen Akashi Kazemaru or Kuu Hime spawn with unusual and awesome moves, but I've seen lots of versions of Kabuto Hogan and the Takeda Blitz's Takeda Cavalry.
  • The 初期兵力 function shows that there are a few units with their 捕虜抵抗値 variable set to 999, making them uncapturable. Some of these units appear to be totally generic. This needs documenting.
  • Do the units that come from you having vassaled somewhere (i.e. the reinforcements) ever get stronger? 4/4/4/4 is a terrible stat line. Do they have any hidden mechanics that help them out? What about the Secret Reinforcements mechanic?

Overworld

  • Is there a better name for this category? It seems too broad.
  • Certain units can only be spoken to if you control some or all of some places. This is completely undocumented.
  • We know how Rance's Room works, e.g. see Natori's character clear section or Hara's. It should be properly documented somewhere.
  • The walkthrough details a glitch that you can use to vassal houses without their gourd breaking - I don't know if the MG version fixes this - are there any extensions to this glitch? What are the precise conditions under which it occurs? Why does it only work for vassals?
    • From a close inspection of 織田TOP強制 and its ▲序盤CK variable, I suspect that the bug that lets you break a gourd without Xavier ever getting it can be triggered earlier than the walkthrough says. For example, if you keep Ashikaga and Iga either red or yellow, then I think that the earliest that you can trigger the bug isn't "the second gourd has been broken" but "after you've seen the start of turn event where Nobunaga tells Rance that he can conquer all of JAPAN (織田/天志教事件開始)". The relevant function to cross-reference is 瓢箪が割れた.
  • Keikoku can cause wars. I'm sure that we've documented everything to do with it in the Kenshin route, but what about other routes?
  • How does troop healing between turns work? Resting troops is just a matter of not using them for a turn, right? How does this relate to that SAT Bonus that you can take to increase the number of troops that heal from rest?
  • How does the maximum number of troops that you can buy a unit up to work? I hear that its based on your difficulty setting and number of provinces controlled, but apparently vassals don't count? What number is used to adjust this cap for each unit class?
  • I know that there are modifiers that determine the troop counts of certain unique units. Our Wiki doesn't document this at all, but I think it's on the Japanese one?

Skills

  • The skills page says so little about Battle Strategy (Single) and Battle Strategy (All) that I struggle to believe it. "Randomly gives target ally some status buff" is offputtingly vague. Does "some" mean "exactly one"? If so, why not say that? It also says nothing about how powerful the buffs are. I also really struggle to believe that any moves that require two or three upgrades to get - apparently, (Single) is an upgrade from Battle Strategy 2 - actually suck that much. (All) can't really take two actions, can it?
  • I'm pretty sure that the skills page is somehow wrong about Lover. I do not recall why.
  • Does Commander Charge scale with your level in Warrior Attack?
  • How does Light Attack interact with Guard Shikigami?
  • Large Propaganda Effect, how does it work?
  • Pursuit Battle works even if the user is annihilated. But what about killed?
  • Does Pursuit Battle work when you autowin, like when Rance first meets Kenshin?
  • What happens if you try to use Whitty Comeback 4 times in one battle? Does Ikkyu lose the skill mid-battle? I suggest testing it against someone really slow, like a Tenshi riot.
  • Do event battles, like the Tenshi riots, count towards your uses of Whitty Comeback? They typically don't run post-battle code.
  • Skimming 合戦/初期化 suggests to me that Mikos with Outcall Miko might be slowed down if they roll in the lucky 8% in the speed algorithm. We know very little about that skill. Needs research.
  • In general, we could do we documenting 合戦/初期化. I'm pretty sure that the Wiki disagrees on lots of things that it covers, like how big certain buffs are.

Other

  • What glitches did the MG version fix? Did it cause any? I've recently seen the Time Killer units not spawn.
  • The CG guide needs significant work. I've done my best to clean up the appearance - but not content - of what's already there, so you should have a good template to follow. Just try not to duplicate any work that's already on the Wiki. The real problem is that we genuinely don't know how to trigger a lot of the H-scenes or when exactly they appear within a character clear. For example:
    • The Wiki says hardly anything about H-ing Kenshin and Ai after vassaling Uesugi.
    • I'm sure that there are more ways to trigger Hibachi's scenes than the Wiki implies. I think that it differs depending on when you beat them and if you vassaled them.
    • As mentioned earlier, there's not much info on Mokko.
    • Sill's H-scene requirments are poorly documented, particular ones unrelated to dungeons like the sailour uniform scene. And why does the CG library have two different versions of the student scene? Can you trigger them both outside of the library? How?
    • I wouldn't be surprised if a lot of this information is in Sengoku Rance:Clear Game Report.
  • Do houses that haven't been introduced yet, or don't even exist yet (e.g. Takuga and the Demon Army), get buffs to their Military Power when all houses are buffed?
  • The 敵FP登録 function lists almost every scripted battle in the game and how they work. If we could record them in the walkthrough page, that would be awesome.
  • Can you get points for beating FFA mode so quickly that your score in FFA exceeds your current best ever score?
  • The ▲序盤CK variable in 織田TOP強制 should really be documented. So far, all that the walkthrough has is a careful description of how it can be abused to recruit Suzume faster. Solving this mystery may be key to getting the third fan on Turn 12.
  • Translation of the Chinese 323 point run suggests that you can get the Coke Bottle to drop by having anyone conquer the relevant place, not just Shimazu or the Demon Army. Is this true?
  • I don't think that anyone ever documented what the difficult setting actually changes.
  • Kenshin cannot fight you when Oda is attacking if the event where Isoroku attends an Ashikaga war council triggers. This is very strange. An event that also blocks Kenshin is the auto-loss to the Nuhe. I therefore suspect that the chosen Isoroku event was a mistake and it should have been the auto-loss to Isoroku. Does this mean that glitchy behaviour will happen if Kenshin tries to fight you when you attack Ashikaga and auto-lose to Isoroku?

Subjective Tasks

Everything here is a matter of opinion. What is needed is for someone to look in to these ideas and see how they perform. You don't need any special tools for this, you just need to either think very hard or play the game and see these things play out. Think of this as a collection of fun ideas for your next playthrough.

I can't take credit for most of these. The majority of them come from arguments that I've had with many other people over the tears.

General Strategies

  • No unit can ever cost more than 9 NP. Upgrading your stats and (even by items) giving yourself a huge troop count can easily get you there. How can these facts be exploited?
  • People like to make a big deal out of the troop scaling mechanics - do we even know how they work? - but what effects do they have in the long run? If you totally ignore them, how common do 9999 stacks get?
  • It seems obviously that Demon Kentarou can be used to exploit the Harm mechanic. Is this a useful fact?
  • Is there any way to optimise the Item Shop? I hear that if you take the right Second Game Bonuses, some great items become assessable pretty much straight away. However, if you take too many item bonuses (or get too many of them in dungeons?), then the great items will be expensive. To be honest, I've hardly ever visited the place. It could be the biggest game breaker in the game and I wouldn't even know.

Losing Twice

  • I like to keep the Tenshi Sect in a permanent state of war. This has great AI-manipulation benefits. However, they can't attack you on odd numbered turns and never defeating them denies you Seigan. Does this mean that you should keep some other house in a permanent state of war? If so, who? Ashikaga comes to mind - they're easy to fight (very few nasty units), early in the game, and gourd holders. You just might capture Ikkyu and break the game!
  • The Demon Army always moves last and you can hardly ever lose more than two battles during the end of your turn. With this in mind, shouldn't the Demon King route be super easy for anyone who bothered to keep a few other houses alive, even if they've lost their Battle Permits?
  • I'm a strong advocate for these "losing twice" tricks, but are they sub-optimal for your Battle Permits? Is using two of them a turn to retrieve territories too high a cost for being able to manipulate the AI by losing to it twice? Aggressive Battle Permits are great Battle Permits.
  • And what about affection items? Winning battles gets you more of those, not to mention captures. Affection items let you make game-breaking units.

Muri's Tricks

Mostly stolen from his Twitch, his guide, and arguing with him. I should probably watch more of his Twitch before trying to fully understand his methods, but I've kept some notes on them that I never got around to testing.

  • It is known that you can change the AI's behaviour by bringing its commanders count down to either below 20 or below 10. In particularly, you can make them stop attacking all together. What happens if you design a playthrough around this idea? Three strategies come to mind, Muri's way mixes the first and second:
    1. Give basically all of your Warriors Light Attack.
    2. Give something like six of your commanders Defeated Warrior Hunt and bring one such commander to every battle.
    3. Shizuka. Defeated Warrior Hunt + Sticky Ground is a guaranteed capture. I particularly enjoy giving her the Charm of the Immortal Fox Deity and using her with DWH Suzume for an instant-kill followed by a capture.
    • On top of the AI-manipulation benefits, I foresee this being a great technique for grabbing any generics or semi-generics that you want. Can you imagine how many good Cavalry units you could get from grinding Takeda down to 10 commanders? Muri hardly ever misses Ikkyu and he somehow manages to get some generic Diviners from Ashikaga (I think they always start the game with two?).
    • Obviously, these tricks require fighting battles rather than manipulating the AI by surrendering them. However, isn't that a good thing? It lets you stock up on affection items, which are game breakers in of themselves. The game is so much easier when all of your units have every skill that they could want.
    • When you're doing this, remember to conquer some of the territory in the provinces that you're not planning to fully conquer. If you're only protecting your own land, then you'll never get your enemies much lower than 20 commanders. If they're protecting their land, you can push them below 10 commanders (and therefore well below 20) and make them incapable of attacking your provinces for a long time. This is basically invincibility. In Muri's streams, he prolongs the Hara and Ashikaga wars for so long that they end up unable to attack him.
  • Should you always have a generic Monk in your roster, just because one day you'll scout and see a 3 Foot team that it can cripple?
  • Diviners compliment Foot Soldiers, but to what degree can you get away with replacing your back row Foot with a back row Diviner? I've heard stories of people doing well with a basically unupgraded Foot in the front and an All-Guard Shikigami Diviner in the back. The Diviner is very quick, reducing the need for the Enhanced Initial Guard skill. Also, All-Guard Shikigami only takes up one of your actions, unlike the back row Foot who must spam Ally Guard, giving you more turns to spend attacking.
    • I tried this recently with a battle-rating-abuse team. I won the game and usually won most battles quite comfortably, but I spotted some noteworthy faults. The first issue is that All-Guard Shikigami is obviously of limited value against hit-all units like those Lightning guys. The bigger issue is inherent to the game's speed mechanics; The Diviner is very quick, but only the Footsoldier is instant. You're in big trouble if your vulnerable back row faces a quick guy or a lucky 8% speed-boosted unit.
  • Is there any argument to say that All-Guard Shikigami ("AGS") is better than Uruza's Accurate Shots ("Shots")? Both moves usually waste six enemy actions, so they're definitely comparable. AGS nullifies the enemy's action whereas Shots deletes it, suggesting that AGS is best in defensive battles and Shots is best for offense. However, the real thing that I want to bring up is the speed difference - AGS is a slightly faster move than Shots and Tacticians are much slower than Diviners. This means that you can get AGS off sooner than Shots, a fact that is of particular note when combining it with Convert Action. For replacing Uruza in the Uruza+Natori+Kenshin+Dousan combo with an AGS user, the argument that I've heard is that the Diviner's protection comes (back?) online so quickly that you take less damage than someone who relies on Uruza, meaning that you don't need to Natori to put in so much work, and therefore don't need the extra time that Uruza gets you.
    • If you believe that an AGS Diviner can replace your back row foot, then why not go AGS+Uruza+Natori+Kenshin+Dousan+Front Foot?
  • If the above point is true, then you can argue for getting all of the Leazas reinforcements before Uruza. I hear that this is a paradigm shift. If AGS is as good as implied, then you can play the game on high difficulties and take little damage. This makes your own damage much more significant, thus making big damage-dealers like Lelia, Kasumi, and Maria very important. Damage is more important in the early game than the late game anyway, furthering the argument for getting those units early, i.e. before Uruza. This change also means that you can focus on exploiting Battlefield Effect (which Maria and Kasumi are great for), massively changing your choices of SAT Bonuses. The cherry on top is that you don't have to recruit Rizna, although it's poisoned by the fact that an early Kanami is a low troop Kanami.
  • Pursuit Attack, particularly when combined with Initial Battle Rating, is nuts. Tulip Raid Fire only does double damage, Pursuit Attack is triple and Cavalry have a very high base attack stat.

Specific Units

  • I'm pretty sure that we know exactly how Rance's repeated H-ing of Natori works. Can it be exploited? How? Is there just too much RNG after the second H? The only idea that I've had for this is to get Rance to a crazy level so he can help power level Kenshin in her route, but that seems silly. A 9/9/9/9 Rance has to be worth something, right?
  • As part of her character clear, you can make Natori an Important unit. This sounds nice to have, but is it worth the effort?
  • Apparently, the distribution of manual Tactician buffs is biased. If this information is true, does it change how highly we should value Tacticians that cannot learn moves like Battle Rating Down, and are therefore only good for buff spam? I believe that generics can only spawn with Remove Status 1, so they can always learn Battle Rating Down. This means that this issue is exclusive to Naoe Ai and Murakami Suigun.
    • Even if that info is false, how highly should we value Naoe Ai anyway? To make her in to a great buff spammer, she needs a high troop count (not cheap!) and probably an upgrade from Battle Strategy 2 to 3. What else is she good for? You're not going to clear her, so for the same cost, you could give a different Tactician their first step on the game-breaker ladder (Battle Rating Down 1) and maybe get your Tactician Battle Permit. For both options, you've already got a prime candidate with Ganko Ittetsu (the Mino Three Tactician) who I'm pretty sure costs less NP, should join with a comparable troop count, and will almost always be recruited before Ai (because of Dousan). I guess Ai has really good non-combat stats?
    • Aside from what I've just said, what other uses are there for Ganko? I feel like I've been sleeping on an early BRD2 unit.
    • How good are buff-spammers anyway? Yes, the buffs are big and can manipulate some enemy AIs. However, Tacticians are slow and therefore won't get the buffs off until like a quarter of the way in to the battle.
    • Update: TsuchiNoKao appears to have found code demonstrating that Tacticians don't buff as well as they should be anyway. For example, a 9999 troop Tactician probably won't give everyone every buff. 合戦/行動後処理 is the right place to look for this stuff, as well as most code about Tactician non-initial buffs (e.g. the aforementioned bias). This code all looks pretty clear cut, it's just a simple for loop. However, somebody really should sit down and analyse this. Depending on the mathematics of the situation, Tacticians as buffers could be much worse than previously thought.
  • Apparently Mouri Teru is absolutely nuts if you give her the Dragonfly Cutter. Troops are cheap for her, so apparently her counterattacks start hitting harder than ordinary Warrior attacks without even costing you actions. Just throw all of her upgrades (3 to clear for +5 SAT, then the foursome) on +1 Atk. If you're taking lots of Second Game Bonuses that give you items, then you'll be drowning in Atk 2 books (you'll start with one and have another replace your first final-floor dungeon drop), so you won't even have to clear her.
  • On high difficulty runs, particularly those without bonuses, is there an argument for going out of your way to capture Sakakibara Yasumasa and then still getting Senhime anyway? Give him a few books - you must have those spare by now, right? - to get some of his stats up to 6 and then he's basically not all that different from Senhime. Foot Soldiers are pretty valuable and he's fairly decent. Then again, is he really all that much better than a good generic? Would I rather have an equivalent generic?
  • If my Sakakibara Yasumasa argument is correct, then why do people never recruit Kuge Kiyoko? Look at her stats in comparison to his!
  • Have you ever considered giving World Tactics to Elina? I haven't. 8 Int on turn 1 must be insane. Sure beats giving it to a Tactician that you'll rarely buff with.
  • Yuzumi:
    • People like to give her the Worker Bee, but I've started to believe that it's better off on Goemon (spam Battlefield Construction 3). What should she be given instead? I've heard an argument for the Commander Guards (the +5k troops item). Apparently it's pretty easy to get if you took a lot of Second Game Bonuses. A 5k troop instant-killer who is also a Musket must be pretty scary. What about the Emperor Ring? Or is that too obviously on Natori's hand? Does that mean that we must consider the Emperor Sword? And if we do give one of those to Yuzumi, what do we do with the 5k troop item? Experiments suggest that it is worthless on instant killers like Isoroku. A small increases in instant-kill probability is much less than what you will get from giving a Musket +5,000 troops. It's also wasted on the Cube-Musket guy, because it deletes his second action.
    • What about giving her Penetration Shot? She can take it, but people never seem to consider that skill. Sometimes, something in the back row needs to die right now. This would also synergise with the +5,000 troops item. In fact, that might be the only way to make use of Penetration Shot. I find that its damage is far too low otherwise, even on 0 Star.
  • I've heard an argument that your Warrior Battle Permit should be Uesugi Kenshin until you find another unit that can do the same job. The idea is that she's still available if you need her before you end your turn and that you'll appreciate the 1,000 troops after you find a replacement. Is this sensible?
  • If you give Suzume Initial Battle Rating and barely any troops, is she fast enough to virtually always be a net positive in Battle Rating? She can't die, but being annihilated is a -5 and Initial Battle Rating is a +10. If she Assassinates someone, that should make her a net +10. If not, then it's a net +5. Is this a better idea than letting her have a reasonable troop count? Is it a better idea than giving her any other upgrades, e.g. Speed Luck or +1 Spd?
  • Where are the best places to use Ikkyu's Whitty Comeback? Whenever I get him, I turn him in to such a game-breaker that he never needs it.
  • Akiyama starts out with some excellent skills and stats. Is he worth grinding for? He could well be one of the best units in the game.

Unit Types

  • The Commander Tips section for Mikos omits many notable commanders (e.g. Akihime), doesn't evaluate them as early game Archers, and was based on the false assumption that Healing Mist doesn't heal much. This means that Mikos need some serious theoretical work done. Mikos might actually be useful! That section's English is also quite poor.
  • As I recall, the Commander Tips section for Monks has barely any information at all. Surely, someone out there knows how to use them? The entire section almost fits on my screen. I've also noticed that the two Monks that you can recruit off of the map are totally unmentioned. Is this supposed to imply that they are not only useless, but can't even be made useful? Even Genri is unmentioned. Six actions has got to be worth something, right?
  • Other than Isoroku, are any Archers worthwhile on high difficulties? Yamato Sweeping Fire might be worthwhile on the units who can learn it, but I always prefer Whirlwind Shot on Isoroku herself. Honestly, I think that I'd rather give Initial Battle Rating to somebody decent than try to experiment with Isoroku's girls, but maybe they're useful somehow? Anyway, other than Isoroku and her friends, is anyone useful? Hara's Volley is nice but the damage is far too low even if you try to improve his stats. The only unexplored tactic that I've had in mind for Archers is that Footsoldier Snipe is rather fast and damaging when targeting Foots, potentially making them in to small but fast Canon units, but there are no Archers in the game who can use it more than twice. Have I listed any good ideas here? Or are Archers really that bad? I don't want to give up on them, but I feel like I've just listed every possible idea for them.
  • In combat, Animal units are totally useless, even if you heavily invest in them, right?
  • For Ninjas who start out with no fourth skill, there's probably no argument that they should learn Assassinate. But for Ninjas who already have it, what's the next best upgrade? Assassinate 2? A Spd upgrade? Speed Luck? Initial Battle Rating? Solidarity? I like the idea of Ninja arts: Battleground Construction 1 - it's a fairly fast skill.

Skills

  • I've not checked the mathematics, but there's an argument to say that all All Guard units need at least 7 Int. If this is true, what are the implications? I've seen it argued that Turban needs the World Tactics to stay viable.
  • Advanced Shikigami: Is it worth taking? Does this answer change depending on the Spd and Int of the user?
    • Point for: "You're only going to get one Shikigami off anyway, so it might as well be the biggest one. It can turn a slow generic in to a battle-winning nuke."
    • Point against: "Advanced Shikigami is so slow that I might've got two Shikigamis off on a Diviner that decided to get +1 Spd for rather than take Advanced Shikigami."
    • Second point against: "Advanced Shikigami is so slow that it's meaningless by the time that it hits. Either I've already won or my army has taken a lot of damage that a regular Shikigami could've prevented by seriously hurting my enemies sooner."
    • Third point against: "What about other aggressive skills, like Shikigami 2, Speed Luck, Intelligence Luck, and Initial Battle Rating?"
    • Fourth point against: "For my best Diviners, Shikigami already wins me the battle, why use something slower?"
    • Point of order: "What about units who've always had Advanced Shikigami, invalidating the first and third points against?"
  • Guard Break takes a lot less counterattack damage than Warrior Attack. Does this make them useful in high difficulties? Even if that is the case, who is worth giving this skill to anyway? Only Ieyasu (I'd rather have Senhime?), Mouri (going to be a ghost?), and Agireda (too late?) start with Warrior Attack 2. Kuge Kyouko starts with Guard Break, but is she on anyone's radar? I've heard that if Rance has 6 or 7 Def, then Sill's healing is enough to make him essentially take no counterattack damage when he attacks a normal unit (not just a Foot) with Guard Break, making him pretty viable? I'd rather upgrade his Spd stat, but maybe this is something you can abuse Natori for?
  • I'm convinced that there must be an awesome combo with both Pursuit Attack and Convert Action.
  • How valuable is a skill's ability to hit an entire column, thus ignoring any attempts to guard against the skill? As I recall, Commander Tips rarely mentions the value of such moves, e.g. White Destruction Beam, Yamato Sweeping Fire, and Chun-Chun Shuriken. I think that the below is ample reason to rule out both versions of Penetration Shot.
    • One of the problems with Penetration Shot is that it is so slow that you will be lucky to use it more than twice, so you might as well give anyone with two or more actions Penetration Shot 2. However, it's for that reason that I'm willing to rule out Penetration Shot 2. Anyone with two actions can get along with Penetration Shot, so the only unit who merits Penetration Shot 2 must be carrying the Worker Bee (the only Musket that starts with more than two actions isn't one you'd want). However, the troop count needed to make Penetration Shot 2's damage worthwhile goes against the penalty of using the Bee, so you're stuck.
    • Even with Penetration Shot 2, I find that you simply don't do enough damage unless your troop count is absurd. Given that Penetration Shot 2 does more damage than Penetration Shot, I'm happy to rule both out. The only tactic that comes to mind is the +5,000 troop item, presumably on Yuzumi.
  • Should the Healthy Body passive skill be given to all non-Foot Battle Permit users? The default replenishment cost for these units is four gold per troop, so I suppose that this would save just short of 3,000 gold per used non-Foot permit per turn. I've never checked the code, so I can't be certain about these numbers. This would come at Affect and Fan costs, but anyone spamming the +3 Affection SAT Bonus would have no issue finding the affection needed to buy this passive skill. However, the Troop Replenishment Cost -1 SAT Bonuses take prioirty over that bonus, so it could be argued that you're taking them anyway and therefore this Healthy Body idea is redundant.

Items

  • Who is the best unit for that +100 damage sword? What about that +50 damage item? Is this more of a dungeon battles concern than an army battles concern? Is it obviously Uruza?
  • Who is the best unit for Action Book 1s? What about 2s? For the 1s, my notes suspect Cavarly units, specifically Baba. For 2s, I guess it's either Rance, Kentarou, or Yuzumi? Maybe Kenshin due to her high default level? Goemon?

Meta Tasks

These are largely tasks that are more to do with the Wiki or the non-existence of certain guides than they are to do with the game itself.

SR's Code Translation

  • The translation for SR's code could do with an update regarding the naming of variables that we now know more about. For example, AA_countryID is a meaningless variable name that I always forget the meaning of. Someone should edit the XML file to automatically convert it to something more meaningful. This is a much easier job than it sounds like. Just follow the formatting that's already in that file and you'll be fine.
  • The picture included in the translation (the one that explains stuff like the game flags) is apparently wrong in some places. For example, I've been told that GF[25] should be about the Akashita Dog, not the Quick Bug, and that GF[143] is for Musketeer troop increase, not whatever the picture currently says.
  • As far as I know, the translation doesn't work for the MG version. That should be fixed by someone. I don't know how.
  • I never found out who the original author of the translation was. I'd love to track them down and give them credit. My notes kept the magic numbers - 154307547 - handy, which lead me to suspect that the translator's Wiki account is User:Hanihoo, but I have no proof at all. I cannot understate how much the Wiki - and myself - owes to this person. Much of my work would never have been possible without this person's guidance in to reading SR's code. I didn't even know that is was possible before I saw the edits!

Wiki

  • I really wish that more of our articles were saved in places like The Internet Archive. There's a lot of good work here that I would never want lost.
  • The distinction between Sengoku Rance:Parameters & Formulae and Sengoku Rance:Game mechanics has never been clear to me. It'd be nice if we could iron that out and maybe rename the articles to be more reflective of what will be their contents. Until then, every edit that I want to make to Game Mechanics feels like a waste of time. I just don't know what the page is for.
  • I don't think that anyone has ever bothered going through the Skills page to check if every skill that says that it can be learned or can appear on a generic actually does. The same applies for what cannot be learned or does not appear.
  • The table of recovery times should probably be on the Skills page rather than where it currently is, and it should probably be in exactly the same place as the corresponding skill's description. However, if we do that, what do we do with dungeon skills (which aren't in that table, but should be) and skills that the player's units can never get? Should they also be on the Skills page anyway?
  • A lot of information on the Dungeons page is simply missing. For example, not all dungeons are mapped out.
  • Sometimes, Character clears mentions when you get a CG within the character clear. Should it? If not, then that information needs cleanly putting in to the CG guide somehow. If it should, then it needs to be done much more consistently. The page should either mention all CG unlocks that occur during character clears or mention none of them. The current approach only goes halfway.
  • The Character clears often mentions which clears require certain units (e.g. Sill), but they rarely say when said units are required. It would be helpful to isolate each such step. Doing so may also help to list out the silly scenes where a unit appears but is not required.
  • How should the walkthrough record the wars that Yukihime and Keikoku can cause? Yukihime's are obviously in the Asai-Asakura House's section, but should they also be in the same section as the house that they can make go to war? If so, do they only need a quick mention like "Yukihime can cause them to declare war, see this link"? What about Keikoku, whose wars are route dependent and therefore much more encapsulated than the wars that Yukihime can cause?
  • The walkthrough page is huge. Should it be split up? For example, one page per faction/route? Things would be easiest to link to if we did that and then split each new page in to useful subsections.
    • RottenBlock has pointed out that care must be taken here. Without care, we'll have something like 25 new articles in the navigation template thing. That won't be nice. We would have to find a useful way of grouping the houses. We already have the splits that are used in the walkthrough, but they've always felt artificial to me. "Northern JAPAN" is not a particularly meaningful distinction.
  • Does every battle in the walkthrough that can send you to Alice's Mansion tell you so? Does every such fight tell you the consequences of redoing the battle? For example, what is the minimum possible level of each opponent?
  • Several characters don't have a Wiki article. The quickest and easiest way to find these would be to get that tool that lets you extract images from the game and compare the game's portraits with the Wiki's character articles. To wit, Mokko, a few hannies, two of the Tenshi Sect sisters, and most people who try to assassinate Rance are all missing.
  • Several parts of the Wiki have never got any love and care. For example:
  • What can be learned from translating the Japanese Wiki? What about that Chinese forum that did the 323 points run? Apparently, I've lost or deleted my links to both.
  • Major bragging rights: Translation of the Chinese 323 point run is incomplete. There are some parts where the author does not know how the run did what it did. According to my comments on the article, it is also wrong in several places (e.g. mistaking Tokugawa for Tanegashima). What we really need is for someone to replicate the run and write a guide from that.
  • Tedious: As I recall, most parts of the Wiki that tell you how to recruit a unit (e.g. from the map) do not tell you about its corresponding NP or roster size requirement.
  • Tedious: Nowhere in the Walkthrough tells you the distribution of buildings are in each province. This is useful information that should be paired with each faction. This info can currently be found at Sengoku Rance:Locations, but I don't know if it's accurate.
  • Extremely tedious: The Wiki is a mess of Japanese terms and the old TL. Somebody needs to remove all of the Japanese and update the English to the MG translation's equivalent. In particular, get rid of the "Diviner/Yin Yang" stuff.
  • Extremely hard: The Parameters page has a long history of someone deciding to write or correct a section and then never having their work checked. Often, this is because said work is a huge task and fixing the work of someone who has done a poor job of it is as big of a task as doing the whole thing yourself. Checking Troop Sizes is something that I've been meaning to do for a while. The bigger task of double-checking Non-Player Turns is one of the few SR tasks that I've rage quit. Really, this entire page needs a team of true SR obsessives to independently check each section and compare their notes afterwards. I hate to say it, but I've reached the point where I distrust anything in that article that I haven't checked myself.

Challenge Runs and Bragging Rights

Just some ideas that I've had for challenge runs over the years, but never tried. I've also included a few other things that people could do to get bragging rights.

  • As mentioned in the previous section, somebody needs to replicate the Chinese 323 points run. Can it be beaten?
  • How does a "no SAT bonuses" run sound? Particularly in a bonusless game, this denies you a lot. No affection +3 spam, no third fan, no reinforcements (Uruza!), and no battle prep spam. It probably needs a house rule like "no infinite time exploits", but it could be interesting. My main worry is that you're just one good Tactician away from an easy game.
  • What is the minimum amount of SAT that the game can be beaten with? Some thoughts:
    • My LTC Kenshin run (linked below) ended on 35 SAT, so that's a target to beat.
    • The LTC KTM run (linked below) ended on 55, which might suggest that KTM can't beat that target.
    • I suspect that the Isoroku route can't beat 35 SAT either. You can't miss Sill or Suzume's initial SAT, so that's 10 SAT already. You must get 15 more from conquering Ashikaga and the two mandatory H-es of Isoroku and conquering all of the way to Senkan Nagato is bound to give you all three of those +3 SAT princess events. That's already dangerously close to 35 and we've yet to even consider the minor events where people are chasing Rance's seed. I might be wrong, but I don't think that I am.
    • The True route might stand a chance? DK would be even better if it skips some of the Shogun girls.
    • I think that the Ran route is out of the question. You've got 10 SAT from Sill and Suzume and 10 more pre-route entry from conquering Houjou and H-ing Ran. I don't know if Ran's mid-route H-scenes can be skipped, but I would bet that they cannot.
  • What about a run that encourages the use of melee units? I was thinking: 5 Star, no bonuses, True route, melee damage only, no usage of skills that manipulate the Battle Rating directly, no using the SAT Bonus that increases your Battle Prep, and maybe no learning passive skills (I don't want another Initial Time Advance run)?
  • Lowest Turn Count runs:
  • In my opinion, Free For All Mode is not very fun and easy to break. If we had a better understanding of it, we could invent enjoyable challenge runs for it. In other words, a way to get bragging rights from FFA would be to invent a way for other people to get bragging rights.
  • Create more challenge runs. I've seen some attempts to create speedruns, but none have caught on. I also never see any fapping challenges.

Other

  • TsuchiNoKao's mod needs all of the help that it can get. In particular, it needs playtesters, which is the easiest and most fun job. My biggest fear for the mod is that it'll keep on growing in features until it's impossible to make a stable build, but if it gets enough playtesters, then they should be able to iron out the bugs before they become unmanageable.
  • Somebody should really write a full guide for exploiting the AI. How it works outside of battles is mostly known and if TsuchiNoKao's mod can rewrite the battle AI to make it better, then it's certain that someone out there must be able to figure out where it can be exploited in an unmodded game. This might be a good start.
  • Why does Hibachi Charge do 187 damage? Why that number? Sounds like something for a trivia entry in her article.
  • What cut content is there? What can be found in the game's code?
  • What events can never trigger?
  • Both SR's manual and the SR Perfect Guide - which doesn't have an article on the Wiki - have been scanned but never translated. Is there anything that we could learn from them?

Personal Tasks

These are the tasks that I suspect that only I can/will do:

  • My Kenshin Route in 27 Turns guide needs another playthrough. I should also add a lot of pictures to it. I'm still a long way off any of the gold badges for adding pictures...
  • I should try the runs detailed in User_blog:FixSRwiki/You_Cannot_Beat_3_Fans_in_13_Turns just to see if I get any surprising and useful start of turn events.
  • I'd quite like to make another 5SNB guide, but I'd like to focus it on playing dirty. We know a lot about how the AI works and how to stall the game, so you can do some really silly playthroughs. Here's a start.
  • There's a good chance that the translation of SR's code that is on my machine is better than any publicly available one. I can't remember the last time that I uploaded my copy.
  • There's something up with the documentation for Kenshin's character clear section. Apparently I've got some of it in a webm, but all that I really know is that one of her events isn't purple in KTM. I think that I'll have to check the whole thing. It's clear to me that you can H her without the pre-battle event.
  • There are some events in the game that use a variable called ◆特殊. They're debated in this thread. Some attempt has been made to documented them in Sengoku Rance:Walkthrough, but I want to check it. In fact, I think that I promised to check it. I think that I need to look at these edits.
  • I have some notes on the Ashikaga Blitz - I think it's a picture - that I want to check against their section in the walkthrough. I suspect that they can "blitz" you even when they have less than 11 commanders. I'm also not sure if the members of the blitz are special or capturable.
  • To my list of SR's problems, I'd like to add:
    • "Undead Gon".
    • "Recovery time confuses me sometimes, Youkai Ward is faster than Monk default attack, FPWA2 being bigger than 1 or Advanced Shikigami."
    • A mention of the skills that I've always found useless. I should flick through the skill's page. At present, only Overtime comes to mind.
    • Bonus fans inexplicably require Sill.
    • Anything that I learned investigating Mouri. My notes say that I've got some great webms about Ghost Mouri.
    • My entry about Ghost Mouri on the commander tips page suggests that I think he's notably useless.
    • Skill menu never tells you the action cost of the skill that you have/want to learn?
    • Some scripted units can get respawned with different troop count modifiers. Kenshin-as-reinforcements vs Kenshin-as-enemy-reinforcements comes to mind, but I want an example with some proper numbers behind it.
    • The Demon Nobunaga's unit is silly. Three attacks and no passive skill, despite being a unit that you'd expect to have that invisible passive skill.
    • How many times does the game let you H someone in a way that doesn't give you SAT, despite there being a way that does? Kanami without the ticket comes to mind, but I think Yukihime is one of many other cases.
    • The game often forgets that you can make peace with a house without vassaling them. For example, your Permits can attack territories in your provinces that are owned by a house that you're at peace with, but you can't attack those territories.
    • Convert Action secretly makes you slower.
    • Takuga can flee from a castle that they don't own. The game generally does not expect you to conquer the place that they can take from Mouri before they've took it. I think this even breaks the scene where you declare war on them.
    • The stupidity of the anti-Rengoku "just swap people" tactic.
  • Apparently I have a webm showing that the item that adds 5k troops to a commander is super buggy. It eats up your NP to.
  • Akashita Dog's search difficulty can be below 0. There's four events that can drop it by 20. Apparently, I've got a webm for this.
  • I promised that I'd have a really good look in to that Gumo guy. I've lost my note of where I made that promise, so I don't know what I promised, but I better do it.
  • There's an old user's edits that I want to double-check. I won't name and shame. Said edits are so old that they've probably been overwritten by now, but I still want to check a few things.
  • Should probably check my webms and screenshots folder for more tasks.
  • It's been suggested that I put my webms on YouTube. I think that I'd just append them all in to one huge video and post the timestamps.
  • I never actually finished the Clear Game Report or did a points run. I never even recruited those two Uesugi girls that reappear in Quest. I should do that sometime. It'll be educational.
  • I should fap to every H scene. Maybe even post a review of each scene in a blog.
  • After I've finished going through my to-do lists, I'll need to organise all of my SR files before I can find more tasks. That would require cleaning out my PC. It's a massive task that will take years.