So I haven't been around for this, I did say I was stopping my involvement with working on translating Strawberry Bose stuff. Well, not 100% entirely. I'm not going to work on story stuff, if people want to do that, go ahead (though if I can figure out Japanese on my own maybe I'll just do it myself), but there was a project I was inspired to do a long while back when I saw GoSV for the first time, and I figure I might as well post up what I've done with that since it's more or less done.
NoR, compared to the other games, gives basically no real skill information. Not even a generic "Power: High" thing like GoS or DoD. So I aimed to fix that, as well as give just a whole lot of more hidden data in general, by going through and changing every skill description to one that gives way more information, in the style of how GoSV and DoDW gives information (a power number/percentage, a speed percentage, and accuracy information if applicable). The exact added damage on Slayers are shown for everything. I've made use of the invisible third tab on the equipment screen to list every item's rank, rarity, and weight. Status effect chances and effect levels are mostly accurately shown. Also, "Element Power" as a term has universally been changed to "Weakness DMG", to reflect its actual effect while keeping the length of the term low. I wanted to change some of the tutorial messages but I ended up being too lazy to go through those.
A few more image files have been worked on, mainly just "class" names and some map names. There's a whole lot more I could do with those, but I'm running out of images to actually get edited in any decent way. There's a bunch of global.srb stuff that needs to be fixed that I don't think I can just because of the script thing associated with it not wanting to always work, but that's mostly outside my concerns.
In addition, I've made a patch (that currently only is working with the "detailed" patch) that overall raises doppel recruitment rates. Many of them are double or quadruple what they are normally, and the "tiers" that previously existed for rarity have been overall adjusted to be more common, as follows:
1/1 -> 1/1
1/4 -> 1/4
1/16 -> 1/8
1/32 -> 1/16
1/64 -> 1/32
1/256 -> 1/128 (Yukkuris overall are much more common)
1/1000 -> 1/256 (Stray Yukkuris are at the old Yukkuri rate)
This patch is completely option, and just exists as a "hey I want to make collecting all the doppels not completely and utterly suck" thing. For overall reference, the rarest "normal" doppels are the ones that are in the super bonus endgame expansion area, which are still only just 1/32 instead of 1/64. The rarest any other doppel is is just 1/16, including everything found in the Tower of Babil (all of which were originally 1/64) and all postgame doppels other than the ones in the super bonus dungeon. Because real talk man 1/64 for those endgame doppels is super bad when they're generally pretty useful to have.
Anyhow, links will be added to the OP of this thread shortly. I did start a similar project for GoS, but I don't know if I will finish it, I don't care enough for GoS to go through with it fully. I don't plan currently on doing it for DoD. If I do anything else for any Strawberry Bose game, it's only going to be for NoR at this point. GoS, DoD, Phantasmal Summoners, Touhou Quest, and Marisa's Kirisame Magic Shop are out of my hands. I might return to them in the future, but there are no plans for that now.
Sorry for disappearing from this, but I've had college and writing and other games to play, so stuff like this has really just been "whenever I feel like messing with spreadsheets again", which hasn't been often.
EDIT:
So I decided to dig around a little more into seeing what things I could with editing recipes, and I realize now I can implement the weapons that were dummied out of the game by either actually assigning them to a drop table or making them craftable. Not only that, I can make any material I want to a craftable thing, so I'm thinking of making all the very rare materials as things you could buy for super expensive prices. And on top of that, making a way so that you can craft the endgame weapons (like the Kusanagi, etc.) instead of them being absurdly rare drops. It would take me a lot of work to do it, but if I can make this work, then I would be up for making a synthesis overhaul patch.
SECOND EDIT:
Okay, just from general experiments, I cannot add more rows to the sheet that determines if an item has a recipe, but there's lots of "empty rows" I can use, precisely 83, which is more than enough for what I want to do. 93 if I'm allowed to edit some test recipes they left in at the beginning. So yeah, very much doable.