Golden Sun Rebalance 2012 v1.2 (Mediafire): https://www.mediafire.com/file/24pv7rza3irhan4/Golden_Sun_Rebalance_2012_v1.2.ips/file
The Lost Age Rebalance 2013 v1.2.1 (Mediafire): https://www.mediafire.com/file/atkozyxmp8i9tjr/The_Lost_Age_Rebalance_2013_v1.2.1.ips/file
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The Lost Age Rebalance 2013 v1.2.1 (GSHC) : http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=49
After mulling it over, I decided to go ahead with a sort-of-risky innovation for the TLA patch in particular: You now have access to Teleport for the whole game, allowing for a much-much-needed fast-travel system.
In v1.2.1 of The Lost Age Rebalance 2013: The first time you open up Champa's artifact shop, the all-new "Warp Gem" will now add itself to the artifact list, which is a utility Psynergy item that's just like the Teleport Lapis (except you can sell it back once you get that). This is the only way possible to implement a "fast-travel system" in TLA using the basic editor's functions and the existing mechanics in the game itself, and it cuts away an immense amount of repetitive sailing time from early in the Great Eastern Sea segment all the way up to Mars Lighthouse. You now only need to sail toward a new town once in order to be able to return to it super-easily from then on out, and you can now warp to towns close to your next dungeons to reach those dungeons far more quickly. You can now quickly warp to Yallam to cash in your materials whenever you get them, and you don't need to walk all the way back from secluded places like Tundaria Tower and Taopo Swamp once you're done with them.
(By some stroke of fate, Camelot saw fit to make sure that your ship is always parked within the boundaries of the eastern half of the world map whenever you warp to a town accessible from the Eastern Sea, so you can't actually use early-Teleport to get to the Western Sea before you're supposed to. Even warping to Mikasalla doesn't park your ship on the left side of the rock barriers east and south of it...)
However, since there is no way given by the editor to make Psynergy or items only usable on the overworld map and nowhere else, there's technically nothing stopping you from using Teleport on warp pads before you're really supposed to. Looking closely at each pad in the game, however, it's not like you can really sequence break meaningfully; having early Teleport technically gives you the option to enter Yampi Desert Cave and Islet Cave as soon as you have the Sand psynergy late in the Eastern Sea segment, but you'd need late-game power to profit off the super-tough opposition in there and bypass them for treasures anyway. Warping into Anemos Inner Sanctum is pointless without all the Djinn as always. Early Teleport technically lets you skip a fair swath of the first half of Mars Lighthouse, but since the area you're skipping has a Mercury Djinni, you wouldn't even want to do that anyway. If there are any valuable exploits among the situations listed here, I judged that it's not worth locking off a fully functioning fast-travel system for TLA on their account, since the player's fully at liberty to play without those advantages.
(As a bonus, I also added "cosmetic novelty" utility Psynergy items to the artifacts added when first shopping in Prox so that you can look at the Magnet and Arrow dummy Psynergies without codes.)
The Lost Age Rebalance 2013 v1.2.1 (Mediafire): https://www.mediafire.com/file/atkozyxmp8i9tjr/The_Lost_Age_Rebalance_2013_v1.2.1.ips/file
--
The Lost Age Rebalance 2013 v1.2.1 (GSHC) : http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=49
After mulling it over, I decided to go ahead with a sort-of-risky innovation for the TLA patch in particular: You now have access to Teleport for the whole game, allowing for a much-much-needed fast-travel system.
In v1.2.1 of The Lost Age Rebalance 2013: The first time you open up Champa's artifact shop, the all-new "Warp Gem" will now add itself to the artifact list, which is a utility Psynergy item that's just like the Teleport Lapis (except you can sell it back once you get that). This is the only way possible to implement a "fast-travel system" in TLA using the basic editor's functions and the existing mechanics in the game itself, and it cuts away an immense amount of repetitive sailing time from early in the Great Eastern Sea segment all the way up to Mars Lighthouse. You now only need to sail toward a new town once in order to be able to return to it super-easily from then on out, and you can now warp to towns close to your next dungeons to reach those dungeons far more quickly. You can now quickly warp to Yallam to cash in your materials whenever you get them, and you don't need to walk all the way back from secluded places like Tundaria Tower and Taopo Swamp once you're done with them.
(By some stroke of fate, Camelot saw fit to make sure that your ship is always parked within the boundaries of the eastern half of the world map whenever you warp to a town accessible from the Eastern Sea, so you can't actually use early-Teleport to get to the Western Sea before you're supposed to. Even warping to Mikasalla doesn't park your ship on the left side of the rock barriers east and south of it...)
However, since there is no way given by the editor to make Psynergy or items only usable on the overworld map and nowhere else, there's technically nothing stopping you from using Teleport on warp pads before you're really supposed to. Looking closely at each pad in the game, however, it's not like you can really sequence break meaningfully; having early Teleport technically gives you the option to enter Yampi Desert Cave and Islet Cave as soon as you have the Sand psynergy late in the Eastern Sea segment, but you'd need late-game power to profit off the super-tough opposition in there and bypass them for treasures anyway. Warping into Anemos Inner Sanctum is pointless without all the Djinn as always. Early Teleport technically lets you skip a fair swath of the first half of Mars Lighthouse, but since the area you're skipping has a Mercury Djinni, you wouldn't even want to do that anyway. If there are any valuable exploits among the situations listed here, I judged that it's not worth locking off a fully functioning fast-travel system for TLA on their account, since the player's fully at liberty to play without those advantages.
(As a bonus, I also added "cosmetic novelty" utility Psynergy items to the artifacts added when first shopping in Prox so that you can look at the Magnet and Arrow dummy Psynergies without codes.)