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jgrand

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About jgrand

  • Birthday 08/15/1993

Retained

  • Member Title
    Idea guy who still doesn't do stuff...

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    Ask me directly if you really want to know. No more creeping on my profile, alright? Thanks.
  • Location
    Kansas

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  • Favorite Fire Emblem Game
    Path of Radiance

Allegiance

  • I fight for...
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  1. That's a very large part of it, but there are still a lot of constraints. Even if I learned how to make chapters with event assembler, the majority of the default maps basically boil down to choke points, so it doesn't really matter how interesting I make the enemy's inventory, the dominant strategy would be to sit at those choke points and watch the enemies throw themselves on your sword one at a time. It gets more boring for every extra enemy on the map. Plus, the default maps actually look kinda terrible too, if you look at any of the rivers in the game. So I'd want to learn Mappy or a similar tool to to make more strategic maps. I wouldn't have to mess around with portraits or text editing, thankfully- well, maybe I can go edit the Augury text and make it relevant to the new maps and enemy strategies, but I digress. Let's say I learned all those tools and spent however long it would take to edit and test every chapter to make them interesting and compelling to play. Where I would I be then? The skills I would learn from using these fan made tools isn't applicable to anything practical. I can't get a job anywhere because I'm super savvy with Nightmare's dropdown menus. Learning these things give me the ability to make Fire Emblem hacks and have no other potential. If I were to, for instance, learn C#, then I could use Unity to build my own games from scratch professionally or as a hobby (and don't worry, I have no illusions of how very long it's gonna take to reach that point in my programming skills), or work in a technical field- I'll just have more practical options. I'm in a very comfortable position where I can focus on learning without many constraints on time and energy, but I've wasted a lot of time and I'll inevitably find myself at the end of the rope with no applicable skills to find a non entry-level job or create a game exactly how I'd would want to if I continue like this. Just to be clear, I'm not calling FE hacking a waste of time. I wasted a lot of my time through many small bad habits that end up contributing to me being a very unproductive person. I consider my recent venture into hacking a valuable and eye-opening failure, but I think FE hacking is a perfectly viable way to express yourselves and produce a work of art. You guys have a solid and beneficial community that seems worth being a part of. So while FE hacking may be a great tool for any of you, I've realized it isn't viable for me and my particular set of circumstances and desires.
  2. Alright guys, I've been on the fence about continuing this project after finding out that Nightmare gets absurdly disorganized as the game goes on, actually becoming a nightmare to work with. I thought the creators were just going for an edgy name, but no, they named it accurately I think. I fell off that fence onto the side of the quitters, which I'm sure is a supreme shock to all of you since that never happens (haha. ha... aww...). Seriously now, I know I could bite the bullet and spend a month or two on this and finish it, but that doesn't seem to be in my best interest. I keep trying to work with tools that don't require programming knowledge like RPG Maker, Nightmare, or whatever and I keep hitting arbitrary walls that would be as insignificant as a untied shoelace if I just understood a programming language. So, if I sat here and spent months completing this, then I wouldn't be any better off. Working with these tools is basically exercising patience and my skill at navigating dropdown menus. Well, to be fair, it does take a good amount of problem solving to make progress within these constraints, but still, I decided to bite the biggest and most daunting bullet by trying to learn a programming language. Yeah, yeah, I'm sure that sounds like the most obvious thing to any of you lucky bastards who quickly understand programming, but I'm not so lucky. The only real option (after a very large amount of consideration) seems to be to push through my disadvantage. Anyway, I want to apologize to anyone who was interested in this project, however few that may be. I can provide the spreadsheets I created to keep track of the unit's and item's statistics if anyone wants to use the RNGless system in their hack. Just ask and I'll post them here along with some notes explaining what my thought processes were, any problems with stats that I didn't solve yet, untested ideas I have for solving those problems, etc. I don't care about receiving credit for anything either, I just hope you succeed where I didn't.
  3. Oh, you're right. They pop in with Hector and Oswin in a cutscene and then leave again until the start of Chapter 13... I didn't notice that as their first loading point in Eliwood's Story. I was able to change their inventory in Chapter 12 and that worked. Yeah, I know; you can't change an allied unit's level or inventory when you've already set it in a previous chapter (and that's good), but you can change certain things like the unit's map coordinates. And I think I put too much emphasis on the inventory part in my first post that I didn't really illustrate the main problem. So using Chapter 3 as an example, the values in "slot" 0x03 of the Chapter 3 Unit Editor that I can't change are marked with red X's (and I can't change them because Sain was first loaded in Chapter 2, which is fine, I was able to change all that earlier). The stuff that I can still change are marked with green checkmarks. Screenshot So I can change the Character Reference Number to make Athos or whoever I want appear where Sain normally is in Chapter 3 (plus I could change his level and inventory, since it's the first time Athos was loaded) and change his map coordinates to be right next to the boss or off in another corner. Of course, I don't need to change allied unit's into anyone else in my hack, but changing the starting positions of allied units is one of the few tools I have to modify chapters with Nightmare. But when I got to Chapter 12, the game wouldn't register any changes to the Character Reference Number and I thought it wasn't registering any changes to the unit's map coordinates, since I tested every ally's Character Reference Number in Chapter 12 and 13, none of them were changing, then I tested Eliwood's and Marcus's map coordinates in Chapter 12, and they didn't move, and I assumed no one else would move either (got lazy). Upon later testing, I found out that 0x00 and 0x01 (Eliwood and Marcus) were the only slots that wouldn't let me change the map coordinates (so I felt pretty damn stupid). In Chapter 13, The only unit who I couldn't move was 0x06 (Hector). So the questions I had still stand, they just weren't nearly as bad as I thought they were (I thought I couldn't change any allied unit's map coordinates. Or certain unit's inventory since I didn't notice Matt and Serra were loaded in for a deep and emotionally compelling two seconds in chapter 12... There are still arbitrary constraints that would prevent me from moving the entire party around in an attempt to make better use of the map. Do you think I should just bite the bullet and learn how to use the Event Assembler and try to recreate the chapters and cutscenes with that? Nightmare seems to grant less and less control the further I get in the game. I'm kinda sorta pretty maybe sure that it's the chapter data that's overriding certain parts of Nightmare's changes, and the Event Assembler is what controls all that. I haven't yet tested the later chapters to see if there are any random units whose map coordinates can't be changed, but I'll try when I get more free time. Sidenote: Nightmare is also becoming kind of unwieldy with its structure now since it's accounting for Hector's Story. Chapter 13 has roughly 14 enemies on the map and about 6 more reinforcements, yet the slots in the Chapter Unit Editor stops at 0x46 with a lot of random separators instead of Good, Separator, Bad, Separator, Reinforcements, etc. It'll just require more trial and error on my part to see which enemies are a part of Eliwood's Story, but it's another thing nudging me away from Nightmare now. Plus, I can't modify when reinforcements spawn or how many turns they'll spawn with Nightmare, only what they are when they spawn and where they spawn, so Event Assembler would let me change the every aspect of reinforcements, right? Maybe I could start using Mappy while I'm at it to tweak the original maps since any map with a river looks terrible and there are way too many single-tile chokepoints in almost every map. Plus making my own maps and tweaking them until they were perfect was one of the most fun and memorable things from trying to hack years ago. ^.^ ... That shit took forever, though, so I'd probably just stick with small tweaks to the original maps, if anything. :(
  4. So I'm trying to just use Nightmare exclusively in my RNGless hack since I'm decent with the "creative" side of game design but I'm so slow when it comes to the "technical" side of things, (It took me three hours to implement that whole "fixed poison damage" ASM thing. My brain doesn't seem to manage such things very well, especially when it's my first attempt at it; the tutorials I looked up turned out to be a mindfuck, mostly) Nightmare's proven pretty simple and forgiving to work with, so I was planning on just using that all the way through my RNGless rebalancing hack, but I've hit a few snags here and there. (And yes, I checked FE Universe like a good little hacker. I found nothing relating to my questions.) I'm trying to use the Chapter Unit Editor module to edit unit positions and inventory (obviously) but when I got to chapter 12 of Eliwood's Story, I couldn't edit any of the allied slots besides Hector and Oswin. So, any changes I made to the slots 0x00, 0x01 through 0x05 of the Chapter 12 Unit Editor (Eliwood, Marcus, Rebecca, Lowen, Dorcas, Batre) AREN'T SAVED. Even changing the Character Reference Number doesn't do anything for those specific slots (like changing Rebecca to Pent. Just as a test to see if any changes are saved. This kind of thing works on any chapter of Lyn's story without a preparation screen). It didn't really matter in chapter 12, since I was able to edit all those allied units in Chapter 11E. But now, in Chapter 13, I can't edit Matthew's or Serra's inventory. Also, there are two instances of Matthew in Chapter 13, 0x08 and 0x13. Changes to both aren't saved either. I haven't tested it yet, but I bet I won't be able edit Kent, Sain, Lyn or Wil's inventory either , when I get to them in Eliwood's Story (I should be able to, even though they're returning characters; I was able to edit Dorcas's inventory in Chapter 11E). So my questions are: Why can't I edit those certain slots on certain chapters? Are those slots modified by hardcoded events that override the stuff I change in Nightmare or something? It seems so arbitrary and I'd like an understanding of why it's happening, especially if I can't edit certain enemy slots in later chapters for no reason, too. I hope this all makes sense.
  5. Well, after playing games like the Last of Us and Telltale's The Walking Dead, I kinda became obsessed with the idea having as much realism and logic as possible in game. Even a game with fantasy elements like undead and whatnot. So, while I would probably want to be a balanced mage in your Concept 1, I would realistically be either a civilian with no combat skills or a very very weak archer, since there was a time in my life where I practiced archery as a hobby. Most people seem to treat video games as a way to realize power fantasies, such as being the most statistically balanced and versitile mage in my case, but I tend to to be much more invested in scenarios where the main characters reflect their backgrounds and grow at a reasonable rate. Random example: Rebecca's just a random village girl who joined Eliwood's army because she gained slight skill with a bow while hunting. Then she goes through day after day of grueling combat, killing people and watching friends die and get cut to pieces (in the alternate dimensions where the player doesn't reset, I guess. Heh) and isn't affected by it at all. That kinda applies to everyone in FE, to a certain extent (people like Marcus would probably handle it the best, but still, fatigue). It's hard for me to relate to a character that seems so emotionless in the face of such hardship. Anyway, that's just how I've come to view things. Hyper-realistic or not, these concepts could be made into a good hack if the author cared enough about it. I just thought it would be interesting to look at these concepts from a more realistic perspective (though I kinda just ended up rambling a lot, didn't I? Sorry!).
  6. *rolls up sleeves* You asked for it. I grew up with the Fire Emblem series and I've always loved video games as a whole. At first I played them for escapism throughout my life since school was awful for me; I was that quiet kid who sat in the back of the room with nothing but pimples and daydreams. I was first introduced to hacking when I was killing time on YouTube one day. I think saw a video for someone's custom animation (similar to how Ghast started out, it seems. Nice!) in the related videos tab and I was impressed. I connected the dots that you couldn't do that kind of thing with a Gameshark, so I looked up "Fire Emblem Modding" and then the whole world of "hacking" revealed itself. My inner nerd gasmed twice (It was kinda like one of those double sneezes, ya know? Yeah, it was actually more jarring than pleasurable... ) as I downloaded all the tools I'd need to make my own completely custom hack. It was to be glorious; fully customized portraits and deep fleshed out characters who would hold a place in your heart by the time their story concluded. A cunning plot, full of twists and turns that'll leave you at the edge of your seat, backed up by unique and challenging gameplay made you feel the pressure as if the characters' plight was your own. So I opened up various tutorial and began construction. I made a portrait and it sucked. I made map and it sucked. I made a chapter with custom events and it was so fuckin amazin I was so happy- No no, it sucked, too. I sat there with my lofty vision and the turd that manifested from it and felt demoralized. I think I quit for a month or so, but then I felt the urge to create again. I took a metaphorical knife to my lofty vision, still trying for a custom story and all that, but with it's scope massively reduced. Still sucked. School and life taught me that if you failed at anything on your first try, then you're stupid but you should probably keep trying, but if you keep failing then you're a fucking idiot and should be ashamed, so I went ahead and did that, dropping FE hacking for about five years... Then a lot of trauma and personal growth happened and I'm back and ready to hack! So, with the new perspective I gained from being five years older and wiser than when I first tried to make a hack (and because I was dissatisfied with Radiant Dawn and how it handled game balance, even though I thought it handled it the best out of all the FE games) I decided I would just make changes to the gameplay and see how far I could go with it in FE7. Then I'd go bite the bullet and learn how to program. I've tried before, but it's always been tough for me (but that just means I haven't tried hard enough yet, yeah?). I made it pretty far, I suppose. I cut all the RNG out of a game that relied on it for almost everything while giving it a good sense of progression and challenge (well, the first 10 chapters at least, so far). Who woulda thunk? That's my story and I hope it constitutes a show tonight. *bows* Good day That's exactly what got me, except I was more self-defeating than lazy. But don't get me wrong, I was quite lazy at the same time. heh. Everyone's got their own personal demons that try to murder their dreams. The hackers you're talking about either faced their demons and lost or found out that hacking just isn't their cup of tea and moved along. That's my guess, anyway.
  7. Concept 1: Will "If you die in the game, you die for realz" be a core mechanic? This would be terrible for me because my family has absolutely no combat experience. We'd be lvl 2 Civilians running around complaining about how much it sucks to be without air conditioning and fast food. The game would end in the prologue due to the obligatory bandit attack unless we're saved by some guy or group and become their burden. And realistically, I'm pretty sure that's how most people's "Trapped in a Game" stories would really go. Perhaps that'd be interesting to explore, to highlight all the things we take for granted in the modern day. Concept 2: That's basically the beginning of FE: Awakening, except Chrom's the one that makes you go places and he already has a guild. The problem, in my opinion, is that the Shepards as a guild aren't narratively relevant after a certain point (almost immediately after they're introduced, I think). Perhaps if you made the guild the focal point of the story, it'd be worthwhile. I remember hunting down Farina's "Pay to be Recruited" script a long time ago and designing a small hub town map. You'd go back to this little hub after each chapter (or at least you would have, if I actually made chapters before quitting) and there were armories and vendors to stock up at and NPCs running around that you could talk to for either information or to hire them. I remember one of them was a really powerful mercenary (and he cost a lot more than all the other NPCs) but he was a selfish prick. He would immediately betray you in the next chapter because the enemy force was bigger than yours, making your plight in that chapter even more dire. Little dramas like that spice things up (I hope) and make who you hire a more interesting and meaningful choice. And of course you're never gonna have enough money to hire everyone you see. Concept 3: But what about the butler, handmaidens, chefs, advisors- all the "little people" that make a castle functional? I assume you have to ditch the castle because of some type of enemy attack (if it's a bunch of bandits again, then I just might slap a kitten ), so most of the little people would be running around trying to flee from the chaos (probably, depending on how and when the attack occured), but people who serve the princess/prince wouldn't be going anywhere without him/her. They probably wouldn't have any combat skills, either. They could all be useless in combat (or in general) or this could be the foundation for Concept 2 (except, if this is some military power storming your castle, you can't just move to the next town and set up shop, as they will probably just kill you there, so there's probably going to be a lot of running away involved, then the guild concept could take root). They could act as the backbone of the guild until it gets on its feet. The butler or handmaidens could act as Merlinus or they could find employ as housekeep or shop clerk/help around town and act as a source of income for the guild/prince's party inbetween chapters, as opposed to killing for Red Gems or visiting random villages who conveniently have 1000 gold to spare. And perhaps, to add another layer of depth, make it so that the villagers got screwed over the the king's agricultural/tax laws or something so they regard the princess/prince with hate and she/he has to fight an uphill battle to obtain aid and acceptance from the populous. Also, I think it's kind of absurd from a narrative standpoint how just about everyone and their mother in FE games can do something in combat, regardless of age or background. It takes a lot of time and dedication to be a skilled fighter and isn't something that you just pick up. What irks me the most is when the noobies (characters like Amelia and Ross) with little combat experience end up stronger than the prepromotes so quickly. Not by a small margin, either. The few chapters that it takes to level them up only spans a few days in the narrative and they're already on par with the veterans, and they won't stop there if you keep leveling. I know these types of things make mechanical sense (investment in characters and payoff for that investment), but still, You don't have to throw narrative sense to the wind. I'd probably lower experience gain and remove the bonus for getting the kill, so that you would have to spend time actually engaging enemies. Being the one to stab a guy while he's bleeding on the ground wouldn't really do much for your combat prowess; it would probably just lead to emotional damage and stress, especially if you're inexperienced/just a kid. And chapters taking place the same or next day consistently is also absurd. I remember reading somewhere (I think multiple supports of FE7) where someone says something along the lines of "Well, we're fighting everyday so I'm deciding to do [random thing/hobby here] in the middle of battle." First off, that's absolutely insane, but the main thing I wanted to point out is that the party would crumble due to combat fatigue and would not be nearly as emotionally together as they are throughout the game. Plus, they keep marching forward and fighting fresh enemies. The party would be so screwed. So spacing chapters out a little bit (at least a week) would give characters a reasonable time for their [random thing/hobby here], to emotionally unwind and give time for the character's combat abilities to grow through training. Characters like Seth and Marcus would probably try to train and militarize the party as much as they can to maximize the chance of survival. Well, that concludes my ramblings on that there subject. Thanks for sharing, I had a lot of fun brainthunderstorming these concepts.
  8. While I was developing my RNGless hack, there were still a few elements of RNG that I couldn't seem to weed out with Nightmare. Edit: basically solved with a bit of digging in the right places. I've moved all the questions that I've found a solution to to the bottom of the post. The rest are things that I haven't found an answer to yet, of course. I think that covers all the random elements left in my hack, but please correct me if I'm wrong and you spot something random. Now on to the rather ambitious things I would love to see happen but would probably require an extreme amount of hacking knowledge, or at least far more than I have. To be clear, I'm not asking anyone to just do these things, I'm just wondering if it's possible. If something is, then we can discuss the "doing" part if you want. 1: Light Runes. I'd like for them to only by usable by characters with at least an E in light magic. In my RNGless hack, I gave Lucius a Light Rune with infinite durability, since I've always liked the Light Rune and how it can add another layer of strategy to some maps, and because of how I made light magic tomes more defensive than anything, so the Light Rune fits well into light magic as a whole. However, you can just trade it to a Cavalier or Peg Knight and they can use it more effectively because of their "Canto after item use" ability. 2: Healing Items. I'd like to be able to have a unit be able to target themselves and an adjacent ally with an item such as a Vulnerary or Pure Water. Perhaps at a lesser effect, as well (A Vulnerary heals 20 HP in my hack, but if you target an ally, then perhaps it can heal 15 or so). Healing for less isn't really that much of a concern, though, especially if it would be too much work. 3: Status Effects from being in inventory. I bring this up primarily for a certain weapon that I have in mind; a Rune Swordy weapon that applies Poison (just as if you were hit with a poison weapon) and deals poison damage to the wielder at the start of your turn. For example, you start the map and an ally has the sword and he is immediately poisoned when the Player Phase starts. For my purposes, this effect can be applied if the weapon is in a character's inventory (whether he has it equipped or not). 4: The best for last; what I'm going to call "Reaction Skills." I played through Radiant dawn recently and while I loved the skill system, it was far too random for me to really make strategic use of (especially at the end where the game's version of "balance" is either giving a unit Nihil or having them get slaughtered...). For instance, I gave Zihark Vantage, Adept and Killing Edge and sent him off with some buddies to handle a small portion of the map. He swung between being the most cinematic badass and a literal turd who can't proc a skill or dodge two 20% hits in a row when he needs to, resulting in his death. Then I just benched him and sent out a skill-blanked Brom in his place (This was during Part 4, of course) and good ol' Brom and his buds had no problems whatsoever. That irked me (aww, there's no Erk emoticon?) and I started wondering how skills can be modified to make them more useful, balanced and strategic. I came up with a system based on "Reaction Charges." Every five points of Skill a character has grants that character a maximum amount of Reaction Charges. So if Lyn has 16 Skill, then she'll have a max of three charges to work with. If a brigand has 4 Skill, then he is, in fact, a scrub who has no charges to work with. Each allied character regains one charge at the start of your turn. Reaction Skills can be activated at any time during combat. I'd like to check for player input at every stage of the the fight, as in "brigand attacks, you counter, but before the brigand gets to attack again (he's got the speed advantage), you press B and it pauses the fight and you can select a Reaction Skill to use immediately" but if that's asking too much, then perhaps the menu can be brought up automatically at the start of each encounter, the player chooses to cast a skill or not, then player input isn't checked for the remainder of the round. If that's asking too much then gawdammit. Examples of new skills and rebalanced skills: Vantage: Does what Vantage normally does, but costs one charge. Adept: Does what Adept normally does, but costs one charge. Block: Def +10 for one round. Costs one charge Dodge: Dodge all attacks for one round. Costs two charges. Pavise: Def +15 for the rest of the turn. Costs three charges (this will mainly be on Generals, who have low Skill, so they won't have the maximum charges to abuse this much. Plus this opens the way for skills that activate outside of combat, too. Sprint: Gain +3 Movement (before moving) for the rest of the turn. Costs one charge. Stun: Stun an enemy for one turn. Costs two charges. And that's all I can think of off the top of my head. This will the be the coolest thing since bacon if we can actually get all that stuff working. No knollroll sybolizing my derpiness, I'm serious here! Better than BACON! So let me know what you think of the concepts, and if any of this is actually possible to implement. And for the longest time I would never share my ideas, because I was afraid they'd get "stolen," but if these concepts can help make other hacks better and inspire their authors, then more power to ya. Besides, I'm not the one who's got the skill to implement these into the game, so claiming ownership seems kinda silly at the moment. Solved: 1: Poison damage. Poison damage does 1-3 damage. I'd like to know how to change it so that it deals either 10% of your max HP or a static 3 damage per turn. Edit (right before posting): I just noticed CT075's reply telling me how to change Poison damage. Thanks! I'll start browsing FEU but I've already typed all this out so I'm really inclined to post this first. Sorry! In the future, I'll do my research first and only ask questions when I'm stumped. 2: Enemy HP. When I autolevel enemies, they seem to have +/-1 or 2 hp compared to what they should have at that level (even though every enemy character, like 8A "Bandit 7," B7 "Caelin 4," etc have 100% in hp growth. I changed the class growths to 100% in HP as well, but it didn't seem to affect anything). I would like to simply remove the variance entirely. Edit: Thanks to http://feuniverse.us/t/vennos-small-asm-hacks-and-notes/269I found out how to at least cut the variance in half. I'd also like an item like the Knight Ward from Path of Radiance, having it in your inventory increases Def and Res by 2. The Emblem Seal item in FE7 raises Hit and Avoid just by having it in the inventory so I hope changing that to Def and/or Res (or even Str/Mag, depending on the item) isn't too much of a stretch. Edit: Thanks to http://feuniverse.us/t/vennos-small-asm-hacks-and-notes/269/13for solving this part.
  9. The sun is shining, I've got a steaming bowl of potato bacon soup and some more encouraging feedback; I wish my mornings started out like this more often haha glad you enjoyed the hack. Oh, thanks for bringing up the poison, I forgot about that (even though it's the Black Fang's signature freaking weapon type ). While I was developing this hack, there were a few RNG related things that I couldn't fix with Nightmare. Poison's the first one (I'd probably make a static 3 damage per turn, or 5- or 12! Eat that, Lyn! Bwahaha!) and another is enemy HP. When I autolevel enemies, it gives them +/-1 or 2 HP and I don't know how to change that. I didn't think it was a big deal at first, but there's bound to be situations where a strategy would succeed on one run, but fail on another because an enemy might barely survive a hit that he normally wouldn't, and I think that's bad. This will probably be more of an issue in larger maps later in the game. I'll be posting on the Questions board soon to start addressing this. This hack as it stands is about 90% RNGless and I decided to round up and just call it "RNGless" haha
  10. Why don't you try it and find out? :3 heh heh Yeah, each weapon gives +90 luck to nullify crits from standard weapons. Kind of overkill, but it gets the job done. The only weapon that doesn't give luck is the Devil Axe. I made it so that it's the only RNG weapon (since my overall luck with RNG is so terrible I've begun to believe that RNG is satanic ), so it should have roughly 50% hit rate against most enemies but it has 40 Mt, making it a risky but kinda viable weapon in certain scenarios. Thanks! Hope you still feel that way as you play it.
  11. I haven't been involved in FE hacking very much and when I was, I was too busy trying to make my own thing. So I haven't actually played anyone's hacks at all. I posted this on MarkyJoe's forum first and asked him if anything like this has been done before and he brought up PwnageKirby's hack too. I looked into it feeling kinda dreadful since I thought I was all original and whatnot, but I think that hack is different enough from mine to warrant me posting this and continuing to work on it. I'll let you guys be the judges of that, though.
  12. The goal of this hack is to minimize RNG as much as possible and revamp the gameplay so that it matches the stakes set by the narrative. I don't know about you, but I wasn't very scared fighting ragtag level 3 units at Lord Lundgren's doorstep. This hack doesn't attempt to change the story, events or maps of FE7, only the gameplay (due to the lovely traumatic experience I had trying to make my own purely custom hack years ago...). That basically means I've modified unit stats, item stats, enemies and their formation on each map. RNGless methodology: 1. Hit rate is always 100%. 2. Crit rate is always 0%, unless you're using special weapons which give 100% crit. 3. Growth rates are 100% for HP, 0% for all other stats. Leveling up is the only way to increase HP. Promoting and using stat boosting items are the only ways of increasing the other stats. 4. Equipped weapons now give a certain amount of Def and Res in addition to standard properties (though all item's stats have been rebalanced). This hack expects you to have a solid understanding of original mechanics, such as how your attack speed is affected by your weapon's weight and your constitution. All the chapters are beatable without save states. Especially the prologue. If you ever get stuck, just think about what weapons you have, the bonuses they give you, the weapons the enemies have, the bonuses they give them, and how you can manipulate that to your advantage. Then think about cheesecake. v1.00 RNGless Fire Emblem 7 100% of Lyn's story modified. Plus the first chapter of Eliwood's Story because "why not?" https://www.dropbox.com/s/p6xyj4019kn279s/v1.00%20RNGless%20Fire%20Emblem.ups?dl=0 I made this using Nightmare 2.0, so special thanks to all involved in that software's creation. This was only playtested by my brother and myself, so I'd appreciate any feedback and constructive criticism. I plan to modify all the gameplay of Eliwood's story if Lyn's story is received well. I also plan on reliving the joys of soul-crushing defeat by trying to make my own completely custom hack someday that uses this RNGless system.
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