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Vaporox

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Posts posted by Vaporox

  1. Ewan has an E level in Light magic, and a Flux. Isn't he supposed to have a D in Dark?

    Also it says L' Arachel is a Ranger, but only has access to bows. Was that done on purpose?

    The class is intended to be called Nomad was what I thought Kob last said on that, but it's totally intentional. Wait till she promotes.

  2. Forde worked just fine for me. He didn't cap defense, but he came close. Also, your problems with Garcia are pure RNG. Try a couple runs without your own modifications, and see how it goes. Also, the thing with Joshua and not having swords before promotion is a small issue. He can grind up swords easy as a Paladin because nothing can kill him due to his speed, skill, luck, and surprisingly above-average-but-not-amazing defense. Moulder is OP, so I don't know why you didn't mention him. Also, am I the only one who had an AMAZING Tana? Give her any Killer weapon as a Great Knight and everything dies.

  3. Loved playing this hack. Just finished Chapter 14, and I was very impressed. I like that it allows for varying strategies, and Warren being a boss and a playable unit just made him even more fun, though like Silas, he forgot a couple things about weapons, as he couldn't weild Silver weapons when he joined.

    I used almost all of the mounted and flying units (Dita and that Wyvern girl in chapter 14 are the exceptions), and it made a HUGE difference in chapter 13. Saving those villages would have been impossible without Lani and Sven.

    Speaking of him, Sven was a boon during my playthrough. Though he never leveled resistance, he was still useful because he hit like a truck, and giving him a hammer just trivialized most armored units.

    On to the rest of my final roster.

    Algimas was great. No two ways about that, he gave Ephraim a run for his money in terms of sheer killing power.

    Wayland was good. Hit real hard, but couldn't quite one-shot.

    Tactician was ok. Had difficulty doubling, but no difficulty making the enemy suffer.

    Aceline was a godsend. I loved having an Armor Knight that could use bows, and she ended with B ranks in lances (barely) and bows (easily), and got a couple axe swings in while she was at it.

    Negu was an exemplar of what Paladin's should be: fast, moderately strong, and rather difficult to hit. Doubled everything, and rarely got hit back.

    Gerwulf was awesome. I'm a Great Knight fanboy, and seeing one with 8 movement by default was a joyous experience.

    Elaine was essential because she was better than Haylyn in every respect.

    Lani was used because she was there.

    I kept Celia around after recruiting Brendan, and she killed a few flyers and was a very good chip damage unit.

    Brendan did much the same thing as Celia, except he could actually kill things, being a magic-user and all.

    Meila was awesome. She actually managed to get a lot of kills in when she was in a combat area, and I promoted her in chapter 14, and being a Rogue fanboy, I was once again delighted.

    As I hate dancers in most circumstances, I was surprised by how much I actually used Katarina, and she has definitely secured a spot on my endgame roster.

    Warren was not quite as good as Aceline, but those two held the left side of the map on chapter 14 all by themselves, and Aceline wasn't even hogging the kills.

    Franck was great to have on the field, and excelled at keeping the right side of the map in chapter 14 down with the rest of the mounted units.

    And that was my team, and my opinions, having finally beaten chapter 14, after 3 days of frustrating restarts. Keep up the good work! I would have left most hacks if I had failed as many times as I did, but this one kept me just close enough to victory to want to see it through.

    Also, the story is very well done. Actually having politics in anything related to Fire Emblem was really nice, and kept me interested in the dialog, instead of just hitting enter to skip and get to the fighting.

    One of my last points: I checked out Al, Wayland and Tactician's promotions, and I can not wait to see how they work on the field, Wayland in particular. That particular type of mobility is a favorite of mine.

    I love this hack, and I want to see where this goes. Raider, you and your team are very talented and it shows.

  4. I’ve finally gotten to Chapter 13 (The port after the Ghost ship, Ephraim’s Route). And I’ve found bugs that bugged the bugs that bug the buggiest bugs that bug bugs. Was that overdoing alliteration? I disagree.

    Regardless, I onwards to actual things! Ameila is broken. Not her stats, she’s been above average, but that’s how most Traines turn out for me, either above average, or way above average. Rather, her animation is broken. If Ameila uses hand axes, and the red unit she fights doesn’t counterattack inbetween her doubling, she soft-locks the game. It is so frustrating! I’m banking on Female!Berserker not having this bug, otherwise Ameila is never using Hand Axes or Tomahawks.

    Why do the Ships in Chapter 10 have Bows? Give them Physics. They were bows before, and ranged healers to sea sounds hilarious. Give them absurd DEF if you don’t want them beaten; only Colm and Franz are attacking them, and they have the weakness.

    The boss of chapter 9 could have had a minor improvement. The boss should have had the Wo Dao as the dropped item, the Killing Edge equipped. Just as a minor reward for players who killed the boss without having Seth or Ephraim with a Swordreaver sit there and wail on him, while Neimi heals/mends.

    I’ve looked at the list of units you reclassed, and a few questions. The Pegasus Knight Tri-Attack. Franz and Marissa can be Falcon Knights, and Colm a Wyvern Knight, so is it doable? Or was it entirely scrapped out, just because it’s so dumb. Or does Franz become a Wyvern Knight, and Colm a Lord, and those 3 attack together? Or is Renec there? I have no idea.

    Is it possible to make Dozla a Rouge? He’s a swordmaster now, and both are sword users. If Dozla were a Rouge, it does 2 things. It gives the player an easy way to not bother with making Ross a Thief for stealing (Because I even normally almost never use lockpicks, especially lategame), but he still keeps the principle of how you hack works. Not to mention, you do miss quite a few items if you wait till here to get a Stealer/Chest Opener.

    Speaking of stealing, you can get a Silver Lance in chapter…. 7? Outside Renvel. That’s probably the best use so far I’ve seen for Theif!Ross. Steal the Hero’s Crest, then make the boss use a Javalin. Then kill him while that’s equipped. He should drop the Lance. Didn’t know if it was an oversight, or if it actually was intended. Or If I’m overthinking this. Probably that.

    What is up with the Warrior as a unit in Chapter 13? Haven’t started, but that’s over the top. He’s level 11, and has stupid high stats because my growths go 20 Fighter Growths, promotion gains, then 11 Warrior growths. Too good. 29 strength is a beast. Gonna be a ***** to take down… And Calleach…. OMG, he’s a ****ing joke. 9 skill? Really? Make him a Rouge if that’s a problem. There is no reason to have him have 9 skill. Silencer being unfair is all I have for a reason, but Rouge says ‘**** that!’ and get’s similarish stat caps.

    Now, these notes below are influenced by 1 factor. SS is easy, and after a chapter or 2, I saw this would be a little harder, but not much. So I increased enemy growth rates, and thus, their stats. So Enemies that I comment on being hard, or allies useless may just be me. The growth increase is 15% in case that matters.

    Forde has been useless. The everlasting ‘Hot Dog Knight’ Is terrible. He has no speed, so he is doubled and can’t dodge. He has no def (Ross has more Def, and Ross is a Myrmidon!), so he can’t take hits. He doesn’t excel at all in Attack or Skill, so nothing their either. The only good thing is he isn’t slowed by steel lances, but Joshua is better everywhere, and after the speed loss, Joshua still has higher attack speed.

    Axe!Ephriam for best lord! This guy has basses and growths that put everything to shame. Aside from res, he’s within 4 of capping everything (Well, res and HP, but who caps HP unpromoted?)

    Ross’s stats to growths make no sense, although it could just be luck. Does anyone know if Classes in SS have growths? Because Ross has a 30% or 35% to get speed on level up, but he capped it at 14. That doesn’t happen. Ever. Ross usually sits around 15-20 speed as a 20/20 Berserker.

    Why does Cormag suck so much? His stats at 15 were much worse compared to level 15 pirate Ameila. Cormag had only more HP, Str, and Con, but Con and Str were by 1, and HP was by 5. Everything else was between 2 and 12 (4 if you don’t include luck) worse than Amelia’s! It makes him… hard to use. Buffing his Con, maybe by 1 or 2, and reducing hers by 1 would make both viable. I don’t know his Bases on Erika’s route, so I’m afraid I can’t say if he suffers this problem there. But Brigand!Cormag seems amazing. You should do that on Erika’s Route. But for Cormag’s Beserker and Warrior promotion, he should definitely be wielding Steel Axes, no AS loss.

    Garcia, Vanessa, Moulder, and Natasha. All units I normally use… All now formally introduced to the bench…

    Autur, Neimi, Tana, and Seth. All units normally benched… All introduced to 300 axes, because that’s the first weapon that came to mind when I typed this… Bow!Jagen!Seth is best Jagen.

    How does L’Archel’s Prmotion’s work? She’s a Ranger, but Ranger’s don’t promote. I can’t find using Nightmare what her class promotes to. And if you just say look at the Spreadsheet, that says she’s a Nomad, not a Ranger. And Palidan’s use Swords and Lances. No bows. And the sheet says she promotes into Ranger. And Sniper. I’m confused.

    One thing I can say, is you’ve so far done a great job. I only go out of my way to make these long things berating things when their good. If you ignore the criticism, that’s cool. It is your project, and Ephraim’s route is done, but I can hope that you do indeed take a look at the things I said. I think they could make the hack (Or does this qualify as an Edit? IDK) better. Regardless, onward to Death-of-Units-by-Proxey-of-Warrior-That-Should-be-a-Fighter!

    She promotes into a Paladin that uses Bows and Lances (Silver Knights from FE10, and there is a working animation for the bows too) or Normal Ranger (Bows and Swords). And also, the ! that you have everywhere like Bow!Jagen!Seth is quite unnecessary. Simply "Bow Seth" is sufficient to get your point across. And also, expect L'Arachel to be hilariously broken. Capped Str, Skill, Speed, and Luck easily.

  5. Just a couple things to note when you get back on this:

    Tana still does not have a Paladin promotion (latest patch still says Wyvern Lord and Great Knight in the promo screen).

    Dragoons are still vulnerable to bows (doesn't affect Gerik that much, but makes for some hella easy pickings for L'Arachel and Moulder).

    Other than those two things, this is a great hack, and I love the new twists put on old characters. The endgame is awesome, and I'm looking forward to Axe Paladin Tana!

  6. Love this hack, especially because some of the characters I would normally bench are amazing (Neimi I'm looking at you.), and some that are usually amazing are sitting on the bench (Franz, I'm looking at you bud.) Although I must ask, since I'm only on Chapter 9, what class is Gerik? I'm really hyped to find out because nobody beats OG-Based God Gerik. Ever.

  7. Got a character for you, just in case there aren't enough lol.

    Name: Balthazar

    Is an older and rather experienced soldier who just wants to spend his days doing what's right. Is very gruff, but cares deeply for his comrades and throws himself at the enemy relentlessly

    Class: Mage Fighter (pre-promote, swords and all anima magic)

    Join time: mid-to-late game

    Stats:

    Level: 10

    HP:48 (50%)

    Str:22 (40%)

    Mag: 16 (25%)

    Skill: 20 (35%)

    Speed: 20 (45%)

    Luck: 16 (10%)

    Def: 18 (35%)

    Res: 20 (20%)

    Weapon ranks: Sword: A Anima: B (If using PoR/RD Anima: Fire: B, Thunder: D, Wind: D)

    Inventory:

    Silver Sword

    Meteor

    Elfire

    Vulnerary

    Not providing a mug because I am NOT an artist. Sorry if this causes problems.

  8. Honestly, if it's at all possible, both magic triangles should be in the game. Also, a piece of advice for the project as a whole: focus on what is in line with "regular" Fire Emblem first, then iron out what makes this project unique. Special weapons, maps, skills, and the sort should come later, at least in my opinion. It'll make the "special snowflake" parts of your project easier to focus on.

  9. because that's really awkward to say?

    Additionally it doesn't help much.

    ADDITIONALLY, "Knight" being used for both FOOT and MOUNTED units is awkward as a construct. And if you mean to tell me that "Armour" is a good name for a class then I really don't know what to say.

    So it is just me. It's still Choc's project, and I'm still gonna play it, but it was worth asking.

    And since I can't figure how to multi-quote an edit, you have a fair point there Choc.

  10. This might just be me, but the cavalier class names being "Gendarme," "Cohort," and "Vanguard" seems kind of annoying. Why not just do what has been normal for the series as a whole and call them Lance, Sword, and Axe Knights?

  11. The names are up for debate honestly, I just want to have something that makes class names better than just "____ Knight".

    Duke/Dame Knights having Lances and Swords is mostly to balance them, every promoted horse knight has their base weapon and the weapon their base is strong against. Silver Knights having Lances is a nod to FE9 and FE10, plus I am leaning toward Caliban getting Bows when he promotes (both Caliban and Margaret will have a horse when they promote).

    I am debating how to properly use Generals, given that I don't know if I want to implement a "each weapon knight" or just have Generals use everything like in FE4. Right now Generals are the reverse of horse knights where they receive Bows and the weapon their base is weak against upon promotion (Bow Generals have Axes and Lances). As for the lack of unpromoted armor knights, I haven't found a proper place to put one in the game, although one may make an appearance. My big fear is this becoming another Horse Emblem, as I want every unit to have some form of use in the main game.

    All valid points, and I think Caliban's promoted class could be called Warrior King, depending on how you develop his character.

  12. Just my opinion, but you may want to make four of the names simpler. Cataphract should be changed to Axe Knight (because Kieran was an Axe Knight and he's the MVP), and Cuirassier should just be Sword Knight (like Fergus from FE5!). Stradiot ahould just be Lance Knight (because Finn and Oscar.). Turcopole should be Bow Knight (because Astrid and Selfina). Just my opinion, but you may want to consider it. Also, Duke Knights should be Lance-locked, in keeping with Duke Knight tradition, like Quan, Finn, Glade and the other two numbnuts from Thracia.

    Other than that...

    OMG GENERALS CAN USE BOWS?!?!?!?!?!?!?!?!?! HAPPY DAY!!!!!!!!!!!!!!!!!!!!!! But why are there no unpromoted Armor Knights?

  13. I feel like the mechanic is just too execution based for me to really get behind it.

    So far the split really hasn't added anything. I end up just using whichever school the unit is better at and don't care about the other one.

    Plus, the split is usually reserved for promoted units, with the tier one version being restricted to either physical or magical. So, the tier one units are geared towards their one school, and when they promote the other school flat out doesn't matter to them.

    Until I see an implementation that actually makes it worth while, the split just doesn't matter to me.

    I think that (and this is just one example) it gives you a better idea of who to give magic-based weapons to (like a Light Brand), and if you take the time, you can have some truly powerful combos (I know that in my hack, I intend to have a boss who uses a Silver Sword and a Bolting, but that ain't until later). It just gives you more options for boss and character design, especially how to make bosses challenging without just giving them bull stats. I also intend to make magic/physical hybrid classes tie into the plot of my hack, especially when dealing with issues like depression, insanity, the consequences of war, and manipulation of the world around you.

  14. Going to double-post since this is a different topic, but I'm going to have the Prologue done soon. PM me in the next 3-5 days if you would like to test it out so that I can get a list of who to send the first patch to.

    EDIT: Gonna have to put this on EXTREME hold. School just decided to flip me the bird and I may have a minor addiction to Fallout 4 (As in I just started my third character last night, somebody save me).

  15. I'd love to use the str/mag split. I've never liked giving one of my guys a runesword, which is a magic sword, and their damage being based off of their strength. It makes no sense. Also, I like hybrid classes. And, it'll help out with my prospective FE8 hack titled "Fires of War," which can be found in the Concepts section (totally not a shameless plug or plead for help).

  16. A lot of these changes seems a bit tokenistic. What you'll find, changing these classes around, is that it will actually have very little impact on how the game is played, if the gameplay isn't very different. Not to mention, it seems that you'll be needing a lot of resources like battle animations and such. I'm sure you have some cool ideas in mind but I'd love to see more than just a vague plot outline. Is this a reskin? Or a full-fledged hack? More details!

    This is full-fledged, and most of the changes are mainly to change some things I disliked about Sacred Stones vanilla. Too few promotions had a real sense of choice to me, so I'm trying to change that.

    A lot is going to change. The countries are very different than the vanilla ones, the atmosphere's different, the main "lord" is the leader of a special ops group, not a nobleman, there will be no early pre-promoted unit (the closest you will get is a character at level 5 rather than level 1, and most of the plot elements will be different).

    This doesn't start out with some random out-of-left-field attack from a close ally, this is a commonplace event with some odd elements to it, and you're sent to find out what the crappoloni is going on. More details as I iron them out.

    DETAILS THAT I IRONED OUT:

    So, with all of the background info contained in the OP, the main character Elric is a platoon commander in the 3rd Special Operations Battalion, the most elite unit of the Barathal army. While attending a meeting with the king, he and his second-in-command, Mustang, are given a new assignment. On their way out through a back door, they encounter some suspicious figures wandering the halls. Upon further investigation, they are identified as infiltrators from Revagas, a highly unusual event. After dispatching the intruders (which will be the gameplay of the Prologue), they go to report the incident to the king, only to watch him dispatch the last of the attackers in the throne room. Priorities are changed, and Elric's assignment is scrapped, and he is given a new new one, and the plot takes off from there.

    EDIT: Agro, after consulting my (very scatterbrained) notebook which contains all of my ideas, I need fewer animations than initially thought.

    I need Baron animations (General with tomes).

    I need animations for the Dark Rider (mounted shaman (male only) with dark, swords, and disarmed.).

    I need animations for the Holy Flier (Falcoknight with tomes).

    I need the Mage Knight with lances.

    I need a War Priest animation (probably gonna use Hector Great Lord, but who knows?). I do. Gonna do that.

    I need a Mage Fighter class (blend of Hero and Sage, uses Swords and Anima). Probably gonna use this class to make my first original custom animation.

    I need animations for a Paladin with bows.

    And last but not least, I need an animation for a rogue with light magic.

    That's not too horribly long a list. I think.

    Yet another edit: I also need Falcoknight with bows.

  17. So, I've had this idea going in circles around my head for several weeks now, and I've finally decided to start working on it. Most location names are still works in progress. Here goes nothing.

    The continent of Agravaal is a land of constant dispute. Borders are pushed and changed by the year, with most villagers spending their lives under at least three different banners. The landlocked kingdom of Barathal (replacing Renais) is arguably the most feared nation in the present day, with infiltration units scattered across the continent, and a respectable front-line army. Rothval (replacing Frelia) specializes in prolonged pitched battles, with a much higher number of armored units and healers than the other lands. Revagas (replacing Grado) is the foremost power in direct confrontation, with more soldiers than any of the other nation, though they may be lacking in training and skill. To the East lies Arrakis (yes, I know some Dune lore, replaces Jehanna), a desert land known for its Pegasus and Wyvern units, and a larger-than-average population of magic users. Furthest to the north lies Jorroheim (Rausten, use a Nordic pronunciation), a mountainous land home to arcane groups who worship arcane beings and offer counsel to any who seek it, as long as the coin purse is big enough. Then, there are The Lost Lands (Carcino), a land of un-claimable hell, home to the most vile of criminals and mercenaries, and the only region to have set borders for more than 50 years.

    The player will follow the tale of Elric (Ephraim), the commander of a small Barathalian special operations force, and his role in the latest round of open warfare, in which something is different...

    [spoiler= Planned Changes]

    Playable cast changed from 33 to 26

    Weapon uses increased, and all shops will be removed

    Will have classes inspired by classes from other games, like the Mage Fighter (promotion for Mercenary and Mage, replaces Ranger for Merc and Sage for Mage)

    Dark Rider (replaces Summoner, mounted unit that uses swords and Dark)

    Baron (replaces Druid, uses Swords, Dark, and Staves, basically General with magic)

    General will now have Bows along with everything else

    Wyvern Lord gets Axes instead of swords to make it more a more competitive choice compared to Wyvern Knight

    Pegasus Knights will have their second option changed from Wyvern Knight to Pegasus Warrior, which uses Bows and Lances instead of Bows and Swords

    Mage promotes to Mage Knight (Anima and Lances, mounted) or Mage Fighter (Anima and Swords, foot soldier)

    Sage replaced with Holy Flier (Sage on a Pegasus)

    Valkyrie gets Swords in addition to Light and Staves

    Female Myrmidon will promote to Hero or Swordmaster, instead of Assassin

    Priest promo options: Bishop (unchanged) and War Priest (Axes and Staves)

    Fighter promo options: Warrior (unchanged) and War Priest

    Knight gets Swords in addition to Lances

    There will be three types of Cavaliers and three types of Paladins (all will still be able to promote to Great Knight)

    Blade Cavalier (Swords and Axes), Blade Paladin (same)

    Lance Cavalier (Lances), Lance Paladin (Vanilla FE8 Paladin)

    Axe Cavalier (Axes), Axe Paladin (Axes and Bows)

    Rouges will get a class-exclusive Light spell.

    Ephraim Lord renamed to Commando.

    Ephraim Great Lord renamed to Duke.

    Duke unlocks swords.

    [spoiler=Chapter Names]

    Prolouge: Ambush!

    1: Escorting the King

    2: Initial Forays

    3: In Enemy Territory

    4: Woodland Nights

    5: Urban Warfare

    5x: Price of War

    6: Open Confrontation

    7: Storming the Fort

    8: Surrounded

    Interlude (Route Split does not change main character, only the path. All units will still be uinlockable).

    9A: Holding the Line

    10A: Through the Lost Lands

    11A: Mountainside Battle

    12A: In the Valley

    13A: Paving the Way

    14A: The Strike

    9B: The First Blow

    10B: Securing Passage

    11B: Battle at Sea

    12B: Evading an Army

    13B: First the Heart...

    14B: ...Then the Head

    15: Duel in the Sands

    16: Retaking the Throne

    17: Headed North (Unlock all Holy weapons upon completion)

    18: Traitors' due

    19: Divine Rights

    20: To Kill A King

    Final: EscapeI

    Let me know what you guys think. I look forward to hearing from you guys!

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