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Superluigi

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Everything posted by Superluigi

  1. The hacking recommences this week; I've been on an unannounced break whilst I sorted some university stuff, sorry about that guys.
  2. Just to clear some things up: - Yes soldiers have received a buff. - There will not be a playable soldier... - Treck and Noah are both going to be cavaliers still, but with a little twist.
  3. Yeah it does or rather did, since I’m currently re-working where reinforcements spawn. You will be given forewarning if enemies spawn before the start of the enemy phase that chapter. However there will be no warning if enemies appear at the end of the enemy phase. No updates this week, I've been pretty ill and so I have not had much time for modding... sorry again guys.
  4. Opps, yeah I meant the right side... lol. The positioning of the arena and the shops more closely resembles FE7 Ostia, the top right hand side is a little cramped, but that's to restrict the amount of units that can approach the boss.
  5. The map has been opened up quite a lot compared to the original FE6 map, the entire right side of the map is no longer composed of one tile wide streets. You hit the nail on the head.
  6. Did I even mention anything about extra chapters, I thought I'd kept that a secret. On the subject of the additional chapters: - I have already planned most of them. - They will all be optional and feature during the final section of the game. - Most of the chapters have very little to do with the original FE6 storyline. And on the subject of redesigning maps, since chapter 7 is still in the works, here is a snapshot of chapter 7's new map.
  7. My hipster old-school self is extremely disappointed it’s not Sheeda. Boah's going to get a cameo even though he's not a playable character right?
  8. Wow, that was fast, officially announcing your next venture already... More importantly which translation are you using for Sheeda: Sheeda, Shiida or Ceada.
  9. ...................__ ............./´¯/'...'/´¯¯`·¸ ........../'/.../..../......./¨¯\ ........('(...´...´.... ¯~/'...') .........\.................'...../ ..........''...\.......... _.·´ ............\..............( BROFIST ...........
  10. There will be no nice weekly collection of screenshots this week. I don't like to post screenshots, if I haven't completely finished scripting the chapter. I haven't had much time to work on chapter 7 this week, and there are one of two bugs in chapter 6 I found this week that I want to go back and try to iron out. Sorry guys.
  11. Not yet, currently Blight uses Flux's animation, making a new animation for Blight, will probably come in the later stages of development. Gameplay first, graphics second. I wasted too much time on visuals already.
  12. This may not be the case for anymore, whilst it was originally the plan, I have a few other ideas to help Roy not get trapped at level 20 for the whole of the mid-game. If someone's willing to make one for me, personally I'm not bothered skilled enough to make one myself, I'm no Dei or Yeti. Oh and here are this week's screenshots... I forgot to upload them :( Ahh, chapter 6, or in English: f***ing tile-changing events >:(
  13. That cavalier Raider's palette looks pretty sexy. Good to see that Wallace is still an ace wall!
  14. Yeah, as everyone else has said, Saul will be a Monk instead of a Priest... All enemies will be a little bit stronger than before and will have a more varied weapon arsenal. Although, they may have their difficulty reduced later. Of course, some of the more implied pairings will have special endings, such as: Roy and Lilina; Saul and Dorothy; Noah Fir; Shin and Sue!
  15. Ah, at last Zealot's tale! Definitely my favourite tale from the previous release. Are we still going to be seeing Skyes? He was pretty badass! Wait, so Nils and Lucius had nothing to do with the tale :(
  16. So, I've expanded the weapon icons table, however any icon past 0xAF gets all messed up and turns into other random shit when you try to view the item in your inventory. However the icons seem to work fine during battle. Have I done something wrong, or to I need to change anything else to get the new icons to work properly. If any more details are required I'm happy to post them.
  17. Marcus and Erik now have a little conversation and Rutger gives Erik some serious trash talk Merlinus doesn't have a conversation with Erik, but then again who'd be stupid enough to stick Merlinus in range of Erik anyway? Edit: Self Grammar Nazi
  18. Yes. So at last, here are the change-logs for chapter 3 and 4. [spoiler=Spoilers ahoy!]Fire Emblem: Sword of Seals – Plus Change-log: Chapter 3 Key: (FE6) - Changes from the original (FE6-P B) - Changes from the last beta release [Gameplay] - Inserted new map for Chapter 3 – More elaborate castle, within a fortified area. - Adjusted Enemy spawn points to fit the new map. - Adjusted Player spawn points to fit the new map. - Increased the number of enemy units. (FE6-P B) - Removed visit-able villages. (FE6) - Added a third chest. - Changed the contents of all the chests. - Changed Slater's arsenal to a 'Verutum' and a 'Short spear'. - Tweaked Lugh's base stats. (FE6-P B) - Tweaked Chad's growths, due to the fact that he can now promote. (FE6-P B) - Added secret hidden item. [story] - Tweaked Slater's battle and death text. [bug fixes] - Fixed crash during opening cut-scene, (for real this time). Change-log: Chapter 4 [Gameplay] - Inserted new map for Chapter 4 – More consistent with FE7, with further cliff erosion. - Adjusted Enemy spawn points to fit the new map. - Adjusted Player spawn points to fit the new map. - Added an additional fort for pirates to spawn on, so they can reach the third village. - Increased the amount of pirates that spawn. - Tweaked generic enemy's arsenal. [story] - Tweaked Erik's battle and death text. - Added a short scene between Roy and Merlinus before the chapter starts. (FE6) - Added a short scene before Narshen arrives. - Tweaked the scene between Narshen and Erik. - Added a short scene between Narshen and Erik after Roy's party spawns. [bug fixes] - Prevented Lugh from spawning if he wasn't recruited. - Fixed a bug where Clarine would remain an NPC unit after the recruitment was triggered. [Misc.] - Provided individual character slots for each enemy class used. - Inserted individual palettes for each enemy class used in the 'Laus' faction. - Inserted individual palettes for each enemy class used in the 'Pirate' faction. - Inserted individual palettes for each enemy class used in the 'Mercenary' faction. (Rutgers's band) After 12 years in development hopefully they will have been worth the wait! If you want a more specific notes, I'll be happy to update them to be a little bit more detailed.
  19. That poor phantom, he never knew what hit him. He was only trying to show off his new animation to Karel Seriously that phantom is looking pretty darn cool! So I guess Dei has finished the animation
  20. So here we go, the weekly progress update... This week Chapter 5 got a bit of an overhaul, including an edited map, enemy placement tweaks and a secret hidden item. I've also expanded the weapon table and thrown in a few extra weapons that I wanted to add, but didn't have the space too originally. All of the 'major' playable characters will now get their own personal weapon, such as Echidna's 'Ocean sword'. I've been a bit behind with the change-logs, so I'll get them up later, when I have a bit more time.
  21. Nay laddie, it be a pillaged Wolf Beil. And it be no recolor ya low-life cabin boy, it be a fine specimen re-forged in the fires of Davy Jones Locker!
  22. Yargh! It be the international Talk Like a Pirate Day today, ya' filthy landlubber!
  23. Hmm, so tale 5 pt.2 takes place on the same map as pt.1. Looks like we might be fighting Arcard too. Unless this is simply an extra cutscene in pt.1. Which is cool none the less.
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