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Dunal

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  1. Responding to a few of your points/perspectives so far, but feel free to mention any more: Sothe - First of all, he isn't really meant to be a Jeigan (unlike Titania or Ranulf). I'm also fine with having the 'main' characters having a higher power curve (so units such as Ike, Micaiah, Sanaki etc... any units forced in 4-E). That said, he still doesn't promote until after 4-P, so capping him out early means he'll remain the same until 4-3, at which point he'll be slightly behind other units (and even during part 3 as a whole, he's still very much a glass cannon against enemies with high MT/HIT). His promotion gains make up for this, but should he require a nerf, then lowering his T2 caps and/or his growths a bit in return for even more promotion gains would be the best change since it wouldn't affect his lategame. However his current caps are still meant to make him relevant for 3-13 or 4-P. Otherwise in return for higher growth or a better lategame, he's weaker in early part 1 (but considering the difficulty curve, that isn't much of a drawback). As a side note, I feel you overlooked the Stiletto. It has 50 HIT sure, but your Sothe had 30 SKL and enemies on worst bio have -30 avoid (which is really the only instance where Heather can use it -- Sothe doesn't require that for the most part). Even Micaiah had 80-90 hit rates with the 55 hit Fenrir. Stiletto is great for 1RKOing Elites on 1-E. Either way, biorhythm can often make low-hit weapons really good especially on certain units. Volug - Yeah he's going to be receiving some changes. He's a unit that's been slowly buffed ever since the initial Laguz rework (worse bases in return for a much better payoff with investment). That may have stemmed from similar reactions as yourself when first seeing him (since it's a natural reaction in FE to assume nerfed bases = inferior/bad). Also interesting how your response to Vika sort of fell into that same trap (although its fair enough if you feel she's wasted investment)... Her stats explode when given levels for the purpose of making her viable in part 4 (same with Tormod/Muarim, but in their case it's fine considering their circumstance; Volug has less of an excuse). Worth mentioning that Laguz essentially 'promote' at level 15 (gaining increased capacity but combat EXP is reduced a lot) therefore you could say that Laguz are in a 'trainee' period pre-15. It could be that Volug is in that state for a bit too long, but at the same time he is balanced when not considering resources like energy drops / blossom etc... (assuming you used some of those? Volug's STR on average doesn't hit 15 until level ~30). A combination of those as well as being stat blessed can turn him into a monster, but it also depends how consistently that happens. Either way, he's still getting changed a bit, but I'm not going to nerf him to the point where he needs blossom or stat boosters to be good on average. Black Knight - Truth be told, I haven't updated him in a very long time (not since the hack was easier or closer to the original game, back when 'Elites' weren't a thing either) probably because for play-testing purposes not many people care to deploy him beyond 1-9. Regardless, Alondite not applying 'Aura' makes a big difference. Increasing his SPD/RES slightly is likely what I'll be doing on top of fixing that. Thing is, I'm fine with the BK being powerful and he is intended to be used on 1-E, just that he shouldn't be brain-dead easy to stomp the map with (you have Tormod for that). But there's certainly some room to buff him without that happening. Ilyana - If that's the case then I would suggest to try using her more if you're doing another run. In Part 1 she's more-or-less a magical Aran or Nolan in stats alone (except with a 'Javelin' forge as opposed to a melee weapon -- which is really how you should view the thunder tome) outside of effective damage and the bonus crit... and the siege tomes. It's not like she suffers the movement penalty for being a mage (all the while gaining their benefits like desert movement and ledge climbing). If I did buff her, it would be to her tier 1 state (possibly raising the +5 crit to +10, as well as moving some of her promotion gains to her bases) which I feel might be a viable option since it wouldn't affect post-promotion (and even then, I don't really see how her performance is worse then other melee units before promotion, which is who she should be compared to rather than say, Micaiah or Tormod). Main difference is that she hits RES rather than DEF, which is only ever a benefit outside of peg knights and wind/dark casters). Outside of that, I was planning on lowering the cost of E rank tomes, which indirectly benefits her when it comes to forging. Heron Sacrifice - This is a very valid point and it can sometimes catch me out as well. It'll be difficult to fix though based on the ordering of skills and the offsets associated with those (will certainly be looked into though). Just something that may need getting used to. There's a good reason why they have sacrifice though; so you'll always be able to cure statuses no matter what (should you not have restore staves or Oscar etc...) or an alternative option to do so. Speaking of which, I don't think 2-3 status staves on any given map is inherently a bad thing, since it does add to enemy variety. Also, the 'El' staves have been nerfed to the standard sleep/silence range while the standard ones are nerfed to only have 1-3 (and are significantly more common than the former). You also get units with 'Boon' later on that can cure at the start of player phase if you know who they are going to target. So if you prepare for them they can be a non-issue. I mean, it's subjective as to whether their inclusion is good, but at very least the majority of them you'll encounter will be the close ranged variants. It's not Thracia at least. Also, ignoring Fiona for a second (who can technically function as a second healer, even with zero investment) it is actually possible to gain a second staff user in the DB during part 3... *coughMasterCrowncough* Sure, I'll finish play-testing it this weekend and make a few further tweaks before releasing that if need be.
  2. Seems like I forgot to document that. Checking in-game it seems I upped her bases/caps a bit and Cymbeline got more of a boost than other tomes. I believe the only change I made to the BK was +2 SPD and capping Ike's SPD to 35, which prevents Ike from doubling. Hammer was nerfed by 3 MT as well (there's some other individual changes I didn't document either that I'd need to include). Otherwise I don't think Ike's base/level nerf would affect him long-term other than capping slightly later. So... would anyone be interested in a release for this? If so I'll play-test it through and make a new thread for it. Might be something for people to enjoy while they wait for the next release of ReDux. Also, I could include a version that has higher enemy stats/growths that replicates hard mode in that regard (but is played on normal mode to retain WTA, enemy movement checking etc... Same deal with ReDux).
  3. Yeah, while changing Leo's skill is definitely an objective improvement (and one that makes sense), it's not true to the original game's design. So anything other than number/stat changes I would avoid aside from some oversights/bugs like Mist's Florete. Cancel is a pretty odd design choice for Leo but maybe the developer's intention was that you remove it at the first given opportunity to get a free scroll? I was even hesitant to modify earth affinity as well (since changing it to give DEF is technically a design change) but since it's such a glaring balance flaw (double earth supports can basically negate any difficulty the game actually has to offer in the mid/late) then I made an exception. By contrast, Leo's cancel is inoffensive and you might as well ignore that it's there. Text corrections/fixes are a given since I've already implemented those for ReDux. Resolve is another example.
  4. To the original? If so I do have a minimalistic patch/hack (just modifications to the vanilla game's balance rather than an overhaul like ReDux) that is unreleased so far (don't mind releasing it though if there's demand for it). It depends on the scope you're looking for but really, if you have any suggestions for that changelog below then I could make some further alterations. I don't mind making personal patches/hacks either so long as its not too extensive. Of course, feel free to make your own, but it might be easier to make slight modifications to one I've made already and then it's pretty much done. FE10 MINIMALISTIC BALANCE PATCH Depends what you mean by 'minimalistic' but it could certainly be considered that compared to ReDux. And since the balance is in context to the original game, anyone should feel free to offer suggestions before/if I do release it. There's going to be a level of subjectivity to certain changes (not everyone agrees with the balance of the original to begin with) but as a starting point, the above changelog is in accordance to casual play, LTCs, tier lists for any difficulty etc... That I've followed discussion for (for many years). I mean, some would argue that Jill should be nerfed, but honestly her stats are fine in context to anything other than low-manning with her, which is always going to be powerful anyway by virtue of her class. Meanwhile, Haar is a different scenario where is bases are a little too good for the maps he's available in, regardless of his class (not to say it wouldn't be different if he were a general or something, but you get the point). It's not meant to perfectly balance the game though (just to generally improve it enough to the point where it's not a detriment to the game). For example, the royal laguz still have Formshift and better caps so they're still almost strictly better.. but a trained non-royal is now far closer to them in usability. Lucia is still harder to use in Part 4 compared to other trueblades (but easier than the original game) etc... Longbows have been tested in many forms and 3-5 both offers good flexibility for the player and enough counterplay for the enemy. It makes more sense in context for later parts of the game (where enemies with Longbows are more securely positioned and harder to deal with, so their lack of 2 range is an acceptable weakness). Crossbows do not scale with STR so early game they are definitely quite powerful but fall off over time when your units gain more STR to perform better with other weapons. They also aren't amazingly accurate compared to other options (so Rolf/Boyd aren't great with them typically). By mid/lategame only Nolan/Shinon are optimal with them and that's because of their lower STR. Meanwhile, they are at their strongest (early game) when you cannot buy them freely, so are limited in that sense. The higher tier ones later into the game are also limited.
  5. Maybe this will help? A RUN OF CH 1-7 This is a 16/1 Ilyana with exactly average stats, and one stat booster (Spirit Dust) which didn't really come into play here (it's a fail-safe if she gets MAG screwed though). Had a couple lucky crits (which is par the course for her really) but also some very unlucky misses as well considering her hit-rate. Either way, there isn't anything inherently bad about her performance here (she easily 2RKOs most enemies without the booster and outright has a ~25% chance to 1HKO anything) and isn't even showing off her main niche(s) (effective damage and bolting utility -- which are exclusive to her for most of part 1). Keeping in mind that this is also a unit that intentionally has lower growth due to availability in part 3. I mean really, Ilyana's only main problem past promotion is that the Arcthunder will weigh her down to ~11 AS. But that's a a short term issue and she'll hit 14 AS with it by 16/6 (in time for 1-E) and pretty much only swordmasters have AS higher than 17 on that map aside from the Elite Sage. Doesn't matter anyway since the Brave Sword Elite does ~4x4 damage to her if she has a support. She'll hit 24 DEF with Leo/Fiona so her only concern is being doubled by some other enemies and she should be safe from that happening. (Also... why did I drop that one soldier with Muarim when I did? That was an easy turn 9 clear haha. Would have been turn 8 had I just released them earlier as well) Extra stats that Laguz retain when untransformed are fixed. It's usually enough to not leave them completely helpless but still leaving an incentive to stay transformed. Wildheart has not been changed, it still functions the same as the original. It's still has situational use especially if you just want to use a Laguz for shoving/rescuing etc...
  6. Shortly after the release of FEE3 which goes up to 3-2 (including minor to moderate changes to most prior maps), with very regular releases after that (which was the plan after the previous release, but circumstances at the time changed). Laguz gauge info will be included, as well as non-transformed stat retention. Here is a preview of Volug for instance: I suppose that's fair. It's just that when it's the 0% growth fanatics that are rating her highly (with solid arguments for it) then buffing her would take some convincing. I think someone described it best when she is "the least stat reliant combat unit in the entire game". But that's also taking into account part 3 (where unit/enemy quality is worse) so it's probably worth waiting for that. Put it this way, if wyverns were less common, and Ilyana stayed with the DB in part 3, then I can almost guarentee she would be buffed. Also, regarding your comments on BEXP with >100% growths, I don't think it's really gamebreaking at all when you consider that: A) It's no more so than to keep resetting for better stats, like re-loading the game for STR/SPD on Volug over HP/SKL/LCK (considering he's bad with BEXP due to his growths, you could technically overcome that with enough attempts). Resetting to gain 4 stats over 3 isn't nearly as meaningful as that. For instance, let's say you got STR/DEF/LCK on Danved. Would you reset so you could score LCK+2? But what if you end up getting HP/SKL/LCK+2... Is that better? Nope, should have stuck with the first one. Sure, you could just keep resetting until you get STR/SPD/LCK+2 or something... but that's no different than the Volug example. In other words, there's always an opportunity for you to reset for optimal gains. B) In any scenario it's still a version of FE9's BEXP that has significantly less variance. In FE9 you could gain between 0 stats and 8 stats. Here? 3 or 4 stats for some units. Although, I'm not assuming you're saying that it is gamebreaking, more that it seems like an oversight. Not really though, since rigging for these does less than rigging for better stats in general. I think this makes more sense in practice: if you ever try to take advantage of it, you usually just end up paying more attention to the other two stats you end up getting.
  7. Someone had offered to implement code from GBA FE that replicates the Ilia/Sacae or Jerme/Kenneth split where the game checks EXP/levels gains for various units and runs a script based on that. It's planned so that Lethe/Lyre joins in 3-1 if Lethe gained more levels than Mordecai in Part 2. If the opposite, then Mordecai/Kyza joins. Wasn't planning on changing the cutscene since it's implied that all four Laguz are with you regardless, same as how it's never confirmed whether they actually leave you or not after 3-1 (it is to be assumed that they leave with Ranulf but it's equally valid if Ranulf just commands a couple of them to stick around to help Ike's squad). Either way, the variety in gameplay is what matters the most here. Chances are they'll be a separate patch for the time being if you want Morde/Kyza instead. Here is a list of tier 3 skills in order of associated units: Also, the reason why Tormod lost light magic is because some T3 classes are not finished. Only promo bonuses and caps would be implemented for his class.
  8. Only reason Edward is in his own tier is because for about 5 consecutive maps in a row (1-1 to 1-6) he's generally your worst unit so it's just based on average performance. But with enough investment in those maps and after promotion, his performance is great: 1RKOing anything with a crit. Caladbolg in part 3 then turns him into a tank on top of that. He doesn't really have any problems past a certain point, beyond having weaker 2 range (which isn't too relevant in part 3). Mia is a glass cannon with high mixed damage but doesn't really have an enemy phase (is usually 2HKOed). Her T3 promotion is relatively great (mostly to Lucia's benefit) which doesn't come into play until later on. Still, the tiers don't really represent huge gaps in unit performance; Mia being bottom doesn't necessarily mean she's 'bad', just has less opportunities to contribute without taking risks. Between moderate chances for critting, dodging or proccing vantage, her performance varies pretty wildly. So while she has more damage than say, Nephenee... the latter has less reliance on dodging in order to survive (which can make a big difference when you're relying on a specific strategy). Ledge advantage is +2/-2 damage but doesn't apply to things like siege tomes.
  9. Also, here's a recent tier list made from long time playtesters (based on the upcoming Part 1 build), taking into account maximum BEXP, overall efficiency and reliability: Ilyana is considered really great in max BEXP runs. And until recently even I was underrating her utility with Bolting until someone showed me what you can pull off with it (without crits) on some maps.
  10. Nice! I've watched some of the VODs so far -- it's good to have some extra footage. I see you struggled a bit with 1-E... yeah you do have to massively prepare for that map. Granted, it's slightly more difficult than eventually intended for the purposes of ending the current demo. And of course, Standard Mode will be more forgiveable on top on that. Also, there's more leeway for me to tweak things further based on BEXP incentives, where a lower baseline difficulty can still provide a significant challenge in regards to playing efficiently. As it stands you just need to plan things in advance. Shoving strats with Rafiel are typically the way to go, while preparing to use specific units for certain enemies. Leonardo is by far the best way to deal with the Tornado user if baited out (although anyone works for that if they have Heaven support, Leo just happens to have great HIT by default). So it's things like that to keep in mind. I saw some comments on Ilyana being weak (@Rengor1997) and while she's getting some minor tweaks in the next update, I have no intention of buffing her further. Keep in mind that she is a specialist unit entirely designed to counter specific enemies, who otherwise provides support with bolting. And her stats are better in context to part 3, where competition is lower in that regard. The Dawn Brigade just outright have better stats (at similar levels) than units with much higher availability in part 3, since by the time part 4 rolls around someone like Ilyana will be much higher levelled than a DB unit. Unlike the original game you can't just low-man with a couple units in their maps either (like double earth shenanigans or Jill) so anyone you intend to use coming into part 4 is designed with that in mind. Ilyana's stats are in-line with this but in part 1 she's still great for specific purposes. With an Arcthunder she solidly 2HKOs dragons in 1-8 and as long as she has 13 SPD to not get doubled it literally doesn't matter what any of her stats are aside from enough HP to survive a hit. Then you use Rafiel to get another attack in. She's otherwise just a great overall tank with a pure wWater and thunder forge. Throw in a Leo/Fiona support on top of that and she suddenly has ~17 RES which mitigates her worst problem. She doesn't deal a huge amount of damage but once you get to mid/lategame, a Thoron, her passive +15% boost, plus her SKL of ~30 will give her 55 crit with zero accuracy issues. Her MAG/SPD aren't great but it gets to the point where she's dealing 3/4 of an enemy's health often enough where her overall damage is definitely good, if not consistent. Taking all parts of the game into account she's been labelled as being in the top 5 units in this hack for quite a while now but specifically from people who play for maximum efficiency or taking advantage of everything the player is offered. Basically, she might not seem too great if you're playing casually or min/maxing and/or not utilizing everything she's capable of doing. Also, because of her availability she has Leif syndrome when it comes to resource allocation, where there are more opportunities or relevance to actually take advantage of making her stronger above others. In part 3 her averages at 16/6 are closer to other units and there's no shortage of dragons either at that point. Aside from transferring the wyrmslayer, you only have Rhys or T3 Titania with effective damage otherwise. Red Dragons are also designed to have mixed bulk so that non-effective magic isn't as powerful, mostly for the purposes for mid/lategame. Later on, a spell like Thoron is dealing 60-70 damage to them so no amount of RES is changing the fact they are 2RKOed. However, by making other magic weaker and to therefore give more incentive for effective damage, it indirectly makes units like Ilyana/Rhys/Lucia etc... better units beyond stats. Again, with Rafiel, Ilyana can solo a dragon which turns out to be extremely efficient and that doesn't change in part 3. 1-8 is meant to be an introduction to them and teaching the player how they should deal with them, as part of Rafiel joining on this map. Granted, I can understand that having to fight two of them in quick succession shouldn't be forced on the player so that it changing in the next update. Their stats aren't the problem if you know how to deal with them.
  11. Either crit+5 or +10 depending on mastery. Satori signs no longer exist but Laguz will typically get +5 crit on their SS weapon. However some masteries will likely remain. Corona, Aether and Bane for instance (less powerful ones, and/or in respect to Ike). Of course, not all units have mastery skills to begin with which will be left unchanged. Meg/Heather get Canto or Kieran gets Butcher for instance. Those won't be affected. In fact, there isn't many units affected by this to begin with. I suppose Laguz are affected the most? Casual mode does give masteries to everyone though. One detail I did miss out before. Standard/Intermediate drops a lot of those in favour of non-RNG skills.
  12. Nope, stats will automatically change to reflect the mode being played. I'm pretty sure authority stars will as well. It's the same as balance updates -- resuming a save file will modify base stats; so in the next update, you'll see Nolan's SKL increase by 2 (unless he's already capped) when resuming. Nice! I appreciate you making these. Added to OP.
  13. I think with adding multiple modes to begin with (with 'Standard' shown as being recommend next to it on the header in the future) I can only blame those who are underestimating the difficulty (or overestimating themselves...). Not much I can do about that by default. If that scenario happens then they may at least acknowledge that they chose the wrong difficulty. If their 'pride' interferes with that, then those types of players will probably just choose intermediate/advanced no matter what. 'Experienced' isn't necessarily indicative that it can be played blind for er.. better players, and it's certainly suited for those people. So for those who are better skipping to intermediate I wouldn't want to dissuade them. 'Experienced' would seem specific to the hack, but I suppose it's not all bad if everyone plays standard first. Otherwise, the names of the modes themselves are subject to change. Initially I was going to use XCOM's 'Easy' > 'Normal' > 'Classic' > 'Impossible' as a nod to that, but the latter may give off the wrong impression haha (although that's no different to XCOM itself..). I can certainly replace 'Intermediate' with 'Classic' though, since that's representative on that being the definitive version that's been worked on so far.
  14. It may be slightly later than this month since I do plan to release casual/standard mode in the next release as well (check the OP for more details, was recently updated further). Standard mode is a milder version of the current release which should be better suited for blind players. Only really meant to played once before the default mode is played, but definitely good to include. Gives you some extra leeway in delaying promotions, spending gold/BEXP less efficiently, higher turn counts for BEXP etc... Casual mode is either for those who either aren't very experienced in FE or just want to mess around with the hack and test out stuff. Advanced will be released after the hack is completed. On a related note, I do wish that those who have found the hack too difficult (at least on a blind run) would be more open about it in terms of feedback (it's harder to admit that the average skill level may be below what the hack demands (or expectations to play it much the same as any other FE) rather than the hack being completely at fault). I don't mean that as derogatory but... To be fair though it's partially my fault for not providing a more entry-level difficulty for blind runs in particular. Granted, there will be improvements to some maps in the future update so specific criticism in regards to difficulty are certainly not without merit in some places. The baseline difficulty for the default mode (intermediate) isn't being changed though.
  15. Bolt Axe would not be effective against dragons, similar to how wind swords are not effective against fliers. Dragon Fang is the only exception for effective damage. The weapon itself will always specify in the description if it is. It's purposely in tandem with her T3 power spike for endgame and giving it to her earlier would mitigate that to some degree. Plus, Micaiah will want to be using other spells in 4-3 due to beast Laguz, Wyverns etc... So while Dawnlight is her best spell for non-effective damage, it's a better fit for the start of endgame. Laguz royals have the same treatment as other laguz in that they have lower bases/level but more room for growth and extra perks. They also no longer have Formshift by default, just really good transform gauges. Any that join before endgame will be around level 20-26 with appropriate bases. They still have unique weapons as well that are often more powerful, but need WEXP investment much the same as others (but rank up faster due to only being in part 4 -- one rank a map is the intention) Caineghis is the only real exception here -- he's close to max level but has a more glaring weakness than most other Laguz have (that being his SPD) and is the only royal with Formshift except Kurthnaga later on. Meanwhile, the other royals are mostly on-par with non-royals (just with less investment required, in return for slightly less stat potential -- Vika has slightly better caps than Naesala and can reach them at a lower level, but Naesala's generally easier to use in context to part 4 unless you trained her a lot in part 1). Otherwise, usually the Royals just have higher strengths than non-royals but a glaring weakness to keep in mind. Tibarn is great all-around with the exception of having awful RES. Nailah probably has the highest damage/offence of any laguz unit (and arguably the best transform gauge aside from Lyre), but is made of glass. Then there's Kurthnaga who's both an Est and a Gotoh at the same time as bizarre as it sounds. His bases are better relative to the original for sure, but still kind of average. However he then has the best growths and caps of any unit in the entire game. As in, he basically becomes Dheginsea when trained. And with the difficulty of the last two maps of the game? You'll likely want to commit to him. In any case, so long as the Laguz units are all fun to use (and scale much the same way as Beorc), that's the most important part. Hopefully Vika and Muarim have showcased this so far (even if they're on the more extreme side as far as scaling is concerned, same with Tormod). Definitely the thing I wanted to address the most from the original game. No, resuming should be fine. Although you'll be missing out on more BEXP and some loot. I'd personally recommend restarting to revisit updated maps and the reward incentives but it's up to you.
  16. Nope, that looks absolutely fine. I've added this latest iteration to the OP. Thank you for the addition! Much appreciated. There may be some minor tweaks required in the future (for example, thinking of separating A rank red breath to deal magic damage (fire) for Ena specifically (that gains no WEXP) while S > SS for all other red dragons dealing physical as normal. Nasir's may change to wind as well. Otherwise, Bolt Axe is currently being tested to replace Tomahawk (and the 'Spear' may get a similar treatment) but not a guarantee either. Aside from those, everything is set in stone at this point. Regarding Handaxes, they only have 1 MT more and that's very insignificant in this hack (I'd argue the +5 HIT could end up being just as, if not more valuable). It's mostly for consistency with other axes and their lower cost. Also aside from wyverns and generals there isn't anyone that uses both weapons, and WTA is strong enough to make a Javelin better for those classes in some cases. And again, Meg/Brom/Jill might actually value the HIT more. Chances are if these weapons need nerfing I'd have to increase both their costs regardless. There are 7 in part 1 and the Greil Mercenaries get access to 5 of them quite quickly (and you of course have the option of transferring more to them). They'll be 18-20 overall in the full game. With enemies commonly having skills in part 4 I wouldn't surprised to see a 'Parity meta' but we'll see how it goes. I also might make it so Guard, Wildheart and Flourish can be freely given without a scroll or capacity cost. They'll still cost a skill slot and that's more than sufficient for them. Currently testing this. Will be shortly after depending on when it airs. Yep, it's getting increased to +5/-4 in the next update. Sent you a PM. It's contained in a chest on CH 4-4.
  17. Awesome, nice work! I've added this to the OP with a few adjustments (to include everything other than magical weaponry). This should be handy for players to refer to while playing.
  18. The unit does indeed need to know 'Shove' in order to equip 'Smite'. Same as the current release. Therefore, mages/cavalry do have one less option to choose from. Worth mentioning that the 'Reprisal' scroll will also be in the next release, which teaches Howl/Quickclaw/Shriek to Laguz, based on type. Maelstrom is a locked innate to Reyson/Tanith/Naesala and T3 Fiona, so no longer a bird tribe skill. They currently cost 1500g. 'Reprisal' is 1000g. Also, the original post is now updated! Everything outside of unit data is now showing, while the latter is currently in progress. It was painful to have put that disclaimer there but... with the amount of times I've seen people writing off the hack for "nerfing" their favourite unit... I figured it might be needed (being that this perspective is missing the point of the hack). Granted, its scope and design goals have changed over time and was much closer to a re-balance of the original when it was first in development, but that's clearly not the case any more (even if the intention is to also address some of the design flaws of the original). Otherwise, a list of shops/bargains will also be added as well as bonus EXP when these are finalized.
  19. Upcoming change for the next update: Introducing the 'Action' scroll, allowing you to learn all command related skills. Wildheart is also an option for Laguz. This is replacing individual scrolls for these skills and they're extremely common, allowing you to mix and match these command skills however you choose. In part 1 alone you can obtain up to 7 of these. Want to give everyone Gamble for a fiesta of crits and misses? Playing for LTCs and want a chain of Smites? Do you just really hate halberdiers/vigilance and want to host a Parity Party? The option is yours! I figured that this would be a pretty good change since having additional flexibility is always nice and it certainly increases replay value even more. As it stands, obtaining an individual scroll for any of these skills doesn't feel too satisfying, so this should certainly mitigate that as well.
  20. Project Name: Fire Emblem: Radiant Dawn ReDuxPlatform: FE10Showing: Let's play by Deltre (CH 3-1)
  21. It's an option though, just like how Lunatic / Lunatic+ is in some games. Thing is, it's a better option than to have an actual Lunatic mode in the context of 7x. Hard mode already has strong enough enemies based on the units/tools you have access to, and the balance is tuned well for it. Should another difficulty valve exist on top of 'Hard', then a fixed mode makes a lot of sense. It's a very healthy way to add additional difficulty based on how FE is usually played. When it comes to part 2, either one of these things is going to be true: 1) Enemies/maps are balanced around average stats, so if you happen to have a lot of powerful, blessed units (that overcome the EXP curve) then the difficulty is potentially trivialized to a degree. This is bad for ranked, either by player comparison and/or satisfaction of getting perfect ranking. Suddenly the later parts of the game have completely different difficulty depending on RNG. Obviously, luck will always be a factor due to HIT/CRIT, but that's a different aspect altogether (incorporating a lot more decision making). 2) Enemies are balanced around multiple units being blessed or just being stronger than average. Meaning that those that are average become weaker than the aforementioned scenario. This makes it difficult to trivialize the difficulty, but also isn't very healthy for game balance. Don't get me wrong, it's the same with all other FE games -- but most are easy regardless and/or do not have a ranking system. So it doesn't really matter if you have the opportunity to overpower the mid/late-game even more. Also, fixed mode has plenty of replayability. Strategies and unit combos can involve a lot more in-depth discussion because every player is playing on an even field (there's a reason why units are often discussed with average stats in mind). It then becomes a matter of decision making on any given run; how you allocate EXP/resources, unit usage, support combos etc... Which is great in a game with ranking. With that said, it also makes it very easy for the developers to test unit balance or get feedback on it, since average stats are going to yield the best data for that. Just my perspective. I think it's a very underrated mode since in FE9, the game isn't really difficult enough for it to matter by default. And Maniac... just becomes tedious if you're not making use of overpowered units with really high offence to overcome the enemy bulk. It wasn't exactly the best environment for it in either circumstance. Therefore I understand why its often overlooked.
  22. Admittedly, this is why I'd still really love a fixed growth mode like in FE9. It would a pretty reasonable difficulty increase assuming enemies are balanced around average stats to begin with (particularly in part 2 when most units you'll be using at that point are likely those who are blessed to various degrees). Especially from a ranking perspective. Otherwise, I suppose you could argue that since people are going to be able to figure out growths regardless, it doesn't matter if they are revealed or not. It is true however that people generally overvalue growths when it comes to initially evaluating units. +3 in a base stat is usually going to matter a lot more than a +20% growth for example.
  23. The way you could look at it is this: If you clear all other enemies before they spawn, then either your units are strong enough already, or you're playing with enough knowledge/skill to not need the extra combat experience or loot that the extra spawns will give you. Keep in mind that the Falco Knight is the second promoted enemy you ever fight in the game -- so it's not really a filler enemy; more of the final challenge in the map (at least now that it has a Brave Lance). The intention is that a blind player will be interested enough in the Falco Knight when they appear, without it overwhelming them when you're still knee-deep in dealing with other enemies. And at worst, these enemies allow you comfortably funnel some extra CEXP in someone who may be lagging behind, possibly to have someone promote before the next map if you still have a master seal. Meanwhile, on a repeat run, you'll know they're coming to either A) intentionally clear the map before they appear (involving more liberal use of Tauroneo/Sothe) or B) position units in a way to clear them instantly if they do, depending on if you want the combat EXP. Granted, the former had a lot less incentive before because you seldom got any reward out of it, since the BEXP amount is pitiful and only requires turn 10 no less (at which by that point all enemies can be killed anyway). What I do agree with, is the over-abundance of late reinforcements in certain maps in say, Part 4. There's nothing to gain from them at that point when they can already last 10+ turns already. I'll also confirm that in the later 'lunatic' version of the map, they will spawn earlier.
  24. In 1-6-1 are are certainly ways to clear out all enemies before all spawn, and in the next update there's a BEXP incentive to do so. If the Wyverns spawn first, then you can enemy phase with Ilyana and then end the map before more enemies have a chance to appear. Same with the Peg Knights with Bowgun!Nolan. However, the Falcon Knight now spawns with a droppable Brave Lance (rather than that appearing later to purchase), so there is a reward/incentive for killing her now. Either way, if you are intentionally trying to clear the map as fast as possible, then it's not too difficult to do so before the last couple of groups appear (Turn 7). And if you do clear before they all spawn, you get an additional 2k extra BEXP (which is two free levels for Fiona or any other Tier 1). It may mean you miss out on the Brave Lance, but at least if you force the map to extend longer, there's some reward for it beyond just EXP.
  25. Higher level enemies will just do the opposite of what you're saying based on how exactly the EXP formula works; higher level enemies benefit your higher level units in terms of EXP more than lower level ones (in terms of total EXP gained). So all that happens is that your level 8-10 units can keep gaining EXP while your lower levelled ones don't really benefit from enemies being more than LV1. Instead, keeping the latter sort of soft-locks your units from going above ~LV8 which already gives you incentive to train everyone. As I said before, the best solution is increasing enemy bases on a per-map basis, especially since some LM enemies have negative bases (on top of class bases). Level doesn't necessarily indicate the strength of enemies, it's really just a valve for EXP gain since stats can be changed outside of level (same as player units). Still, I would make additional changes to the EXP formula to further accommodate lower level units, so that alone is sufficient if you're talking about LHM. A majority of the time quality > quantity. Having enemies being sufficiently strong, being positioned correctly, or having good AI etc... Is better than just adding more enemies in the context of the main game. Lyn mode? I mean, sure, some maps have very few enemies, so you could make the argument that a few more could exist. Otherwise, there are certainly improvements you can make to the difficulty of later maps without really changing the quantity of enemies (which the latter will usually effect map flow/progression in a negative way). I mean, look at FE12 -- its tutorial maps have very low quantities of enemies but are some of the hardest maps in the series depending on the mode you're playing. I think for EHM, all it takes is drafting 1-2 strong units to near solo the game with. Might be a bit different with HHM if you were to ban Marcus and a couple other units. I would suggest to play a randomiser that increases enemy growth by ~15% and then play as if Thracia's fatigue existed (as in, you can't deploy a unit twice in a row outside of forced deployment) and then maybe have 1-2 points of variation for base stats to make unit consideration a bit different. That's a low effort way to make the game legitimately more challenging, even if it's not necessarily the best way either (given more effort to change individual aspects of the game). Heck, even just increasing enemy growths might be all that's needed to make EHM feel more like HHM if that's the objective. Really depends on what kind of difficulty the OP is aiming for. Based on their skill level, a 0% growth run for instance could still be 'too easy' for them, in which case, arbitrary changes to certain aspects of the game (or limits) wouldn't matter much. It isn't suddenly going to turn into Lunatic FE12/Conquest without an extensive overhaul to the game, if that's what they're after. In fairness their desire to play a more challenging Lyn/Eliwood mode doesn't necessarily mean they're implying that the game is inherently flawed or anything, since HHM exists and all. Anything is possible through hacking so merely discussing how they'd want the game to be more difficult isn't a bad thing, even if I don't necessarily agree with their tone either (your points aren't "dumb" at all in context to the original game and why it was designed the way it is).
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