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47948201

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Everything posted by 47948201

  1. I agree that's a cool idea, Klok is sure to find some way to get it in since he wants it too but I'm imagining it honestly wouldn't be the hardest thing to implement. It would take coding however, I'm 90% sure it won't exist by default, so be ready for that.
  2. I think Fates' calculations make it so you generally have lower Dodge stats than in past games, meaning it's more likely enemies will have existent critical hit rates, which combined with True Hit's halfway removal makes it much more likely a unit will suddenly die. And many enemies tend to have annoyingly high avoid rates, notably the army of high-speed kitsunes that mob you beyond reasonable ability to keep them off of forests and can't even possibly face WTD. I haven't played HoF, but HT's Sumeragi was pretty luck-based, and RR has a non-negligible chance of suddenly going very very wrong. So while 98% of the time you can at least pretty well control how much RNG you're facing, that's less than the 99.9% of the time that the average modern FE feels fairly in your hands.
  3. i saw the title in the sidebar and i was like wait what the crap shouldnt they have done that hundreds of years ago i guess even so people would probably like if they had though i've never heard of it
  4. I highly suggest playing FE7x to help get a handle on many of the engine's core features and capabilities.
  5. Immediate double post because this is a somewhat important post. Everyone, thank you for all your submitted characters, skills, chapters, and everything! I have more than enough to fill the game now, so it seems--so I'll be closing the doors on submitted ideas for now. This will only last until I can get caught up with some more work done on the game, but I don't want preplanning to get in the way of development, so once I have some more chapters done, I'll start taking submissions again. The exceptions are, of course, those with graphics. I won't take just anything, but I'm still quite lenient when a portrait is provided. Otherwise, hopefully the next time I make a major post, it'll be after I've got some progress!
  6. Oh gosh it's been a while since I posted here what have I even been doing wow Skills that buff/debuff based on combat range, considering. Blade Master is an interesting idea, but IIRC I'm removing blade weapons. Explode would be really interesting as a PC personal lol, Cleave...I'll think about that one. huhhuh Wing Warrior miniboss neat Healing Wave sounds pretty situational but could be quite cool Life on the Line sounds pretty OP as a constant but would be kinda UP if it were activation the Deflect variation on it, naming aside, though, hm I can imagine that... Moon Dust, I didn't even notice that when I first saw that post, but that sounds awesome I'll give it a shot Dynamic Negate sounds neat too... Dion, cool, roger that! Balthazar, I don't mind the idea of a Mage Fighter class as something just one or two units have, but that does mean map and battle sprites... I wouldn't worry too much about those if I were you though--indeed, as stated, just giving a shot at a mugshot is really worth a lot! Even if other people have to clean it up or even take the concept and remake it, having a really solid way of representing an appearance (ie, an image) goes a looong way. But, good timing getting that in when you did anyway, that being @everyone actually, because...! (EDIT: also reverse duelist's blow hm maybe sure)
  7. To the former, I honestly have no idea. Yeti has redone how weapon ranks are handled since the version I have to make it easier, but I don't know exactly in what ways. To the latter, very easy, it's editing one small config file. To S/M split, my personal recommendation is don't bother. I'm sure someone else will do it though.
  8. Literally from the first post: Note the "Skills" region. Note the "Promotions" region. I don't see any screenshots of the chapter select screen, but basically chapter progression can be whatever you want. You can add literally anything with programming.
  9. Rigging a summoner with minor menu coding and some global events? Not too hard. "Properly" coding a summoner? Not the hardest thing in the world, but definitely going to take some work and looking around how many engine systems are handled and how to connect them, it won't exactly be easy to get working, but then variations like what you said would be relatively trivial.
  10. Yes.(sorrythere'sreallynothingmoreihavetosayitusestheexactsameformatformugsasfexpdontkillmeforonewordpost)
  11. Oh shoot cool I didn't even think of checking the above link, but I'm really glad you pointed that out to me! I was referring more to import costs but that 20% off makes me care a lot less so whee~
  12. I've uh never imported anything, does anyone with experience with these know how much over the ¥5800 it'll cost to order it to California?
  13. So uh using the Gay hack's NTR stuff as a patcher I've done some file replacing for models, animations, map sprites, and one text file, but that one text file's alteration doesn't seem to show up ingame, even when everything else works perfectly (well, except one of the model's textures, but I'll post on that later) I changed the file 支援S_風呂.bin.lz (married bath blowing thingy quote) to say MKID_MYROOM_風呂_喜_エリーゼ: Thanks SO much—that felt amazing!\nI have the sweetest, smartest wifey ever! (where originally the second-to-last word was supposed to be "hubby") I put it in the proper directory, E:\Birthright\m\common, but ingame it just shows the totally normal original text and I have no clue why?
  14. You need XNA and .NET to run FEXNA games, plus Visual Studio to make them. I think there are some more small programs, but they should come with the download or something.
  15. Blows/forms are pretty basic, I'll see if anyone ends up needing them but *shrug* The weapons that are effective against genders of enemies are an interesting idea, I'm not sure I'd make it a weapon though. I think someone already brought up a personal skill having to do with that, I dunno if I put it in the sheet. The specific weapons that reduce movement are uh okay but the idea, since I noticed ESD's post down below, I think is actually pretty reasonable. Debuffing an enemy's movement isn't nearly as powerful as debuffing their combat stats, but can be much more useful, so yeah I'll definitely do at least one thing with that idea. Arena skill sounds cool for some flavoring of characters, if arenas make it in. A rest skill I'd prooobably prefer to make on command, but forcing it is..actually a potentially interesting idea. Gah lol so much stuff and I've touched FEGame less than half a dozen times in the past two months xP Hopefully I'll be able to fix that soon... Redemption, okay Final Edge is basically Glass weapons, Unbreakable Blade is basically Bronze weapons. Debuff magic in general I've been considering, but I really need to go through what graphics I have available. A defensive spear though uhhh maybe sure lol I feel like I'm being more open than usual I should check how much weapon space there is left Reavers already double WTA/WTD, and halving it is pretty pointless. I'm pretty sure there are personal skills to double/halve though so yeah Trick Staff I mentioned briefly above but yes. Homing Flare, again, animations wheeee but I'll look at what I can do I guess
  16. Last I heard Yeti was working on, it was a modified version of his Map Generator that FEXNA's own Editor can launch. Other than that, I don't think I've heard any news since he was working on editable weapon ranks.
  17. I don't care about the specific numbers, I never have. Well, yet. I will, but not now. For weapons and skills, I'm more than okay with an idea in the vaguest sense, since I'll be balancing the numbers myself based on a bunch of situational stuff anyway. And the idea of a weapon that gains stronger based on the enemy's stats...Now that I say it like that, I may have another idea related to it, that's the advantage to not setting everything in stone with hard values.
  18. Roulette already exists as Potion Roulette, the others..are command skills? I'll keep them in mind, especially play dead (though in many cases it's similar to Stillness, the option is nice) Twin Sword is...actually an interesting idea, I'll see about using a mechanic like that. Finesse Blade I'm pretty sure is already planned. Mega Flare I think sounds like it wants to be based on the enemy's strength/magic rather than their resistance, because as stated, basing it on resistance makes it basically anima Luna. I might do it as a weapon, maybe a skill, I dunno.
  19. Hm I don't really know what I'll do for Rouille right now, I guess I'll see where they fit in relative to Noir. Also, I added those skills. A note about Redemption though, there's no magic in the game, so I dunno if you want the skill to do something else to make it stronger or if it's okay if the class skill isn't very good and I'll just make its stats better.
  20. A possibility based on what Topaz Light said, hair color inheritance isn't perfect, every child biases their hair color in a certain way, and it's often different between map sprites, portraits, and models.
  21. Yeppers that's a good sort of plan~ I uh don't have anything else to say so good luck!
  22. Awesome mugs :D Sure Noir it is, though... Yeah but that sort of Hypno is also...well actually it might not be the hardest thing ever, but hm... I dunno, I have my doubts, but we'll see Nomaddy people still in indeed Rouille puts me in an interesting spot, to use the same mug for both a PC and a boss? ...could work xP idk maybe doop code that already exists in fexna assumes people promote at max level but doesn't add any other bonuses, so a trainee dude at level 1 is just at level 1, a myrmidon at level 1 is internally 11, a swordmaster at level 1 is internally 31, and a max level swordmaster is internally level 50.
  23. Not for me, but I know several people who would really get some use out of this. I do want to say, though, that I think players should have the ability to decide whether to account for statue bonuses, basically distribute +50 to stats as they please (up to the normal limit for each stat) because a lot of people like to make builds that rely on those bonuses--but of course, as an option, people who don't want to do that kind of stat game can easily choose to play with normal caps. (EDIT: arguably the same thing could be said for bought skills, to make them something players facing each other decide if they should be allowed to use, just for those players who teambuild that way. I like the way you can design in rules like you do, but some of the people that would really like this if it allowed more flexible builds will be a bit less happy with restrictions on skills like that (maybe a similar deal with roster size? I'm probably going overboard with this but I do think options like that should be at least pretty well-considered some time before release)
  24. sleep/silence/berserk yes transformation woo that sounds like a doozy to code nah light and multi hopefully will exist already hypno staff sounds like berserk? if it's actual mind control then uhhhh hm that could be fun but i'd need to do something to make it not op idk i'll think about it bosses/npcs sure totally, honestly a good enough mug will probably get me to add a pc even if the game is a day from release lol
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