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About Sythion

  • Birthday 01/03/1998


  • Member Title
    Floating thingy

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. Is this still being worked on? I wouldn't expect it to be ready but just wanting to know if the project died.
  2. Only an issue on Easy mode as the others skip that tutorial. So, play another difficulty.
  3. Was wondering, would it be possible to share a link to your 2.1 PME?

    1. Dismissed


      Not yet. I currently need to revise it because some folks betrayed me and I need to remove them from the boss rush.

    2. Sythion


      Ah ,sorry to hear it. I'll make do with 2.0 for now then, thanks!

  4. Looks fun, I'll give it a spin! Screenshots are nice however.
  5. You buy buy door and chest keys in the battle preparation armory.
  6. This came out of nowhere, to me at least and looks amazing! Going to be following this eagerly.
  7. Not sure what was up with that but no. Weapon cost ,durability, range and effects aren't changed.
  8. I've been wondering, would it be possible to release a version of this without infinite reinforcements?
  9. It seems skills don't stack so only +4 even with both.
  10. Woo, new patch! First off, general feedback 1) "Class-locked" weapons you mentioned could be placed in the Rausten Court secret shop. Another option is the FE-girls route; Give one of each through normal gameplay, extras can be found from monsters/chests in the ruins 2) Chapter 15 having sand forces the player to adapt and is a good excuse to acquire special items such as Boots. I would like to see it remain a desert. 3) Rather than making a list of weapon changes later, could weapon descriptions be changed instead? For example "Brave effect" or "range 1-4" would make understanding easy. Bugs: 1) All enemies other than monsters and bosses have a "minimum" B weapon rank (with about 75% progress to A) in swords and lances. This has no real effect. 2) Colm and enemy thieves have cunning twice. My understanding was that Thieves aren't meant to have a level 1 skill, and gain Cunning at 2. 3) Seth starts with C-rank in Swords but has insane Weapon XP gain.Intended? 4) Is Natasha using staves intended? I haven't seen a clear answer In the thread. 5) as above, Iness can use lances. 6) Cunning on Pirates no longer works. 7) Chapter 9 boss and two archers near him don't move, but they don;t show "0 mov" 8) Chapter 10 boss (Pablo) *still* can't use the Psychic staff in his inventory. 9) Trample skills doesn't work. Only Druids learn it as far as I know. 10) If a unit would learn a 7th skill on level up with the last XP through a staff, then the new skill is automatically chosen to be forgotten. 11) Tower floor 3 spawns Cyclops infinitely Intended? 13) Tower floor 5 has unarmed wyvern rider reinforcement. 14) Tower floor 5 has two Arch-Mogals with Bolting tomes and Crimson Eyes. they can't use the tomes. Balance-related: 1) Neimi gets Malefic Aura twice, it's not a very important skill later on. Could Druids be changed to learn Lifetaker at level 2 instead of 1 so they can keep it for T3? 2) Iron Blade is worse than Steel Sword in every way. Making it E-rank or adding damage would give it use. 3) Chapter 13 is beatable without grinding. Yay for Nihil! I don't think it's possible to get all loot, let alone recruit Cormag without grinding though. 4) Chapter 14 is easier than 13 due to lack of pressure. Boss is much harder but can be beaten legitimately without grinding. {spoiler} Swordslayer from this chapter + Rennac. Buffing his defense and then rescuing him to saftey if the attack misses works. Saleh using Elfire twice a turn (Tethys) also works. 5) 3 warp staves from chapter 14 feels like it's asking for the player to abuse them, 1 should be plenty. 6) The western village in chapter 9 (Gives dragonshield) feels unfairly difficult to save without grinding. Delaying the closest pirate a turn or two would go a long way. 7) Chapter 1 boss having Impale means there's a chance of being unable to win any give attempt without savestates. I haven't tested T3s this time aside from Dark Druid but look forward to improved skillsets for the ones you've changed.
  11. High Priest is the only class to learn Staff Savant, it's learned at level 15. Eagerly awaiting next patch!
  12. I had put off tower grinding more in anticipation of Patch 3.04, but here's some more feedback, this time I tested all of the tier 3 classes: 1) Ranger's learn Rally Movement at 1, Certain Blow at 5, Sure Shot 10, (Overlaps with Lute, much better to promote Forde although his STR sucks) Bowbreaker 15. Could have been overlooked, but in patch 3.03 Rangers, and Nomad troopers certainly do not learn Canto. 2) Seems you cap of 60 health for Guardians wasn't working, I got Seth to 107 hp with Angelic Robes before promotion. 3) Angelic Robes add 10 hp, description still says 7 like the Vanilla game. 4) Tower floor two can have an enemy spawn in the top-right wall. It's 1 tile from the "floor" so it isn't stuck, but still a minor bug. 5) From more tower grinding, I learned the floor 3 Lord can be one of several units (promoted lord, cavalier, Halberder or even a monster) which will always lack weapons. 6) Rune Sword seems to be unable to crit, but the weapon stat and character stats show "0" instead of "---" crit chance. 7) Staff Savant skill doesn't work. Specifically feedback for Tier 3s, it could be in some cases I didn't learn anything in grinding the T3s to 20 due to overlaps with previous skills. 1) I noticed High Priest and Blade Goddess actually lose 1 MOV on promotion, is this intended? 2) Guardian loses Swordfaire on promotion , gains no new skills. 3) Blade Goddess replaces Galeforce with Critical force (Also loses 1 MOV), It feels like a waste to promote for S ranks, Bows and Lancebreaker eventually. Lightweight and Seal Speed are underwhelming in comparison, to me. 4) General loses Expertise, learns no new skills. 5) Ranger loses Rally movement, learns no new skills. 6) High Magus learn Inspiration at 10, something that certainly overlaps with Sages from which they promote. Druids, Vanguards and High Priests (mostly, aside from MOV and skill that doesn't work) I find to be great.
  13. Reading that, I feel really silly. Sorry for the mix-up! Anyway, feedback from 3.03 and some more questions. I only tested the Black Knight in terms of tier 3, and have played the 12 chapters of Eirkias route and 4 floors of the tower. Bugs: 1) Neimi is forced to promote into Druid. (This could be intentional) 2) Eirika is forced to promote into Sword Saint. (This could be intentional) 3) Colm is forced to promote into Assassin. (This could be intentional) 4) Lancereaver has 10, instead of infinite durability. 5) Pirates/Thieves forget Cunning upon promotion, meaning a lack of tier 2 with Cunning unless a later recruitment fixes this. Pegasus Knights forget Canto if they become Wyvern Knights and never re-learn it or Canto+. Guardian forgets Swordfaire upon promotion. In all cases there's enough room for the new class skill without deletion of old ones. 6) Rangers lack Canto. 7) Amelia learns Canto as a level 1 Cavalier, but not Provoke as a Knight. Ewan learns neither Malefic Aura or Focus upon promotion. 8) Pablo from chapter 10 (the boss) has a Physic staff but not rank B staves, so it can't be used. 9) Is Iness meant to equip lances, and Natash equip staves? 10) Hatchet and Devil axe can't be sold or drop, considered treasure. (This could be intentional) 11) In the tower floor 3 an enemy Lord spawns with no weapons, but the Bond skill. (This could be intentional) 12) Promoting Seth made his health drop to 80 (I had raised it with Angelic robes to over 100). General stuff: 1) When then hack is done, do you plan on making a list of what each weapon that has an effect actually does? For example, Spear having a drain hp effect was very surprising! This would mention things such as effectiveness vs X, Brave effect, stat buffs and the like. 2) Do you plan on adding Ephraim's route in the future? 3) Assuming like the Black Knight, other tier 3s don't learn any new skills.. Do you plan on adding skills for them? 4) Do you plan on making all units promote tier 3 eventually? If lack of sprites is an issue, you could do it Radiant-Dawn style and have some units promote into the same class. For example, have Dragoon/Halbedier turn into Kings in addition to Generals.
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