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    Binding Blade


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  1. I don't want units to be benched, it's almost impossible for a unit to get so screwed that a player should ditch them. It's really improbable because even if the unit gets screwed in 2 or even 3 stats (and we are talking about a 1 out of 1000 cases, being generous), skills and weapons will not be affected. Just to give you an example, after 30 levels, the probability of having a Zhed with less than 14 spd (not considering promotion gains) is inferior to 10%, the probability of his def being inferior to 24 (also without promotions gains) is also inferior to 10%. The probability of both being so bad, is less of 1% and well... a 16 spd for a Zhed after 30 levels is not good for sure, but most of the enemies will still not double him in hard mode. For other units like the mages in general, usually there is always the "staff bot option" if they don't level up a good spd or mag, so really, trust me... I think there should not be any instance of character that you should ditch. If a character turns out bad, please report it to use, I want every playable character to be a good unit. Oh no problem, I think I understand what you are talking about now:
  2. Yes but you can gain them from 5 tiles of distance. Mag+staff power. So mag+20 for heal, mag+30 for mend mag+40 for Recover and mag+10 for physic. In later chapters if would be more common to not be able to fully heal someone (with physic usually) but early game it's almost always full healing. It depends, Clovis starts as a brigand so he has really low def, to emphasize the change he gets a lot of def when he becomes a Wyvern Lord. Wyvern Lords have all different class ID, theirs gains and cap are all different. Usually there are small differences between classes, as example the axe hero has a higher str cap than the lance hero while the lance hero has a better spd cap, they are small differences usually. The gains are always class dependent, but even if you see two classes that looks the same in game, they might be different in reality. Wyvern Lords and Great Knight are the only one that does not take canto+ and yes, it's because they have a better def. Also Great Knight can benefit from armor march. Yes. Yes, level 16 as rogues. No. I think it would be kinda useless since Inheritance uses big numbers. Big numbers reduce the probability to have screwed units, it's easily provable. Also, one of the main points of branched promotions is to give the player the possibility to maximize the strength of a unit by promoting it in the best class based on how the unit has grown. As example, Zhed does not have a very good spd grow, but sometimes he can might be blessed with a good spd, in that case making him a Wyvern Knight instead of a Wyvern Lord might be the best thing since he will have a higher spd cap and better offensive skills, if he does not level spd enough, making him a Wyvern Lord and use him as a flying tank will always be the best thing. From my point of view, fixed gains would only remove gameplay options, but I'm open to discussions. Thanks for reporting. For the character menu, I don't know since it's a standard skillsystem feature. Can you send a screenshot of this please? A new feature in FEBuilder was added and we might be able to write characters descriptions in the guide (when you recruit them). In the description it would be nice to insert a brief introduction to the character and a detailed one on which classes he can promote, the skills he can gain and maybe possible builds, but since there are a lot of character it would take a while to implement it, but I would like to do it. About the reinforcements. Dialogues in general will be improved (I hope). Thank you for the feedback.
  3. Answering to a feedback: "Besides that, it's be nicer if some of the units weren't edited reskins. The maps are good though, I'll give you that." Yes. The main problem is that the only one making sprites for the hack was me, and I'm not very talented, also the game is really big and because of that many characters are like placeholders for now. We decided to release the hack to gain the attention needed to get someone to help us, and well... now we have a good sprites maker and 3 people helping us with the text. I have the possibility to use portraits from the repo but well, in my eyes using a free to use portrait that is used in a lot of other hacks or using a FE7 character are the same thing. The hack is complete but it will be updated for a long time, I hope we will be able to give a decent original characterization to every character, also the text and the narration will be improved. If you want to leave feedback about anything that you think can be improved, don't fear to be nitpicking, thank you.
  4. Once you get there, please tag me, I'll make an apposite channel.
  5. Hi, please join the discord server: https://discord.gg/4ZbGmt.
  6. Also MAYBE single units danger area like modern games might be coming.
  7. In these days I am working on the merchant, in particular, I decided to give him the ability to: Place Ballista, buy weapons, repair weapons and call for reinforcements. I can give him 2 more skills like these, If you have ideas, please suggest. I still have to implement the repair weapons event… I am at a good point but I think I will finish tomorrow, so, I plan to release the patch including this merchant rework tomorrow. Here more details about how it works:
  8. New update, fixing a bug in chapter 19. Not worth patching if you are not close to chapter 19.
  9. Well, you get a lot more Not, it will be also on the GBA, since I want the saves to be compatible. My idea is to make the sequel as another ROM, but using as base the first game, so that by loading the saves of the first rom in the second, they should work and the player should be able to go on (and promote units at 3rd classes like RD). In origin everything should have been on the same ROM, but a GBA ROM can't go past 32MB, so it was impossible to make "all in one". As plot, the second part would be after a time skip of 3-4 years from the first, so I also plan to change every character portrait, and also, by changing the rom I can also change their growts, like: "This guy is grown up so now he has less spd growts but more str", and I can also change their personal skills and skill parameters to adapt them to the "bigger numbers". (Also I plan to make it playable standalone without a save of the first part finished). I am a madman, I will never learn ASM, but I really love seeing how much the GBA engine can be pushed, making "crazy" chapters like 12 was really funny. I don't think I will ever use other engines, making the second part will take 1-2 years from now... Only God knows what will be added to FEBuilder in that time. Like, right now it would be really easy to make the event of "great inspiration" as a command, when I made it, instead, it was impossible without learning ASM. Also, if I had to use another engine, I would make a proper game and not an hack, but I'm not interested in becoming a game developer so I think it would never happen. It's normal to have preferences but not seeing the clear limits of a game, is simply blindness in my opinion. I say this while my favorite FE is FE6 but well... I can't stand people that don't want things to evolve. Mnh... maybe we should add a line where Claire states it clearly.
  10. Also, bad players that screams at skill bloating and other things that they give for granted like "maps must not be big" usually make me really salty. No one actually said to me that "big maps are bad, your hack is bad", but usually people gives that for granted, so I wanted to speak about that argument. I don't get how people can think that games that I played when I was 12 can still have enough complexity to be interesting now that we are... OLD. But I will not go further in this, or I will start ranting. I really appreciated your comment and also, if you find it really to stressful, many chapters have "more phases", like chapter 12 can be divided in "when you have the magic power" and "when you don't have it", if I could do it, I would have probably given the player the possibility to save the game like in FE11-12 midchapter at those points, so, feel free to do a "legit savestate" if you need it. Also I think I would have added "divine pulses" (like 2 or 3 in the longest chapters) if I could, but as always, I did what I was able to do.
  11. You have to consider that yes, I put 50 units on map almost always, but each turn how many of those 50 unit will be "in your range"? Instead of placing 30 units and placing the reinforcements the other turns, I prefer to put everything (I will put even more units if 50 wasn't the limit) and reduce the reinforcements. Having them all placed on maps allows the player to plan his strategy better, because you know that "now you have to fight these 20 units" but in "4-5 turns those units will arrive, so I must be prepared to deal with them". Chapter 12 is a survive chapter, you are not supposed to kill all of them, you can just save the green units and return to the spawn point, that's the safest strategy. Mnh you should be able to lose 1 unit per chapter and still be able to go on without too many problems, in chapter 12 you get 4 units that have the levels to compensate some of your potential losses. I mean, if you lose a really good unit like Salem, you are going to reset for sure, but if you lose units like Rhod or Emily, you can go on without problems. Mnh I am conscious of this, playing with many units with this kind of gameplay it's really hard and yes, it can be exhaustive. What I wanted the hack to be, was a challenge for good players of FE, and well... MAYBE I went a little overboard with that. If you really find it too exhaustive, you can always change the difficulty to normal by holding SELECT when the chapter starts (you can change back to hard if you want later). When I started making the hack, my first objective was to create something different, and make it work, I experimented a lot and some things of course didn't went really good, also, this is of course my first work as a hack, many things were changed in the process like... originally I wanted the level cap to be 40-50, and I wanted the levels to not reset with class changes, than I discovered that you can't go past level 31 in the GBA engine, and this lead to the weird level system the hack has today. If I had to remake this, I would probably not go for 8-15 units but probably for a 12-20 and having the possibility I would also make more chapters. As for units number, I would "trim" many mechanics but, as I said, this whole hack is a big experiment to try new things, and I think that it works pretty fine considering how much I experimented. Also, I would reduce units if a "modern skill-system" was made, like if you could change skills at battle preparation. As always, thank you for sharing your opinion, btw really, if you find it too stressful to play hard mode, you should change to normal, It should make the game a lot easier but not a complete joke.
  12. Mnh I don't know, they are too much of a spoiler... also they are not as solid as the "main chapters" in my opinion. Playing chapters 5 and 6 isolated may give the idea that the gameplay is like "make the prepromoted do everything" while it happens only in those two chapters.
  13. I was thinking of letting the player chose to play chapter 2, 8 or 9 by selecting easy, normal or hard mode. Reworking a little the chapters for the demo (mainly 8 and 9, giving units not present in those chapters like Leeroy promoted in chapter 9, Conrad and Oliver). Do you think it might work? Good luck.
  14. A guy on FEU said that maybe showing a fog of war chapter might not be the best since many people does not like those. I was thinking about chapter 8 but meh... it's one of the "more standard fe" chapters of the hack so it would not fit either... At this point I'm not even sure if we should make a demo-gameplay or just a trailer-presentation showing the main game mechanics and things. Where are you now in the game btw, how is it going?
  15. I can give you that right now: https://mega.nz/file/rNQk0Y4L#VPLH97vrkmUWJ6oNwH513W5wQIGRRV6SnK6yuzYrZeE.
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