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Kngt_Of_Titania

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Posts posted by Kngt_Of_Titania

  1. Ah, alright. I guess concerning torches, though, if there are both, do you distinguish with any adjectives before the word?

    Always found the differences between British and American styles of English interesting, at least.

  2. I was always curious. If you mistakenly call a flashlight a torch, what do you call an actual torch?

    Also, how do you guys ask somebody for a cigarette without appearing homophobic?

  3. Those seem like fairly dramatic changes. You could definitely use more stat variation, however, and it certainly looks like you'll be ramming the stat caps incredibly quickly, so reducing bases and growths may be a good idea. Still, hard and fast changes are rarely worthwhile, and a more nuanced rebalancing may be preferable.

    The ones I think you're referring to (the reduction of most base stats, increase in tome MT) pretty much will result in the same same numbers for damage. The difference is the fact that the less changed base LUK will bump up player hit rates a bit and lower enemy crit rates, a phenomenon which I could completely eliminate if enemies actually could come with a base LUK above 0. :/:

    In the end, it makes no practical difference besides allowing characters more room to grow stat-wise and giving me more room to change growths/bases.

  4. I'd vote for the C5x-C6 release, so we can critique what's there, and then you can decide if/how this affects later chapters.

    So I was doing some thinking looking at Cam's vid, and I'll make a few changes this weekend before I release:

    - Merc in C6 will be deleveled a bit.

    - Skeles in C6 will cary iron instead of steel weps (to make them less brutal).

    - STR, MAG, DEF, SKL, SPD down by 5 for everybody. Player LUK base down by 2. Essentially keeps all the damage and accuracy calculations the same except for a small buff to player hit (~6% buff) and a slight decrease in enemy crit (~0.5%).

    - The previous change allows this next change: I will vary up character growths substantially more without breaking caps. Fast units are faster, tanky units are tankier, and so on.

    - MT of tomes up by 6 (to compensate for no change in base RES). After all is said and done, magi will hit for 1 more damage early game post-changes.

    - For enemies (and a loose guideline for player units): LUK growths reduced by 5% across the board. RES growths buffed by 5% for all melee units, and HP growths buffed by 5% for all magic units. Magic has a little too low base damage, but scales a little too well. The changes here aim to address that.

    (also do I win stuff for having the super chapter 3 boss?) :P:

    You get a dark spell named after you.

    I may also change Bazba's death quote to reference the bug, a joke which only people in the know will get (not kidding :P:).

  5. KoT Patch video was released w/ C6 goodness. Enjoy!


    Cam takes on Chapter 6. Hilarity ensues.

    Also known as the moment Cam loses all will to live.

    Note to self: Give LP'ers save files that are not HM next time.

  6. Huh. Well then I don't know what happened. Maybe having a text event afterwards makes it not fade in? That's the only difference I can find between this:

    TurnBasedEvents:
    TURN 0x0 label24 [5,0] 0x8
    END_MAIN
    
    label24:
    _LOAD1 0x0 Extras
    ENUN
    ENDA

    And your event.

    I was thinking that it's possible that ENUN could be used in place of _0x0228 0x7 (I haven't tested this, it's just conjecture atm), based mainly on the fact that he uses it in locations similar to those I find _0x0228 0x7 needs to be placed as well as the distinct lack of ENUN in vanilla FE8 events that I noticed in certain routines; this may even suggest that _0x0228 0x7 and ENUN serve similar functions.

    I don't have time right now (midterm tomorrow), but the theory would be easily tested.

  7. I was going to make a post on this a while back when I was working on C6 for FEE3, but I'll just add what I think I know to what you found -- most of this is copied from a text file I made while testing these events.

    1) Reinforcement events are almost always set like so (pretty much what you found):

    labelA:
    _SETVAL 0x2 0xMYPOINT (insert pointer of interest here)
    CALL labelB

    labelB:
    _0x1020 0x4
    CALL labelC
    _0x0228 0x9
    _LOAD_WHATEVER 0x1
    ENUN
    _0x0220 0x9
    _0x1020 0x0
    ENDA

    labelC:
    _0x1020 0x1
    _0x0220 0x2
    _0x0320 0x8
    _SETCONDITION 0x0 0xC 0x0
    FADU 16
    ENIF 0x0
    _0x1020 0x0
    ENDA

    2) _0x0228 0x7 before ENDA (or immediately after _LOAD1, VCWF, etc.) avoids that annoying black fade-in associated with most functions (LOAD, etc.)!

    3) Not sure what first line does, but these lines always seem to be paired. Y is the text ID (from Feditor).
    _SETVAL 0x2 0x2
    _SETVAL 0x3 0xY

    In this next code, 0xFFFF is whatever text ID is set up in the previous code -- i.e.Y from _SETVAL 0x3 0xY.

    TEXTSHOW 0xFFFF
    TEXTEND

    Note that a few varieties of this exist.

    4) The below is a character present condition; 0xZ is the condition ID and 0xY is the character ID -- 0x13 is Artur, 0x1 is Eirika (this is from Ch. 4 Lute recruitment), for example. Seems to go right to ENIF is marked as true.

    _SETVAL 0x7 0xY
    _SETCONDITION 0xZ 0xC 0x7

    5) Similar to character present check in #4, but it is used for the AREA events, not villages. In other words, check to see if the character that proc'd the AREA event is the one you're checking for (think Eirika in Ch. 1 FE8 -- she must proc the AREA event for reinforcements to come). Considering what the OP found concerning SETVAL, may be the same thing as #4.

    _SETVAL 0x2 0xY
    _SETCONDITION 0x0 0xC 0x2

    6) The below looks like the "is character dead?" condition; 0xY is the event ID and 0xZ is the condition ID.
    _0x0322 0xY
    _SETCONDITION 0xZ 0xC 0x0

    7) The below looks like the "is this event ID unused?" condition; 0xY is the event ID and 0xZ is the condition ID.

    _0x0321 0xY
    _SETCONDITION 0xZ 0xC 0x0

    8) _0x0221 0xY sets the event ID Y as unused! Note that it is _0x0221, while the conditional to check if an event is unused is _0x0321. This can't be a coincidence.

    9) _0x0221 0xFFFF is similar to #8, but it's awesome in that it marks the event ID that was associated with the event as unused. I've manipulated this command for my reinforcements in Ch.6 (which should be shown in FEE3 soon), so I know that this works.

    10) I don't yet know what marks an event ID as used. Maybe _0x0220 0xY? (Untested at this point) I NEED TO KNOW. GAH.

  8. Alright, not a problem, Eclipse.

    Hopefully you won't run into that problem the next time you play it.

    Now it's 11:30 P.M. on the day before FEE3 is due, and I need to play through my hack one last time to get my .sav file ready for Cam to LP. RUSH RUSH RUSH!

    Hope you enjoyed playing through it!

  9. FE8KOTEdition05-1.png

    Yeah, there's definitely something wrong with NM Bazba. It looks like he's getting double HM bonuses.

    Odd, I can't replicate it; not sure what sets it off. Maybe something I did in my new patch fixes it, but we'll see. Due to crunch time for FEE3, I can't look into it for a few days, but it'll be top priority after then.

  10. I played in Hard Mode, so I don't know >_>

    Is there any difference?

    Playing through NM, I noticed that it is quite a bit easier (surprise, surprise). I think Bazba's stats are a decent bit lower in NM than in HM (where his SPD after HM bonuses might be like 13-14 instead of 12, for example); but what she's saying is that her NM Bazba had like 16 SPD, which scares me a bit, because I never touched HM bonuses or C3 events.

  11. I'm not sure what triggered it, but. . .eh. I need to go soon, but I'll reattempt this later. If I can get Super Bazba, I'll screenshot him. I just remember being a wee bit scared. . .and after that, NONE of the bosses looked intimidating.

    Sure, please let me know if you can proc him. As for me, this is what is see when I get to C3 normal mode:

    C3BossNMCheck_zps0d258203.png

    Everybody else has like 10-12 SPD.

    So, tbh, I wouldn't know what's going on, since I didn't mess with C3 events.

  12. That's because hard mode bonuses are calculated by generic growths, and you buffed the growths enormously. See here if you need more info. Implying that's how Bazba gets HM bonuses and he gets 5 levels there is a very low chance of him having 16 Spd.

    Odd, considering she said she was on normal mode.

    Maybe it's a bug associated with the "No Easy Mode" patch?

  13. Prologue

    6 Turn

    Self explanatory first chapter. I kinda need to manage Seth position properly and have him handle the Mercenaries, while Eirika handle the south area. Feed bosskill to Eirika.

    I notice this is the only map that get remade?

    Yeah, I remade it because the map design of prologue is TERRIBLE in vanilla. Like it's horrendously bad.

    CH. 2

    8 Turn

    More or less the same as how you handle the Vanilla FE8, except now that Gilliam has more move, he kinda become a heavy hitter against the axe guys

    I'm glad people enjoyed the MOV boost on Gilliam. I really did.

    CH. 3

    14

    The enemies are fairly strong, so I decided to not play quickly(or at least not as quick as Prol - CH.2). Not much to say, for the stage, really. As for the boss, the boss is, for lack of better comparison basically an FE6 boss who forgot how to dodge, get absurd amount of durability, and worst of all theres no Rutger to save my ass. Im not sure how viable a 2 range chips would do to this boss, because he lacks 2 Ranges and all that stuff

    So, concerning Bazba...

    He is the type of boss where I wanted the player to think about how to trash him easily. What I do when I test run the chapter is to get Seth next to him with a sword the first turn, luring out his swordreaver (he SHOULD have been tuned so that he can't OHKO any units at base). Then I bash his face in with Neimi and three guys with lances; then I'll have somebody trade with Franz and get him to wield a sword that way, keeping his swordreaver equipped. In that way, he dies in 2-3 turns.

    I've reduced his DEF by 1 to make things easier, but keep the basic challenge intact.

    Anyway, the Choke Point squad is kinda hilarious in this regards especially considering that Lute's village is safe from assault

    you-shall-not-pass1_zps52a4b8bf.jpg

    Extra Note: The arena is hilarious. Valkyrie with Flux, seriously? >_>

    So, uh, what you're seeing is the result of me not uploading the changed animations for a new class I'm introducing in future editions (and was keeping under wraps); it is the Heretic, the dark magic counterpart to the Valkyrie. It'll be replacing the Bishop, and makes it so that all healers will promote into mounted, single-spell-type magi and your combat magi will promote into foot, dual-spell-type magi, with the appropriate abilities that allow them to specialize in staves and tomes, respectively. As a filler animation until I get more groundwork down, I'm having it look a bit like this (prototype):

    ValiumSheet1_zpsd06eab07.png

    Like I said, I SUCK at art, so it'll be hard to make a proper and unique one.

    Looking at 5x, I notice Kyle and whoever the fuck is the other cavs seems to have different stats. The enemy stats is pretty massive, and Orson is hilarious

    So a few things:

    - Haven't touched C5x in the patch that's out.

    - Paladins don't have any base stats atm, because I don't know what promo bonuses I want to give enemy paladins yet, so Orson's stats are probably LOLbad.

    - The other guys have different stats because I changed Cav bases in this patch; their personal bases would've been untouched.

    - Enemies in the patch I have out are way weaker than what you're seeing there.

    That being said, I think Monsters MIGHT need to be toned down if they are spammed in massive numbers(such as the Ghost Ship when the game reach that point)

    I made it so that monsters are as strong as other enemy units, so Ghost Ship will be modified appropriately. No 4 million enemies anymore.

    Characters

    Eirika: Downright the best character so far. She can double stuff, and does nice damage on top of it(especially when Rapier EFB kicks in). Im not sure if she need to be toned down, considering that I give her tons of boss kills

    because she has some durability issue her 1-2 range sucks(but then again, Hand Axe and Magic is the only really reliable 1-2 range, or at least amongst those that I have used extensively)

    Seth: His growth seems.... massive? Not sure, but at level 4, my Seth kinda get every stats, or at least on the area that he needs. I did not overuse him, but he is noticably capable to die if I rush too far with him. Although the fact that the game throws tons of durable Anti Mounted measure is pretty hilarious

    Franz: He's fine. He can rescue Drop Canto as ussual(although the reduced move kinda stings) and his combat is nothing special

    Giliam: With the Rank, he is kinda clucth during his 2 first chapters, but after that point, I dropped him. Can't say much, but his Axereaver is cool.

    Colm: Aside from the support bot for Neimi part, I rigged him some crits during chapter 5 with Gust.

    Neimi: Instant Support with Colm.... which sadly does not do much. Cool offense, but she need some meat wall around. Clucth during chapter 5, and her offense is useful in general. The common 2-3 range does not do much beside chipping Wyvern, or against the immobile Nosferatu squad One of few units who I can call "competent" by any sense of the words

    Garcia: Not sure about how he performs in general, but I notice that his accuracy is pretty balls even against Sword User.

    Vanessa: generic pegasus knight

    Lute and Arthur: Chip Machine, except Lute is clearly superior

    Notes on characters:

    - Franz has been buffed a bit -- he's now a bit faster, and starts at a higher base level.

    - I'm shocked that people didn't think Garcia is crazy good. I was almost convinced I'd have to nerf him from my experiences.

    - Your last sentence on Neimi implies that you think certain people are quite bad. Can you specify so I can fix that?

    - I messed a bit with the C4 magi; you should find that Artur and Lute are both more useful in the new patch.

    Overall, the game kinda feels like DSFE in a lot of parts(namely because the unit rarely dodges aside from the first chapters, or in a terrain).

    Yeah, I tried to keep the hit rates higher to prevent you from dying to stupid RNG.

    First off, the good. I have no issue with the way chests/droppables/villages have been shuffled. So far, they make sense. I am amused by some of the boss changes, especially Chapter 5's one - the enemy layout and new weapons does invoke some thought. The reworked experience system. . .well, this kind of ties into one of the things I don't like, but I'll put it here, because it allows characters that just walked on to gain a piece of the action (that lone Joshua level was because he killed the boss). I'm a little eh on the defense-giving weapons, but I do like the new 1-2 range enemy-only axe. You've also done a good job of making some of the more irrelevant characters stay relevant (Gilliam/Neimi come to mind). However, I have had no incentive to use Garcia, and probably never will - Ross does the same thing, but walks on water.

    - Again, surprised about the poor performance of Garcia. Found him to be an axe version of Gilliam in a lot of ways. I'll look at him again.

    - As for the defense-giving weapons, I designed them to help make enemies specialize in holding a chokepoint or allies stay alive through enemy phase (you'll get one soon). Nice from a design perspective, but I'm trying not to hurt it from the player perspective.

    - On Joshua, I'm worried he's a bit lackluster (technically, his 20/20 stats are quite nice), so I'm bumping up his starting level by 1 and see if that helps.

    What I don't like is the lack of stat variance. Seth is somewhat of an outlier because of his naturally high bases. If you look over my data, you'll see that most of the stats fall into a fairly tight range. When I see that, it means I take account movement and weapon ranks instead. . .the former is damn-near immutable, and the latter's somewhat negligible at this point. If you could find a way to make Gilliam, say, a slightly better wall at the cost of some Speed, while Eir isn't as damn sturdy as Franz, I think it'll work out a bit better.

    Oh, I agree. Your stats seem to be a little more tightly grouped that the average, but it is true that there is less variation for SKL, SPD, STR, and DEF, mainly because it's proven almost impossible for me to have characters have too much or too little of the stat without being OP/UP/niche/easily abused to become OP and carry. A second culprit comes from a side effect of an awesome feature of the hack, which is that every character can promote to either class choice without "wasting" stats at 20/20 due to their caps, helping to make every choice viable (you'd pick one based on your needs and how they've leveled up to that point). I've actually made Eirika less defensive, but faster, Gilliam is slower, and Franz is rearranged as well to make him very distinct from his bro. So I HAVE made some progress on this issue.

    The last thing is Chapter 3. I don't know if you intended for the player to do what I did in case the RNG gave them the finger, in terms of growths. I like the fact that the boss can't ORKO Seth with a support (Eir/Franz will work), and would like for that to remain; it gives some way of getting around that hurdle, if all else fails. Nor would I care to see the boss suddenly get a 1-2 range weapon; I don't think the point of every boss is to counter every player strategy. Had the boss had either of those, I would've been forced to restart, take note of my stats, and rig levels, and this is NOT what you want to encourage.

    Bazba shouldn't be impossible for even a team with all characters at base, unless normal mode is acting funky with you (esp. when you said that everybody is getting doubled when, in my runs on "Difficult", only the archers risk doing that against your slowest guys -- send me a pic if you can? Want to fix it ASAP if it is happening).

    Overall, I think you're going in the right direction, in regards to items/enemies. I'm not sure if this is the best thing for player units, but this is ultimately your patch. I look forward to see what else you plan on doing (besides gimping Orson to hell and back).

    Thanks for the encouragement; I know I posted late, but I was actually watching your post as you updated it in real time, and appreciate all of the comments from you and Dragon Boner (never thought that I'd ever say that I appreciate a dragon boner). And trust me, Orson will not be CLOSE to that bad in the new patch.

  14. All of them

    I felt like having 2 - 3 MT weapon that hits res is kinda weird, especially considering that they are relatively squishy(IIRC they only take like... 1 - 2 combat and then died) so they can't really abuse the close range attack part of the 1 - 2 range traits.

    As it is, Arthur and Lute is basically Neimi who 4 - 5HKOs instead of 2HKOs.

    For damage comparison sake, I remembered that Arthur actually does the same damage as everyone on the team, except against the Sarrisa Skeletons at the chokepoint in Chapter 4

    And speaking of the Sarrisa Skeletons, are they made immobile on purpose?

    I find it almost impossible to balance them, which is the problem; they tend to be too good or too bad, so balance with them is on a razor's edge. If I bump up the MT of the weps, it's way too easy for magi to get a couple of levels and then dominate, because then they get durable enough to abuse 1 range and then scale well with ATK because of the low RES of many enemies. They stay about average most of the time; they don't need to do more damage all of the time -- they're good 2 range damage (which doesn't exist aside from archers and magi) and can counter in EP; the intended purpose of them is to be better than archers against high DEF targets and worse against low DEF targets. For example, in C5, I remember Lute doing about double the damage to the armor knights than Neimi did; I also tend to deploy both magi in that chapter to deal with the wyvern riders.

    Hopefully they'll look better when you get a few more levels with them and get a siege tome to work with. If not, I'll change it to make it so.

    And the Sarissa skeles are immoble on purpose.

  15. I will say that my hack is nearly finished for the event. *Technically* I have every change I want before FEE3 done; I simply need to play through it one more time for testing purposes, and then I'll upload the .sav file for the playtesters.

    And Klok, if you want, you can LP my hack. Unfortunately, my FE8 has a shortage of skittles.

  16. hey kot

    hey

    hey

    ...

    will you meow during the lp

    No, no I won't.

    This obviously wasn't a blatant attempt to manipulate the fact that I share an acronym with somebody

  17. So I've done it multiple times, with a variety of different outcomes (not since the exp change, but doing that now), and usually it's not much of a problem regardless. In addition, I make sure never to use the Secret Book or Speedwings you get, which go a long way to patching up bad level ups.

    For the most part, it's a gradual ramp up of difficulty, and the chapters leave enough leeway (since I'm not really at full throttle in terms of difficulty yet, to allow you a chance to raise your team) that even if your characters get mostly screwed, it's not a huge problem (also, the fact that most characters level only 3-4 times past base so far doesn't hurt this aspect, either).

    The new exp system, the fact that you get a large team properly leveled to the chapter when you get them in case one of your main cast gets screwed, and the arena system I want to implement later (i.e. it's like FE12 training that you can access in the World Map from Serafew) will all work together to minimize the devastation caused by really shitty RNG.

    But I suppose, like FE12 Maniac/Lunatic, if no character ever gets a stat on level up due to godly bad RNG, the game would eventually get REALLY hard.

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