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MuteMousou

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    She/Her

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  • Favorite Fire Emblem Game
    Thracia 776

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  1. Neat list, glad you're enjoying the game! I don't think Sherlock takes that long to be good, I believe he is the best archer in the game and one of the best units in the game. Being locked to light bow for 1 level sucks but if you give him decent equipment (like with any archer) he will be pretty strong. I think Sylvis gives an unfairly better impression than him. While she is better than Sherlock early on, I think it is a bit deceiving because a lot of this is the fact that she has access to a composite bow and steel+ arrows, and nobody else can use those for a few chapters. After that though, I think Sherlock easily surpasses her because he has the best movement in the game (light cav is ridiculous, it's basically having a mounted unit movement except you don't have most of the downsides of "knight" movement), and has really strong offensive skills, in comparison to sylvis whose only combat skill that sherlock doesn't have is deadeye (which i don't find very useful) on top of having much worse movement.
  2. 2024/03/24 Massive Update! -many difficulty tweaks. There are now two difficulties, determined by the patch you use. The previous only difficulty setting is now called “maddening” and a new mode has been added called “hard” (I know this might be confusing, sorry). -The lower difficulty (hard mode) has significantly lowered enemy stats and the enemies won’t have as many crazy weapons. Warp is now more common, but there are less warps compared to the normal game, but also they all only have 2 uses. -Maddening difficulty (previously called “hard”) is generally the same as it was before, but the early game should be a bit easier, and the final few maps should present more of a challenge than they did previously. -Many unit and item changes to both difficulties, there are significant buffs to Tanya and Misha, and Ronan has been nerfed slightly in his combat stats, but also he now has 4 vigor instead of 3. -Objective screen now tells you the turn limit. -Galzus now appears on turn 8 on chapter 6 -Asbel has miracle+ in chapter 4x -Many other changes that I’m too lazy to list all of, mainly in item changes, unit changes, and map changes. (The notes doc has updated unit stats) Please let me know what you think about any of these changes and thanks for playing!
  3. Thank you for making such a detailed and thoughtful post! 🙂 It's cool hearing what people think, and I hope you have fun with the hack whenever you play it. -Most of the "turn limits" are not actual game over screens. You can probably imagine what that might entail. There are also some maps without turn limits. -For Dagdar I gave him 0 FCM because in playtesting he often doubled and accosted a lot of enemies which caused him to kill them all the time on his own. I considered reducing his speed, but that feels a bit much since he's not going to be very good after chapter 3 anyway, so 0 FCM should lower his kill power by a little, though it probably doesn't change much. -Imo getting a +4 con boost on promo is pretty big already, and you'll still be able to get the body ring that increases con by 3, in chapter 18. 10 con is already enough to steal most tomes in the game. Idk, as a player I just don't like getting random huge advantages from rigging stat ups or being lucky, this is just a thing I don't like about fe5 and later FE games limit your abilities to do things like this such as with class-specific caps and class-specific weapon rank caps. I can see why you like the mechanic but I just disagree unfortunately. -Olwen is most likely going to be significantly better in this hack compared to vanilla because of now being supported by Fred and her tome advantage over other mages being more meaningful.
  4. Eh I prefer being able to control what players are able to steal rather than them being able to steal basically anything if they either rig con levels or get lucky.
  5. Whoops. It should be fixed now. Thanks for noticing that!
  6. I've always found it disappointing that FE5 doesn't present much challenge after a first playthrough other than self-imposed challenges, so I made this hack which aims to make the game more difficult and less trivialized by warp skipping. (I plan to update this at some point, and there absolutely could be issues with the game currently, so please let me know if you have any technical issues or criticisms.) Patch Download Spreadsheet with all changes General Changes: * Enemies will have increased base stats and greatly increased growth rates. * Enemies will often have stronger weapons. * Enemy spawns may be different in some maps (i.e. promoted instead of non-promoted enemies). * Generic enemies and bosses will have skills much more often than in the vanilla game, though there are not many skills added prior to Chapter 13 * Some maps have been changed in some ways to make them more difficult or to account for the other changes in the gameplay (this is mostly in removing ballista in some maps and replacing them with standard enemies) * All scroll growth rates are now 0 for all stats (they still give crit immunity). However, player units have increased base stats and growth rates to compensate. (All player unit base stats and growths list in the document below). * All warp staves before chapter 21x are either turned into Rewarp/Sleep or are removed entirely. * Most maps will have a turn limit, either a hard turn limit caused by an immediate game over screen once you reach a certain turn, or by other means forcing you to finish the map more quickly. The turn limit for each is listed in the hack document provided below. * S Drinks are no longer buyable (but they can still be attained in all the other ways they already were able to be in vanilla). I realize that some of these changes may be controversial, but I think they're important to facilitate strategies that engage with the challenges the game presents to you rather than simply circumventing them entirely, like what S Drinks and warp allow you to do for much of the vanilla game. The hack also includes many other changes in order to make the fit better with the general changes, though you could say some of these are just things I considered cool: Classes: * Warrior now has "Accost" as a class skill. * Warrior can now move on cliffs, peaks, and rivers with a movement cost of 5. * Armored units can now move on mountains with a movement cost of 6. * Female Hero now has "Sol" as a class skill, and now gains D axes on promotion instead of E. * Male Hero now gains C swords on promo instead of E. * General has increased weapon ranks. * Mage Knights (both Male and Female) now have +1 move indoors (now 6 instead of 5 in vanilla). * Male Sniper now gains 1 move on promotion (8 instead of 7 in vanilla, and this includes enemies). * Female Sniper now has "Adept" and "Luna" as class skills. * Female Wyvern Knight now has "Miracle" and "Nihil" as class skills, and has reduced dismount penalties (and so does FWyvernRider). * Prince (Leif's promotion) now gains an additional +1 to Strength, Speed, Magic, Skill, and Defense on promotion, gains A swords, and +1 move (now base 7 instead of 6). * Sorcerer now gains +50 dark wexp on promotion. * Male and Female Thief will be boosted to 10 con after promotion (however, Perne, Lara, and Lifis all have 0% con growths in this hack). * High Priest and Priestess now attain C rank Fire on promotion, along with C rank Light. * Some classes have their promotion gains changed, notable examples include FMageKnight, Sage, Sorcerer, but I can't remember all of them right now lol Items: * The Thunder Sword now gives +10 skill instead of +5 * Magic swords are now much more common. * Increased hit and lower weight on most lances. * The Brave lance is now a B rank lance instead of a Finn Prf. * Killer Lance is now C rank. * Added Shadow Spear, which provides nihil, is effective against armored units, and provides a +5 defense buff. * Vouge weight increased by 1, hit reduced by 10, now usable by Osian, Halvan, Macha, Ralph, and Galzus. * Made good axes such as Silver Axe and Killer Axe far more common among enemies. * Made Bow hit a bit higher all around, and some bows have reduced weight. * Killer Bow is now C rank. * Added the "Quicksilver" which is a 25 might, 110 hit, A rank bow which also provides +10 speed. * Rare tomes in vanilla, such as thoron, wind, elfire, tornado, are now much more common. * Dire Thunder weight reduced to 8, and is now an A rank thunder tome instead of an Olwen Prf. * Thoron weight reduced to 7 from 9, hit increased to 75 from 70, and crit reduced to 10 from 20. * Tornado now has 10 might, 105 hit, is B rank wind, and provides a +5 speed bonus * Bolganone (A rank fire) and Aura (A rank light, provides nihil and charm) are now usable. * Added "Nightmare" (B rank) which is a low damage, low accuracy dark tome which sleeps on hit. * Added dark Nosferatu (A rank), light nosferatu has been renamed "Resire" and has vanilla stats. * Jormungand now has 14 might, 75 hit, 9 weight, and also provides a +5 defense buff. * Wind changed to 95 hit, 4 might, 0 weight * Grafcalibur is now a C rank wind tome * Elfire is now 85 hit, 13 might Many other changes that are covered in full in the document on this page Unit changes: * Miranda and Misha now have the "Nihil" skill. * Selphina now has the "Vantage" skill instead of "Accost." * Sara no longer has the "Wrath" Skill. New supports: * Macha <- Brighton,10 * Halvan <- Leif,10 * Mareeta <- Leif,10 * Mareeta <- Saias,10 * Schroff <- Amalda,10 * Amalda <- Schroff,10 * Alba <- Kane,10 * Kane <- Alba,10 * Shannam <- Homer,10 * Homer <- Shannam,20 * Miranda <- Conomor,10 * Karin <- Misha,10 * (The already existing Misha <- Karin support has been boosted to being a 20 support) Thanks to everyone in the fe5 hacking community who helped me with all of my annoying questions regarding hacking, especially Miacis and Zane Avernathy. Also, thank you all the people in fe5 hacking hel who provided feedback on some of my ideas. I had no experience in hacking prior to making this.
  7. https://youtu.be/TCUqH6hdVUM This is a compilation of various RNG manipulations in fe5, used in practical situations for the 47 unit (full recruitment and survival) speedrun. There are many things that go unexplained in the video, so feel free to ask about anything.
  8. lol, I didn't know what the hell the name was supposed to be so I just interpreted it as literally as possible based on the katakana.
  9. Hi, I learned earlier this month that this game's manual apparently is not translated so I decided to do it myself. Anyway, there may be a few errors and inconsistent naming conventions in this, as well as it just being a google doc, but I have completed the translation: https://docs.google.com/document/d/1q65JBibuPM-ZF0ba8k04xPfCKs7CCVp0fUTWYa-uWeg/edit?hl=en&pli=1&hl=en#heading=h.1vmd0o4w7xdb Feel free to ask about anything covered here. Thank you!
  10. Since Tellius is pretty evidently a re-imagining of Jugdral in a lot of ways, it's not entirely impossible that there may be similarities between the two intentionally.
  11. The weird thing about all the irish names in the kaga games is that kaga often spells them unusually, which lead to the fandom for the longest time thinking that Chulainn was Holyn (ホリン) (this is how it's specifically spelled in Japanese in the game) since this is a different spelling from How Chu Chulainn is spelled from in other things, (クー・フーリン) but his name is in fact supposed to be Chulainn. There're some other characters affected by this but I can't remember any others right now. This spelling oddity is a common theme throughout basically everything by kaga, such as the unusual spelling of "fire emblem" in katakana (ファイアーエムブレム) as well as spelling the word "mercenary" differently in Berwick Saga (マセネーリ) compared to Thracia (マシナリ) for some reason
  12. Personally the status staff mechanic is kind of annoying to me in fates because the only way to gaurantee not getting hit is either dodge lmao or have knowledge on the game's ai and realize that status staff users prioritize attacking over using staves. Honestly it makes the status staves in thracia seem incredibly overblown when in fates you can never manually remove debuffs aside from just waiting and the hexing rod will always last until the map ends. It's not a big deal overall but I just prefer the games where status staves aren't always rng
  13. There's only 4 FE games where 1 range bow counter exists as a mechanic that isn't specific to certain weapons, I didn't count fates because i wasn't even aware that was an obtainable player skill (point blank is mostly a "the enemy is allowed to break the rules of the game" skill anyway). Of course Gaiden and Shadows of Valentia count as separate games because they were released as separate games. I think to an extent, permadeath is a product of the time that the original FE games were made. At that point, people didn't really bother hyper optimizing games or feel the need to try to find every single thing in the video game, partially because they had to figure it out mostly or entirely alone. Now that gaming culture in general has changed, largely due to the internet, people more often will know how to get through things and will see more things in the game since they know they're there. As a result, people just view losing a unit as a failstate since really it's far past what you would want to continue without in most games. (Though I know XCOM manages to do permadeath but I'm not sure how it compares to FE). I just don't think something like permadeath does as well today as it does then because the way people play games has fundamentally changed, people don't want to feel like they've lost something if they know they don't have to feel that way. I think the nature of FE games also adds to this, as the characters are actual people with personalities unlike xcom where I believe all your units are just generic mooks. However, I still think that casual mode is only a bandaid solution to this and the game needs to fundamentally change rather than just give you the option to remove the mechanic that the games aren't designed around as much anymore but also are still balanced around. I feel like, to an extent, sometimes the fandom may want too much out of nobody characters. I don't think every single character needs to have a deep personality or something or as if having more characters do more things means the writing is objectively better. Overall I also think the supports in newer FE games feel like busywork and there should be more to get you involved with a character rather than simply "A and B are sitting in a room with no actual aim to anything." Berwick Saga manages to actually have all the side characters do things without relegating them to conversations that are completely irrelevant to anything actually happening in the story or gameplay in order for them to be developed.
  14. I don't know if that could be equated since 3H archers have the ability to counter at 1 range which is a mechanic of only 2 other FE games. But either way, I don't know if I would say the game is enemy or player phase focused.
  15. I think the game is overall more difficult compared to the previous 3, and you probably can't be quite as braindead because enemies tend to hit harder. However, in parts before the tower, you have sothe-- who is basically invincible for all of part 1 aside from maybe the final chapter, then you get haar--who is basically invincible if you bexp him aside from some absurd situation where he runs into 3 thunder mages or something. Maybe it's not completely dumb, but a lot of the game can definitely be solved by just "use haar" or "use sothe," though this isn't as easy on hard. This is also on top of the fact that you can forge 1-2 ranged weapons in this game and make them even better, so even if haar couldn't kill some enemies by just spamming normal hand axes at them, just forge a hand axe and now it doesn't matter L O L. Like at least previous games limited 1-2 range physical by having relatively bad stats, letting you forge them to further remove their inherent weaknesses that were already diminished from the weaknesses they had in fe6 and earlier is just hilarious, it's like the game is begging you to play it as thoughtlessly as possible. (I also think that in the Japanese version you can't forge ranged weapons? not sure though I do know the forge system is vastly different in that version.) But yes, the res thing is a big issue for mages in fe10, I honestly don't understand why they did this because it's not like mages in the 4 previous games were that amazing anyway. I'm really glad the DS and 3DS games made mages more like how they are in the Kaga games.
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