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Phenna

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  • Favorite Fire Emblem Game
    Blazing Sword

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  1. I'm running into an issue where the capture command seems to be soft-locking rout chapters. (neimi randomized into an ephraim lord which gains capture as a skill after promotion.) capturing units successfully was soft locking the tower of valni, random skirmishes, and, most annoyingly, the ghost ship chapter. could wipe the map clean of enemies, search for a hidden one in the fog, and just have a never-ending chapter. Love this patch btw, i hacked my vita to run GBA ROMs and i've played through this hack like half a dozen times by now. My favorite run was probably where ephraim randomized into a troubadour and I had a ton of mage-knights running around. I did have issues with a lack of healers on some runs but healing items are fairly plentiful and I just arena-grinded a shaman into a summoner for staff access. Some suggestions: -disable randomizing friendly units into thieves when the "don't randomize thieves" option is on. Monster units suck, but the game already has exactly as many thieves as you need to get most of the loot in the game. monster units aren't great but having a bunch of redundant thieves is kinda worse and makes the runs feel more stagnant. alternatively, add toggles to disable thief/monsters as classes you can randomize into. --as a footnote to this. hard-code some door/chest key drops into ephraim's gaiden chapter. it's extremely common that you don't get a thief in this chapter and it'd help to liven up a chapter that's pretty commonly a slog to get through. (orson usually has to solo the chapter unless the randomizer is extremely kind to ephraim and company) -allow ammnesia scrolls to delete the personal skill. they're currently utterly useless since they can't do anything you can't already do by learning a new skill via skill scroll/level up. (the "your unit can only learn so many skills" dialogue completely invalidates the amnesia scroll, unless you want to delete a skill and not replace it with another for some reason.) -add more classes to the class that can be randomized, with specific examples being the FE7 lords, manaketes, lyon and nergal's class. not sure if draco zombies/formotiis should be included in that cycle. would increase memes. -this seems like a technical limitation but I'm seeing a lot of "groupings" of enemy classes. where it feels like an entire class is being replaced rather than individual units. so instead of seeing a mishmash of enemy classes I'll see the same 3-4 classes repeated accross a map. this isn't a huge problem but it'd be nice to have more variety on each map so you see more enemies. -either remove focus from enemy mages or from mages entirely. it introduces a lot of 5-15% crit from enemy units and honestly i don't need that kind of stress and frustration, especially when mages can just spawn with random boltings. it doesn't really help the player either, since mages strong enough to wander around on their own usually kill without criticals anyway. I know a randomizer is supposed to be random, but no one enjoys a bad run, and I just wanna make the randomizer feel more "fair" and interesting. As a side note, some chapters take absolutely forever on enemy phase for the AI to calculate what they're doing. On the doomed ghost-ship run earlier, i had some enemy phases where the AI would just think for minutes before it would make a move. EDIT: I forgot to mention this kind of hilarious glitch where the enemy healers will move one square, heal their former selves, and then end their turn. It amuses me.
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