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Mars of Aritia

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Posts posted by Mars of Aritia

  1. 16 hours ago, Aggro Incarnate said:

    Yeah, the chance to get retreat as a command available is random in FE:Gaiden
    it doesnt always show up on the same turn
    For information on this, note the link below that lists "retreat probability" (Column A is % chance in hexadecimals)
    http://blog-imgs-92.fc2.com/i/z/u/izumobridge/20160612212042df0.txt
    For instance 海のほこら 野外 (Sea Shrine Exterior i.e. the Necrodragon fight) lists 64 for retreat success probability i.e. 100%
    Meanwhile 海賊の砦 (Pirate Fort i.e. the one with Leo/Valbar/Kamui) lists 28 i.e. 40% 

    Very interesting, thanks for that. Looks like it's about 40% for most maps, including the annoying mountain graveyard and geyse's fort. I guess they didn't want you to abuse it, but it's still a bit annoying. should've made it 100% on first turn.

    I assume you can't retreat if you are attacked by an enemy squad right?

  2. It seems to me that FE3 seems to be the least popular game in the series, at least on the english side. nobody ever seems to talk about it. I admit I'm a bit guilty of it myself, as it's one of the only games in the series I haven't played along with 2, 12 and 16.

    Is it because all of it's surrounding games are more ambitious? 1 established the series (and had a recent english release which helped), 2 went in it's own weird direction, 4 is an incredibly ambitious attempt at gameplay-story integration, and 5 is full blown kaga insanity. 3 does look a bit standard in comparison.

    It also has a remake, but that one is also JP only and tends to be divisive. even before that was released, people didn't talk about 3 much.

    It is also very strange considering it seems it was a beloved classic in Japan and the best selling game in the series there before awakening. It was the equivalent of something like, say, Secret of Mana was in the west.

  3. On 10/24/2022 at 11:39 PM, Jotari said:

    Making the game actually have some semblance of difficulty was a pretty good change imo.

    Yeah they made it more difficult by:

    - Raising the stat caps and not bothering to adjust unit bases or weapon ranks to compensate, meaning most units went from servicable to completely useless.

    - Adding a pointless weapon triangle in a game where axes pretty much disappear past early game.

    - Nerfing Mars into the ground so that he is now completely worthless. he can't even reliably beat the final boss anymore, and he's the main character!

    - Raising early game boss stats sky high so that beating them pretty much comes down to luck (they even intentionally added save points to encourage save scumming!)

    And mitigating that difficulty is even easier than the first game, as the dumb forge system allows you to buff effective weapons to one shot the majority of threats in the game. and now that there is crit avoid, warp skipping is safer than ever. (The one thing they should've nerfed in this remake they didn't, which says it all). There's also the invincible general Wolf thanks to the poorly thought out reclass system to help you cheese the game.

  4. I was having such a miserable time playing awakening that I decided to play fe1 for a laugh instead and I ended up enjoying it way more lol (well until the lategame, by then i began to become overwhelmed by the tedium. Book 1 was right to cut a few maps). Maps are much better too lol.

    I might even dare to say it's better than it's soulless ds remake, considering i've dropped that one multiple times midway lol. Outside of general usability and giving ballistas long range (though that kinda ruins their gimmick map), almost every single other change it made is for the worse.

  5. 16 hours ago, AnonymousSpeed said:

    Ah, knowledge. Excellent! Though now I guess we should test the priority.

    Also, Basara Benny? Hilarious. Excellente. Do you remember whether he learned Magic +2 or Seal Defense first?

    Left to right is the order they were learned. Looks like the priority is S support first, A+ second.

    Sorry for the hijack, can a mod move these posts to a new thread?

    basa2.PNG

  6. On 9/27/2022 at 4:34 AM, AnonymousSpeed said:

    Aw frick, right. I misread stuff a little bit.

    It does make me curious though. If a unit had neither Diviner or Spear Fighter innately, but got them both from friendship and partner seals, would they they get tier 1 skills from both classes as a Basara?

    I might have to test that, or some equivalent. Might be easier to set up with different classes, I don't think Saizo can even get Diviner or Spear Fighter from friendship. He could probably do something parallel with Kinshi, though.

    They will alternate getting skills from both base classes. not sure if the priority is based on the supports or classes.

    basa.PNG

  7. Interesting.

    It sounds a bit like chapter 15, only the castle is on the right. Despite the name, it seems like it's a seize chapter (制圧 means seize i think, don't know Japanese), with the gimmick being you have to go around the mountain (sounds like it's mostly peak tiles (高い山) so you can't cross it) while avoiding bolting and fortify sages in the middle.

    Would be great if he could try to dump the rom or the save file, perhaps it can be salvaged from there.

    (and fyi, I recommend using deepl for japanese machine translations, generally much more accurate.)

  8. well I finished it. chapter 26 was as tedious as I thought it would be. I thought the spy shuriken was in the mage room but the game decides to troll you and put it in the monster room instead, where it would've been extremely useful. fantastic weapon when you get it though, and with replikaze you get two of them. such a shame they give it to you so late. took about 24 turns

    27 was much better than i remembered it, mostly because this time wolfie was fast enough to 2hko the spearmen with a spd tonic. If everyone gets warped to a suitable room this goes by quite smoothly. took me a refreshing 6 turns. completely idiotic that you can't save after this chapter though.

    endgame took a lot of turns (about 18 i think?) but did not feel tedious for some reason, even when getting debuffed into the ground. probably because everyone gets to contribute a lot more, since theres not alot of enemies, the monsters are weak, and I splurged on silvers and staves (I probably should've bought more for earlier chapters). I'm not sure how you're supposed to do it if you don't have any staves though. if you're quick about removing the maids it's not so bad.

    so yeah, I can see why it took me a few years to come back after going through hard the first time. not coming back to this for a while lol.

  9. I personally hate the forge system and wish it would go away forever. devalues normal weapons for no reason. pretty much almost never use it on principle.

    Ironically, the only forge system I don't mind is FE14, which everyone else seems to hate lol. Stats boosts are low enough where it doesn't change too much, and you won't get to the really high levels unless you grind. I would prefer if it capped at +2, though you won't realistically get much further unless you grind for cash and resources. Since weapons have unlimited durability, it's a good way to get rid of spares you get from the lottery.

    The forge point system in FE10JP sounds interesting too, sounds like a great way to limit the amount you can do.

  10. well i cooled down and cleared it, managed to do it by splitting up but still took longer than I'd like. used shelter strats to safely kill the paired samurai, and sent belka to the north to distract the other samurai (30% risk of death though). took another 5 turns to prepare to breach the wall and kill the puppets. overall 17 turns, not so happy about that. Forgot noble can use tomes lol because why would you ever use them when you have the stones and the lightning sword?

    on 26 now and i can tell this will be annoying since nobody moves until you open the doors. see you in 30 turns i guess.

    On 8/6/2021 at 1:50 PM, starburst said:

    But there is no difference between Hard and Lunatic in enemy statistics, and practically no difference in the number of enemies until Chapter 21 and Endgame. Most of the stuff that worked on Hard will also work on Lunatic. The major difference is enemy skill sets, distantly followed by enemy weapons.

    Those 3-4 extra enemies per squad makes a huge difference. it's the difference between clearing them all on the next turn, or spending multiple turns luring them out.

    On 8/6/2021 at 1:50 PM, starburst said:

    Chapter 20. This map can be completed fast (in around six turns) thanks to the winds! They are not random, if you head east on turn 1, you will always be sent north. Thus, if the winds annoy you, just kill Pimp Fuga on sight and seize the throne.

    Not if you want the extremely valuable treasures. Then you have to suffer through "up 5 spaces" (which secretly means up half the map).

    On 8/6/2021 at 1:50 PM, starburst said:

    Chapter  22. Do not divide your party, there are no chests to grab on either side. Just pick your favourite side, pair up your entire party and head to the guy with lenses.

    The fact that i'm only making things harder for myself if I play through the map the intended way is my big issue with it.

    On 8/6/2021 at 1:50 PM, starburst said:

    Ironically, you did not mention a key difference here: The position of the enemies in the roof, which are blocking the stairs on Lunatic.

    This one actually didn't cause me any problems thanks to the MU one shotting half the guys up there with the +stone and luring the basara out of the way with minimal damage

  11. 6 hours ago, Alastor15243 said:

    As I've said previously, one of the things I love about Fire Emblem is that in contrast to a lot of other games, the actual math involved is fairly simple and transparent, allowing basically anyone to accurately assess and predict the danger they're putting their units in without breaking the mental bank. Which, of course, then allows the devs to create situations where the player would need to accurately assess and predict the danger they're putting their units in.

    That's one thing I find so absurd about non-FE SRPGs. having simple, easy to calculate damage formulas is extremely useful. Do any others actually use a proper formula, because I haven't found one yet. Most of the time it feels like im just rolling the dice and hoping i do enough damage. Have you seen the SRW damage formula for example? It's absolutely insane and you have no hope of calculating it yourself lol.

  12. Especially in the late game, on lunatic at least, i remember hard mode felt much more reasonable. This game seems to want you to play as slow as possible, as most of the time you can't deal enough damage at once to kill all the enemies in range. and if you do manage to cut through and sprint along to the objective, a ton of reinforcements will come out that hit half of the map while you're out of position and trap you.

    the game also seems to want you to divide your forces, which is a death sentence as your guys usually can't deal enough damage divided, so the best strategy seems to put everyone on one side and phalanx across the map, taking twice as long to complete as it should.

    examples of some of these annoyances:

    9: aka the killer of blind runs. go near the boss room? out come a ton of reinforcements covering the whole map and will kill your likely out of position dancer.

    through the mid game is actually reasonable, which is why it's the best part of the game.

    17: cleaned up everyone and now sprinting for the chests? reinforcements will come and trap you

    18: red light, green light makes everything take twice as long since only a few units can stand up to the foxes without getting killed, so you have to park your 2-3 non horse tanks and press end turn

    20: everyone knows all about the wind bullshit, and every enemy has a seal skill just to make things even more annoying. and just like chapter 9, get near fuga and in come a lot of reinforcements while you're out of position and lol do this garbage map yet again.

    22: This one really made me notice this. My west side was much stronger than my east side, so they got to the top of the map quite quickly. because of that, my east side units were completely trapped between a ton of sudden reinforcements. pegs and mages to the north, puppets to the south. absolutely no warning that this would happen when you reach the top.

    23: Hinata's squad will not move unless you're in range of most of them, so you will have to spend a couple of turns dragging everyone into position to get ready to attack. good thing my MU was very mag blessed so he could once shot most of them with the +stone. Flying over to the other side early will also trigger reinforcements, which is annoying.

    24: This one is pretty reasonable, though the oni's that come after attacking hinoka could be a pain.

    25: This is where I got fed up. ninjas everywhere with stack debuffs and poison. the duel is impossible to win unless you specifically prepare for it, so you will have to do it the hard way. splitting up is suicide thanks to the west side. infuriatingly, no one will move in the centre part unless you are in range of the 3 range puppets that no one can counter, with seal def and lunge. anyone caught by them is 100% dead. if you forgot to get a freeze staff and you're out of money (like me lol) you have no choice but to wait for the east side to finish up and waste another 10 turns crawling ALL the way around to the other side so you can actually do enough damage to kill everyone without dying.

    Perhaps I'm missing something, but it seems slow is the way to go unless you want to be frustrated. perhaps my play style is too restrictive (no reclass, story chapters only).

  13. 6 no contest

    - ambush reinforcments

    - majority of the cast is useless

    - stupidly gigantic maps begging to be warp skipped (and unlike fe4, it doesn't do anything interesting with them)

    - terrible music

    - most of the characters are bland and the plot just rehashes parts from 1 and 3.

    - removed all the cool features from 5 (fatigue, dismounting, non seize objectives, etc)

    - Roy is the worst lord in the series

    - extremely annoying low hit rates

    - bizarre promotion item availability (by chapter 12, you have THREE whips despite only having two who can use it at that point, but only 1 knight crest and guiding ring despite having plenty who need it)

    - presentation wise, it looks like an unfinished beta compared to the later GBA games

    all of this just creates an exercise in tedium and frustration.

  14. I know most people avoid going through nomad hell on hard mode for good reason, but Kel seems like he'd be a lot more intimidating than Henning. he has an absolutely ridiculous 88 avoid, 29 atk and 43 crit. Melee is not really an option since anyone strong enough to survive can't touch him, and anyone who can hit him has a high risk of being doubled and critted to death. Fortunately, the light sword sucks at range in this game, but you will still have to rely on coin flip hits from nomads & mages. I guess if you're really desperate you can make him was his sword as it only has 25 uses and he will double pretty much everyone.

  15. 3 hours ago, Miacis said:

    I'm not sure which of those you think are preferable, so here's the rundown (names we use are underlined):

    Ced, Osian and Raydrik are the officially localized name to this day. So we're sticking to those, unless they change their minds later down the line.

    Asbel and Asvel are both acceptable transliterations. We use Asbel, since it's an established name (and Namco seems to agree), unlike Asvel. I guess if we wanted to root for the older name reference, Ashbel is an alternative.

    Callion and Carrion are both acceptable names with a rich history, but Callion has an English-Irish origin (and doesn't have the "rotting carcass" interpretation to it). Carleon is a fun interpretation of that kana, though not the most accurate. The fact it's not a name and is tied to arthurian legends (more of an Elibe flavor than Jugdral) plays against it a bit.

    Pan or Pahn... I don't understand why people hesitate on that one, because that's literally the Greek god. The in パーン is already there in the god's name. Why would anyone want to add an h there. It's not パーーン.

    My preferred names are the second ones I listed which are my own uneducated interpretations of the kana lol. Those 3 official names are pretty bad though. I won't go into Ced since everyone else already has, but Osian is a bizarre reading, and Raydrik reads like Engrish, so does Asbel.

    I've never seen Callion used as a name, is it a real one? (sounds like just wanting to understandably avoid carrion), though I have seen Carleon before (specifically in the English version of Langrisser 1 (Warsong). Though that's one where the stupid translators changed the names for no reason, so take with a grain of salt) which is where I got that idea from.

    Pan is correct though, wiki said Pahn was what was currently being used so my mistake.

    But it's no big deal, I can hold my nose and bear it.

  16. 8 hours ago, Miacis said:

    Localized names will stay localized, if that's your question. People who really want to know what a name sounds like in Japanese can use Google Translate (or check the wiki), so you won't see any Zigludo in our script.

    No, I'm not asking for idiocy like Yurius lol, just little things like Asbel instead of Asvel, Osian instead of Orsin, Callion instead of Carleon, Pahn instead of Pan, Raydrik instead of Reidric, Augustus instead of August, and CED annoy me a bit (have no idea how many of those are official, but those are notable ones). Just wish fan translations wouldn't be so slavishly devoted to the translations of people who didn't even work on the original game. Improvised stuff like Safie is pretty nice (much better than whatever Safiya was lol).

  17. 14 hours ago, Miacis said:

     

    SrVUijH.png
    (logo made by Tchu)

    What's Lil' Fiana? It will be a side version of Lil' Manster, completely free from any QoL improvements. So... just a complete translation, and nothing more. For the hardcore purists out there and for reviewing purposes.

    Interesting, that sounds exactly like what I was looking for. Too bad I just finished the game untranslated lol.

    How purist are we talking about here? Just vanilla with text?

    Are we still using the slot machine names? (I can live with it, but eh). Are the villages properly translated without fanfic inserted from the original PE patch?

  18. 2 hours ago, Eltosian Kadath said:

    What an amazing run, but I am a bit curious, how does the weapon use against the wall in chapter 4 end up saving/making money?

    It doesn't. I am forced to do it because of the tutorial. normally Dorcas would crit the bandit nearby, however as I skipped that, I need to attack something or the game will softlock, and I also need to get a unit up to the top corner to perform enemy control before time runs out, so the wall is the best target.

  19. 12 hours ago, Axie said:

    are we still worried about repeating names now that the gates of hell are open and we have two playable arthurs (and one artur)

    sounds like it would just be ceasar

    that same game also changed Kamui to Corrin and Leon to Leo to avoid duplicates so it's best not to prescribe any logic to their translations, they certainty didn't lol.

    it's not really Caesar though. The kana for Caesar is シーザー (Shiizaa). This guy is called  シーザズ (Shiizazu).

  20. 6 hours ago, AnonymousSpeed said:

    That's pretty cool.

    It's a unique idea for a challenge run and I liked the little money counter you put in the corner. Top quality video editing.

    I am now curious what a glitchless version of this run would look like, but it probably would end up less interesting than the enemy selling sprees on display here.

    I'm assuming this is a TAS, right?

    Isn't there technically a limit on the funds Eliwood and Hector can have due to the cap on how much money you can have and the finite inventory space?

    Yeah it's TAS, though unoptimised. All of this is possible in real time, I just TASed it so the video isn't an hour long.

    I believe glitchless would reach somewhere in the 50,000G range. though half of the fun is the glitches imo. might be faster though.

    And yeah, the money cap is 999,999. You can get there by grinding the arena forever and I don't think that would be very interesting to see. the game would record 999,999 even if you have more assets anyway.

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