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windypanda1

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  1. Hey everyone, just finished my RA playthrough on official hardware. With a couple bugfixes, everything worked fine. It was really a joy to revisit the game and look back on what efforts I put into making this mod. I think the game really picks up from Chapter 17 onwards, you get to fight a gauntlet of really tough enemies as you hang on by a thread with your party members. I almost want to make the early game easier just so I can access this part more quickly. Here are the last couple of tweaks I wanted to squeeze in before I (most likely) go on hiatus again. v4.21 1. Enemy-only weapons (Barrier Sword, Barrier Axe, Jousting Lance, Fenrir) buffed They are fun novelty but fall short of actually doing much to the player. I made them more accurate / hit harder. 2. Meteor, Bolting reduced to 3 uses Most enemy meteor/boltings are droppable to encourage you to defeat the enemies holding them instead of draining their uses from faraway. However, I think 5 uses is a bit too generous. 3. Shockstick held by Falcon Knight is now dropped in Chapter 16 Bolt Axe is droppable in Ch21 so why not. 4. Chapter 22 enemy equip skills slightly improved, War Cleric AI fixed to not charge at you by herself This chapter is one of my favorites, hope you enjoy it as well. 5. Playable Gangrel Avoid+10 replaced with Despoil, Underdog replaced with Rally Spectrum This is an attempt to give him a bit of a better niche as an endgame buffer. Notable to mention here that all paralogues for the super-units are unlocked after beating Chapter 25, regardless of whether you installed DLC. If you're looking for a bit of extra content before beating Grima, you can try out these ones. Emmeryn especially comes with an absolutely insanely busted personal tome that you can mess around with. (Lissa can use it too) I consider Priam's chapter the Apotheosis of this mod with every enemy capped and spamming rallies. 6. Playable Aversa Rally Speed replaced with Lifetaker Gangrel's taking over as the buffer, so I changed this to Lifetaker which has good synergy with her Galeforce. 7. Lissa Barbarian Reclass changed back to Troubadour It was funny for a while but I'm returning it to how it should be. Hey, thanks for enjoying my mod, I really appreciate it! DLC content is mostly out of scope for this project (since I don't use them), and that probably won't change. I do definitely prefer the Fates pair-up system, but I have next to zero clue on how to change the Dual Guards / Dual Strikes system. Implementing those would be in the territory of editing the game code itself instead of changing a 0 to a 1 for example, so I don't think I can or will do this unless someone else comes up with a solution.
  2. Fixed some Gay Awakening conversations not showing up, updated the drive. (It's the same version.) I've been more focused on second gen this run and they seem pretty difficult to use in a no-grind playthrough. Unless both of the parents are snowballing, the child's bases seem to turn out low. I might try bumping up their base stats a bit. v4.20 Bumped up all childrens' base stats slightly (should equate to around 2 per stat)
  3. Rebalanced Awakening v4.19 1. Fixed bug in Chapter 7 Lunatic where enemies had much higher stats than they should I was wondering why this chapter was so soul-crushingly difficult on Lunatic, then I went into the editor and saw that the enemy stats were the same as vanilla Lunatic. Oops. I did a quick check and no other chapters were like this. 2. Removed Gamble from enemy Barbarians at Chapters 1-10 Pretty annoying to deal with early crits when you have less means to deal with it in the early game, so I just removed the Gambles. I uploaded the new versions in the drive. Gay Awakening compatibility version will now be Expanded Gay Awakening from now on since it would be pretty annoying to keep 3 versions updated, and the expanded one seems superior? A quick cheated playthrough showed there were no critical bugs from start to finish. Edit: I fixed up the Gay Awakening version so there would be proper behavior in chapter 11, 13, 21, and Paralogue 012. Seems like you overwrote the expanded gay awakening script edits with my own, which caused the gay awakening script edits to not show up. Editing scripts are a bit more elaborate than using paragon so it's totally fine if you didn't know. The fixed version is up in the drive so please download that one instead of the one posted here. https://drive.google.com/drive/folders/1yiNGdnEq8eNoZKmx-vRhonqt-ylvsnts?usp=sharing
  4. Ay, thanks for this. I've never actually finished a full run on gay awakening version. I recently got my hands on a hacked 3DS, so I suppose I'll go for a playthrough on real hardware. Installing mods on 3ds is a LOT easier than expected, I put it on the original post if anyone needs it. I'll post the expanded version on the gdrive once I confirm it's working, if that's ok with you.
  5. Rebalanced Awakening v4.18 1. Miriel, Ricken, Henry, Tharja, Lissa, Maribelle: Speed +1, Spd Growth +10%, HP Growth -10% This change was made to help these characters serve as powerful backline support, especially in the mid-lategame where they may not have not garnered enough speed to double enemies. Instead, I sacrificed a bit of their HP. This change could hopefully help you fit in more mages in your composition instead of relying on just 1 or 2 to do all your magic damage. 2. Dark Knight: Speed -1, Spd Growth -5%, Def -1, Mag +1 This change is made directly to counterbalance the above mage speed buff. Dark Knight can become extremely powerful both offensively and defensively once it hits doubling threshold, so I thought I'd watch out for that. 3. Lon'qu: All stats +1, Lv +1 Lon'qu has a solid niche as a speed pairup but struggles as an individual unit. Hopefully this change can help his viability. Besides these changes, I fixed some discrepancies that formed between the original version and the Gay Awakening version, which may have occured due to a mistake. Also, I tried giving Taguels Bows but decided it didn't fit as naturally as I thought it would, so I scrapped it. Download Link (Also in original post): https://drive.google.com/drive/folders/1yiNGdnEq8eNoZKmx-vRhonqt-ylvsnts?usp=sharing I put all the backups of previous versions I had into here. Maybe check them out.
  6. I've been thinking of replaying Awakening, which means revisiting this romhack. For the next playthrough, I've been considering boosting the speed stats of player mages so they can function better as backline damage. However, I might tone down Dark Knight with it since I noticed it can become extremely powerful both offensively and defensively with enough speed. I'll have to mull over things a bit. Besides that, my videos about patching 3DS roms and using Paragon Editor really blew up. I never knew that knowledge was so high in demand, wish I could have recorded them with a better mic. I'm glad they helped a lot of people though.
  7. File -> Install CIA -> Select your .cia file. The emulator can install it for you. If your file fails to install, the .cia rom is probably encrypted, and you'll need to find a different rom. Though I highly doubt this will be the case from an online downloaded file. In order to run your games, Citra requires that you dump your games, game updates, DLC and other 3DS system files from a hacked 3DS. This is the only legal way to obtain these files for use in Citra. Any other method of obtaining these files is considered piracy and therefore illegal. Citra FAQ
  8. More small tweaks while playtesting. v4.17 1. General Speed Cap+2, Great Knight Speed Cap+1 These classes are intentionally slow but they feel screwed over in endgame content, so I decided to lift their speed caps a bit. 2. Chapter 15, 20 Siege Mages Mag-2 This is to compensate for the Mt+2 they get for A rank tome. They hit a bit too hard so I lowered their damage a bit. 3. Emmeryn Paralogue Adjusted It is slightly easier now.
  9. I swear there's an easier way to do it, just by replacing mod files in a seperate folder and keeping the rom vanilla. I don't have experience modding with a real 3DS though so someone else is gonna have to pitch in.
  10. Thanks, I really appreciate it. Did you use 0 second seals? Usually my playthroughs have 1 or 2 carry units by then who can take on a couple enemies. I had some free time so I tried lowering the children paralogue levels. Not sure how much this will help but it should make them a bit more accessible. v4.16 Lowered all enemy levels in children paralogue by 2. Lowest level paralogue has Lv16 unpromoted enemies which is Chapter 13 level, and highest level paralogue has Lv4 promoted enemies, which is Chapter 18 level.
  11. Hey, thanks for playing! The child paralogues all have enemy levels lowered by 2 compared to base game, as well as all objectives being changed to defeat the boss. I suppose that still wasn't enough. I don't remember struggling too hard with any of the paralogues besides Nah's paralogue which definitely does deserve a nerf. I admit I don't play too much with the kids so some paralogues are not well playtested, please tell me what specific paralogues you were doing. Chapter 16->17 has a massive powerspike even on base game because you're suddenly going from Lv20 unpromoted to Lv3 promoted enemies. There are a couple other chapters where enemies jump 3 levels suddenly. I toned these down with a level curve adjustment but it seems like it got mysteriously deleted a few patches ago. It also seems like the enemy hit rate improvements are kicking in too soon in Hard Mode. I uploaded a new version with the fixes so you can try using that. It could just be that your team is not scaling to lategame, but don’t give up because Tiki can do a lot of heavy lifting after Chapter 18. Sorry that this happened to you, and good luck. v4.15 Level Curve, Hit Rate adjustments.
  12. It's been playtested on the 3DS by a couple players and it works. Hope you can figure out the installation. Quick tier list of how I view the characters in this romhack: Robin is Robin, Tiki is the lategame crutch character, and Frederick is the early game crutch character. Say'ri, Lon'qu, and Gaius all grant Speed pairup, so that's something that can help your other units a lot. Chrom also provides Speed pairup. I don't think anyone is bad, but there are clear power differences, which I think is still ok. Maribelle has been buffed like 5 times already and she seems ok now but still overshadowed by the other staffers.
  13. Done. I just messed up 1 file which caused all of the supports to disappear, I fixed it now. You can find it in the google drive link.
  14. Hello! I'm also a big FE fan, having played every game in the series. Thracia 776 has to be my favorite though. SMT Devil Survivor, Troubleshooter: Abandoned Children, Triangle Strategy are some other games of this genre that I've enjoyed. The main thing I like about these games is the feeling of coming out on top against overwhelming odds, which is hard to find from any other genre. I'm currently trying to get a Golden Ending clear on Triangle Strategy as well. Hope you enjoy your stay.
  15. Hey, thanks for playing! The MU stat spread is pretty fine tuned and I recommend just tweaking the starting stats to match tactician. For magic build you could deduct a few strength points and add it to magic, for phys build you could deduct a few magic points and add it to strength. This might help: https://docs.google.com/document/d/1eo3Cpm5COnU3vYU-E3rXsrVm1Km3cShgYqEMNU_wLu8/edit?usp=sharing Np! Hope you enjoy the playthrough. A fair warning that Lunatic Mode is quite difficult, so you could scrummage through the renown rewards or do a couple risen maps if you need help.
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