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Vennobennu

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Posts posted by Vennobennu

  1. Just beat it today. Flying through stages is so much fun, the customization is great, the story was really funny and cute.

    What potion combos did y'all use? I stuck with Drop/Sparkler/Impact, it's great for hovering over enemies and bombing them and it messes up those knight enemies. For flying bosses I'd use Lob/Cluster/Remote, you can take off 3 hitpoints in one bomb if you time it right. By the end of the game though I'd come around to the default combo, it's very fast and versatile.

  2. The obvious Medeus strat is some combination of Berserker Michalis critting with a max MT SIlver Axe, Katarina critting with Starlight or a Thoron forge, and Auming one of them. Not too many other units that can scratch him on 0% growths.

    Which reminds me, you may have to redownload the patch, the previous version had Nagi's Spd/Def/Res/Luk zeroed out by accident and I don't remember if you got that one or the current version.

  3. Yo, this is pretty sweet. I'm running it through Lyn Hard mode and having a blast. One little issue I've noticed so far is that Rath's scripted battle hangs the game if he doesn't have a ranged weapon equipped, but fortunately you can skip the whole scene. Erk's battle doesn't have any problems though (I assume because it isn't 'scripted' in the sense that Rath's is).

    It also seems that the Weighted HP growths option doesn't seem to work? I went into Nightmare to check the growths of randomized characters and saw a few 10% or lower HP growths. This was with Minimum Growths checked also.

    Third problem: Using Randomized Recruitment and Randomized Classes, Lowen (replacing Matthew) joined as a Thief with D Lances (+D Swords).

  4. Fe8's palette system is pretty simple actually. It's only different so as to accommodate branching promotions.

    Under "Battle Palette Editors" in the FE8 Nightmare module package, there should be two modules: "FE8 Palette Association Editor" and "FE8 Palette Association Editor Part 2". The first defines which classes the unit should be in for each class position, and the second defines which palettes to use for each class position (Unpromoted 1, Unpromoted 2, Promoted 1, Promoted 2, Promoted 3, etc). If the unit's class doesn't match the class that they should be, the generic palette is used to prevent color vomit from mismatching palettes.

  5. Not exactly a flag, but Nils must be in the party; the game goes through your roster looking for Nils, who is (invisibly) part of the roster only if you've gone through Lyn Mode, then checks if he's Level 7 or above. That's in addition to the 'Did you kill Kishuna' check of course.

    If you want to remove the check for Nils, making it so that just killing Kishuna unlocks 19xx, take a hex editor and write 08 E0 at the offset 0x7D242 in the FE7 ROM.

  6. nw10t4.jpg

    This is not cool at all. I tried going into Nighmare item modules but the Physic staff is actually nowhere to be found there for some reason. Halp

    I'd bet you that it's just the range display that's broken and that the staff still uses the 1 ~ Mag/2 + 5 formula for determining range, the range byte in item data for staves only controls the range display. BTW the Physic staff is probably labeled as "Libro" in the FE6 Nightmare Modules - it should be just after Mend and Recover.

  7. I'll probably mod/hack my ROM when I get into the game... I needn't start from scratch after I do that, right? Cause I'd rather not worry about that at the moment. I dicked around with a Hex Editor a couple years ago, but don't really remember anything anymore. It does sound simple from BBM's description though.

    - Also, Echidna (replacing Zealot) comes at lv. 13 unpromoted and apparently promotes to Warrior. Can't I just change the promotion route with some simple readymade editor? I bet I'll just use the Hero Crest on Karel and sell the next one, anyway, so that sounds like futile effort.

    You don't have to restart after modifying the ROM - the changes won't have any impact on your current progress or any such thing.

    Changing Echidna's promotion route is simple, yes - all you need is the Nightmare program and the modules for FE6 - from there, open up your FE6 ROM, and go to the FE6 Class Editor module; under the entry for Fighter, change the field "This class promotes to" to Hero (F) instead of Warrior. This would also make Bartre promote in Hero (F), but he's even less likely to see promotion than Echidna in your run, so...

  8. Good to have you back!


    Perhaps the most pressing issues to be addresses as soon as possible would be:

    - how to prevent the manually promoted Karel from demoting during chapter 21. I believe I have to cut something out of the game with a program that is possibly called an "event editor" but that's about all I know about this based on intuition alone.

    Stopping that is simple; at the end of Chapter 21x (or Chapter 21 if you didn't unlock 21x) the game makes a call to an ASM routine that promotes Roy to the promoted version of his class. The command is ASMC 0x6D0E5 in the event file, but you can undo this in a hex editor as well.

    To remove it using a hex editor, search for the hex string 17 00 00 00 E5 D0 06 08 in your FE6 ROM; you should find two instances, one at 0x6720B8 and one at 0x675FC4; replace both of these instances with 02 00 00 00 10 00 00 00, and that will remove the autopromotion.

    Edit: And yeah it's the replacements' levels that determine the Ilia/Sacae route split.

  9. The simplest way to class lock it is to make it share with an existing lock; I'd recommend the Eckesachs/King lock (Class Ability 3 0x8, Item Ability 2 0x20); you'd apply these to Pegs/Falcos and your custom Wing Spear weapon. This does mean that pegs could use it in the Trial maps if you unlock Zephiel, but who cares really.

    As for the effectiveness pointer, just use the Rapier's. Although since the default Rapier effectiveness pointer misses out on Nomads/Troubs/Valkyries you may want to make a custom one anyway.

  10. Hopefully we get rid of the passive stat-boost stacking effect, so then it's only the first one in your inventory that applies which would make actually using it not too worthless.

    Do you want it so that only the first item of any type applies? That would be easy to do, if unintuitive to the player. Making multiple copies of the same item not stack would be a little more tricky, but still doable.

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