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Vennobennu

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Posts posted by Vennobennu

  1. FE8 Normal Enemies get just (Level-3) autolevels in their class, regardless of whether they're promoted or not.

    Contrast to Difficult enemies, who get (Level-1) autolevels in their class, plus 3 to 5 more from Difficult bonuses, and if they're promoted they get 19 levels in their default unpromoted class.

    So unpromoted enemies gain up to 7 fewer autolevels in Normal, and promoted enemies gain up to 26 fewer autolevels.

  2. And here comes the finish!

    Chapter 21 - 6 (224)
    Easy peasy. Could have done it in 4 turns but I forgot about the secret shop and sent Vyland there too late. Finally Wendell will have double-digit strength!

    Chapter 22 - 10 (234)
    I decided against getting Starlight - it's honestly only good for killing Gharnef, the Starsphere is much too fun to give up, and this way I can get to C24x. I took the time to let Minerva duel Michalis,
    otherwise could have finished in 8-9 turns. Beck with a +5 Arrowspate was pretty hilarious here, but otherwise this was pretty ho-hum.

    Chapter 23 - 11 (245)
    With Pure Water/Barrier applied, the Swarm Bishops ignored my useful units in favor of generic meatshields. Beck had fun sniping Bishops and Mages with his forged Arrowspate, and
    thanks to the Starsphere he didn't wear it out one bit!

    Finally, forged a +8 Wyrmslayer for Caeda. Honestly I probably could have gotten away with +5, but I wanted it as high as possible.

    Chapter 24 - 4 (249)
    Marth and Caeda walked across the mountains, and on turn 2 Caeda counterkilled three Manaketes with her Wyrmslayer forge. Meanwhile Jagen made a pitstop at the Secret Shop and
    bought a bunch of Arms Scrolls and Seraph Robes - since Vyland was busy taking on Bishops with Gradivus, Jagen was in fact my only party member capable of doing this. Go Jagen!

    Chapter 24x - (249)
    Once again a sharp downgrade in difficulty from the previous chapter - these gaidens really weren't meant for great players with strong units. As it is I cruised through
    in just nine turns. I also used two of my Arms Scrolls to bring Vyland up to A Axes - might as well use that Hautclere for something, right?
    A nice breather chapter before we get into the last one.

    Forged a +5 Bolganone for Abel for kicks, couldn't think of much else to throw my remaining money at.

    Endgame - 14 (263)
    This one was tricky indeed. The Pachyderm ballisticians could quickly overwhelm my team if left to spawn; Wendell, Julian, Beck and Minerva took the northwest to handle them.
    Abel and Vyland took the southwest spot, and Marth/Caeda/Catria/Nagi brought up the south. The northeast corner I filled up with generics and Elice, to bait the Dracoknight and General away
    and trap them there once the doors closed.

    Minerva with Gradivus and Wendell managed to take out the Hero and Manakete on the first turn, while Beck sniped the dead north group; from then on Julian and Wendell sat on the stairs to
    prevent Ballistician spawns. The south groups cleaned up the nearby enemies easily enough, and then it was time to fight the Dracos/Paladins/General from the north entrance. The constant
    reinforcements in Medeus's rooms proved to be a challenge to deal with, but more distressingly, Medeus doubled and ORKO'd everybody on my team except for Caeda, who only dealt 10 damage with Mercurius.
    I probably could have rigged a 29% crit + Nagi hit on the following turn to speed things up though.

    As it was, Catria got the final blow with Aura after a few turns chipping away, and that was that - draft completed! Eat it, all my competitors that never finished!

    I didn't play for minimum turns, in fact I often hung around to grab treasure, but I did try to avoid wasting time, and overall I'm pretty happy with my final turncount.

    Character   Class   Level  HP  Str  Mag  Skl  Spd  Luk  Def  Res
    Marth       Lord     25    40  17   0    17   23   25   12   1  A Sword
    Caeda    Swordmaster 18    48  16   0    29   30   30   10   3  A Sword
    Abel        Bishop   20    41  8    16   28   25   13   6    17 B Tome A Staff
    Jagen    Dracoknight 10    25  8    1    12   9    5    12   4  A Lance D Axe
    Julian     Thief     18    37  15   0    15   22   18   11   0  B Sword
    Vyland   Dracoknight 16    45  26   1    13   23   15   17   5  A Lance A Axe
    Wendell    Sniper    14    32  13   1    12   21   10   12   3  A Bow
    Minerva    Paladin   20    41  21   0    19   24   17   20   8  D Sword A Lance
    Beck    Ballistician 27    37  17   0    13   16   13   20   0
    

    Marth: His early perfect levels and +5 Mt Rapier made him essential early on for fighting bosses and doubling, but he gradually became less and less important as my other units gained in power, while Marth stagnated a little. He really missed having the real Falchion versus Medeus too.

    Caeda: Ridiculously fragile early on, but thanks to her Iron Sword forge and Marth support she had some decent offence. She really came into her own after promotion, where she doubled everything, had Silver Swords to throw around, and dodged most attacks. Hilariously she was the only unit not to be ORKO'd by Medeus at the end.

    Abel: Healbot early on, but healing was handy and he never stopped getting Speed. After promotion being able to double with magic made his combat very potent, but he had to juggle his combat and healing duties. Abel turned out far better than I had been expecting when Horace gave him the Cleric class.

    Jagen: Not much to say here, Jagen was clutch early on, great in the midgame for Ridersbane fun, and helpful later on for shopping and such. Jagen found a use all the way until the Macedon chapters, where he mostly hung up his spurs and visited shops.

    Julian: In combat he was Caeda Lite; after she promoted Julian kind of got left behind, but he was still good for ORKOing slower enemy types. His Thief utility was handy on some chapters, but swordlock and lack of promo gains did hurt him in the end when Paladins, Heroes and Manaketes took center stage. He didn't see much action in the lategame.

    Vyland: He looked hopeless early on - even with forges he struggled to do damage and not die. Luckily though, he started to pick up steam and became surprisingly powerful; after promotion he was my best combat unit and took hardly any stat boosters.

    Wendell: Having great speed and exclusive bow access made Wendell very useful early on, especially when fliers showed their faces. Later, he was able to patch up his bad Strength with Energy Drops and Parthia use, letting him do serious damage all the way 'til the end.

    Minerva: Having to start practically from scratch as a Paladin was a great blow to her usefulness, but with help from a Speedwings and Energy Drop she recovered and managed to become a fine Gradivus wielder. She ended up being Speed blessed by my reckoning, which was good because being able to double helped cover for her iffy strength and weapon ranks early on. I gave her a little favoritism in boosters and forges, but I say it was worth it for how well she turned out

    Beck: As always, a great boon from the moment he joined; whether shooting Dracoknights out of the sky, erasing those pesky clerics, or just chipping down Medeus, Beck was always doing work.

  3. Small update - if a character was in the Fighter or Pirate class they would still have a 10% HP growth; Avatar could also rise above 0% HP growth by taking the Enlightened future option. Those errors have been fixed.

  4. Oh, one thing...it turns out I overwrote some of Dolph's bases accidentally, so he had -100 Skill and 85 Luck and such. I updated the patch already, so make sure to repatch. Battery saves will be compatible between versions but savestates won't, fyi.

  5. As you may have guessed, I've made a patch that sets all characters' growths to 0% (or lower, but zero is zero). It is probably impossible to complete the game on Lunatic with this setting due to high enemy stats and dearth of good characters past earlygame, but Hard/Maniac should be much more reasonable.

    To apply the patch you'll need to do a few things since I'm a sham. First you'll need these things on hand:

    - A FE12 ROM with the fan translation V 3.01 applied. (Or the untranslated J ROM, but I'm assuming the translated version here to be safe)

    - DSLazy.

    - This UPS patch meant for FE12Data.bin

    With these, use DSLazy's NDS Unpack function on your translated FE12 ROM to split up the contents of the .nds file. You'll be taken to a "NDS_UNPACK" folder within the root DSLazy folder once it's finished.

    Navigate to NDS_UNPACK\data\data; there you should see a file named "FE12Data.bin". Apply the UPS patch to this file and save it back to NDS_UNPACK\data\data with the same name, overwriting the original. Finally, use DSLazy's NDS Packer to repack the contents of the FE12 ROM...and that should do it! Now you'll have empty levels for days.

    If you want a slightly easier time of it, try the Softcore patch. It improves upon the bases of the weakest characters, mostly the later-joining prepromotes, and slightly reduces the max Def/Res for Hardin and Medeus. Essentially the goal is to make Lunatic a bit less absurd to complete, while not making Maniac/Hard cakewalks. The method for installing is the same as the regular version.

    A big thank-you goes out to VincentASM's documentation on character growth cyphers, without which I likely wouldn't have finished this little project.

  6. The legend continues!

    Chapter 14 - 10 (158)
    Another easy chapter. I skipped the Thoron village but had to wait up a bit for Catria to talk to Marth.

    Chapter 15 - 7 (165)
    Forged a +5 Thunder tome for Catria. This was a fun chapter; generics lured Gharnef away so Jagen could fly in and loot the treasure chest with a Master Key.
    Genrics were also useful for splitting up the Mage/Bishop group in the northwest so Marth didn't have to take so many hits on the way to the throne.

    Chapter 16 - 8 (173)
    Why is this chapter so empty? Why do the reinforcements only start on Turn 11? Neither of these questions were answered, but Vyland promoted to Dracoknight.
    Now he has 20 Strength and ORKOs almost anything he doubles!

    Chapter 17 - 11 (184)
    Could have finished in 4 turns, but I wanted all the treasure. Beck was pretty handy for random Stonehoist hits on Mages and Bishops.

    Chapter 17x - (184)
    Actually came close to 20 turns here from collecting all the treasure. My units are starting to pull ahead of the curve so it wasn't too difficult otherwise.

    Chapter 18 - 10 (194)
    Forged a +3 Ridersbane for Minerva, and just rolled on south. Jagen chipped in here and there to build his Axe rank.
    Waited around a couple of turns to let Est catch up, but I never saw any more reinforcements. I guess killing Sternlin
    stops them?

    Chapter 19 - 15 (209)
    Got all the treasure, otherwise I could have taken much less time here. This was also perhaps the first chapter wherein Julian's thieveing abilities
    were really essential. Between the two sets of Master Keys, the Unlock staff, and cheap buyable Door Keys thieves have it rough in this game.

    Chapter 20 - 9 (218)
    The forged Ridersbane came in handy here for OHKO'ing those pesky Paladins. Camus was handled by a Hoistlfamme shot from Beck followed by Vyland
    skewering him with his Ridersbane. Nothing to it.

    Chapter 20x - (218)
    Enemies here are weaker than in C20! Larissa is especially depressing. Forged a +5 Mt +10 Hit +10 Crit Javelin so that Minerva and Vyland could both have super 1-2 range weapons.

    Minerva's become surprisingly powerful - certainly a far cry from when I thought she'd be only good for chip.

    Character   Class   Level  HP  Str  Mag  Skl  Spd  Luk  Def  Res
    Marth       Lord     20    35  14   0    14   18   20   12   1  A Sword
    Caeda    Swordmaster 8     36  13   0    26   30   27   10   3  A Sword
    Abel        Sage     14    40  7    13   28   24   10   4    11 B Tome A Staff
    Jagen    Dracoknight 9     25  8    1    12   9    5    12   3  A Lance D Axe
    Julian     Thief     16    35  13   0    14   21   18   9    0  C Sword
    Vyland   Dracoknight 10    36  23   1    11   19   12   16   3  A Lance D Axe
    Wendell    Sniper    10    30  9    1    9    20   6    10   3  B Bow
    Minerva    Paladin   13    31  17   0    17   19   12   17   8  E Sword A Lance
    Beck    Ballistician 14    30  11   0    9    10   8    17   0
    
  7. I've only replicated this on my (heavily modified) version of FE7, but the above trick may not work; If you load a player unit that way and save, then restart the chapter, the character may be loaded into your roster a second time and create a duplicate. This will lead to strange behavior because the game does not normally allow duplicate copies of party members.

    Looks like you're right, it happens on unmodified FE7 too. That's too bad.

  8. There's one exception to units loaded before the prep screen not appearing in the roster: if the character is in the main enemy group (Bad, EnemyUnitsHHM etc - basically the enemy group pointed to by the chapter's pointer list) as a player unit, then they will be added to the player's roster after the opening, before the chapter starts.

    You wouldn't know this since vanilla FE7 never does it, but it works well enough.

  9. I never finished my draft. Well today I'll be taking a step towards correcting that. Turncounts are nothing tor write home about but I'm having fun with this!

    Chapter 4 - 12 (54)
    Forged a +5 Mt Rapier for Marth so he could OHKO Bentheon. Abel gained Magic somehow and Caeda capped speed.
    Recruited Merric and got the 5000G village. Marth and Jagen are pretty much my only good combat units, so an
    Iron Sword forge is coming up for Caeda/Julian so they don't do 5X2 damage forever.

    Chapter 5 - 6 (60)
    Forged a +5Mt +15 Crt Iron Sword. Meatshields came in handy for recruiting Wendell here since my team is too
    feeble to advance to the throne and hold off Wendell's group at once. As it is Caeda and Julian had to trade
    around the Iron forge to kill things.

    Chapter 6 - 11 (71)
    Wendell takes up his new calling as a bald Sniper. He even gained Speed on his level! Also reclassed Jagen to
    Swordmaster so he could use the Armorslayer. Otherwise my team has depressingly little offense, Marth and his
    super Rapier was the only unit apart from Jagen that could even scratch Emereus. I had to savescum to get a
    Vyland level that wasn't empty. Even with a +5 Mt Iron Lance forge he's barely better than the generics.

    Chapter 6x - (71)
    Vyland got a few good levels surprisingly; Abel continues to get everything but Strength or Magic, but now has
    C Staves for Physic use.

    Forged a +3 Mt +15 Hit Javelin for Vyland.

    Chapter 7 - 11(82)
    Easy chapter, managed to block most of the forts before they spawned with Jagen and generic peg knights. Vyland got
    some surprisingly good levels on this chapter, though he's still reliant on his forges to kill things for now.

    Chapter 8 - 8(90)
    Rushed through, didn't bother trying to farm the reinforcements. Generic 16 Def Knight was the MVP.

    Chapter 9 - 11(101)
    Recruited Jeorge for his bows. I hung around for a couple of turns after Mannu died to kill some generics, since my
    sacrificial units had scattered the enemies to the corners of the map.

    Chapter 10 - 14 (115)
    Fun chapter, generics were useful for redirecting the fliers and then delaying the reinforcement horde. I had to take the long
    way through to recruit Maria and then recruit Minerva unfortunately.

    Minerva as a Paladin is underwhelming sadly - 8 Strength, 12 Speed and default weapon ranks.

    Chapter 11 - 14 (129)
    Played cautiously here, since nobody on my team can take a ballista+Khozen hit. Managed to recruit Jake's Arrowspate,
    and took the time to recruit Linde which is probably a mistake: her stats are abysmal even as a Mage and Archer is sure to be even worse.

    Chapter 12 - 12 (141)
    Linde died, but she is so utterly awful as an Archer it's not a big loss.

    Chapter 12x - (141)

    Killed things, visited villages, etc.

    Chapter 13 - 6 (148)
    Astram died, but I have enough Silver Swords as it is. This chapter was a bit luck-based for my terrible team, but nothing too bad.
    On the plus side a generic General joined with 21 Defence so my meatshielding worries are practically over for now.

    The team:

    Character   Class   Level  HP  Str  Mag  Skl  Spd  Luk  Def  Res
    Marth       Lord     14    30  10   0    10   16   17   11   1   B Sword
    Caeda    Swordmaster 1     31  10   0    22   23   20   9    3   A Sword
    Abel        Sage     6     35  7    9    22   21   9    4    10  D Tome B Staff
    Jagen    Dracoknight 6     24  8    1    11   9    4    12   3   A Lance E Axe
    Julian     Thief     12    33  10   0    11   19   14   6    0   C Sword
    Vyland    Cavalier   15    28  17   0    6    14   10   11   0   E Sword B Lance
    Wendell    Sniper    7     27  7    1    9    20   6    10   0   B Bow
    Minerva    Paladin   4     28  11   0    9    15   8    11   6   E Sword D Lance
    Beck    Ballistician 2                         base

    Basically Vyland and Caeda are carrying the team right now. Abel is also pretty sweet since nobody has any resistance in this game and he doubles everything.

  10. Now I'm not saying those are hard to hit, given all the tools the game gives to you, but I'm personally uncomfortable with the game being more reliant on growths and the RNG in general as a result. Each individual point DOES matter less when total stat inflation goes up because now the gap between like, 10 and 11 speed, is completely irrelevant, they're both shit. It's only when you get close to that benchmark that the individual points "matter" again, which is why Tonics and Rallies are good. Meanwhile, something like 10 or 11 speed in older games is actually pretty workable to lategame if you utilise weapons and strategy properly.

    I agree with you on this, though part of the reason that FE12 is so dependent on getting decent levels is that almost all the good units are growth units. Arran, Palla, Sirius and Minerva are probably the most slanted to the bases side of things, and in addition to all being earlygame units, even those last three have great growths - and need them to stay competitive on Lunatic. The units you get in the mid-to-late game are pretty clearly balanced for Normal/Hard and just aren't worth it on Maniac/Lunatic. Darros and Belf/Leiden are probably the last usable combat units, and even then they're probably way behind your trained units on Lunatic.

    If the mid/lategame prepromotes were more like Percival or Pent or Harken, and could reasonably handle Maniac/Lunatic enemies, getting good levels on your earlygame units wouldn't be so important, I think. Could always test it by making a hack that scales up later units' stats, though I suspect the result would be obvious.

    Irysa what do you think about 0% growths on lower difficulties? Hard mode ought to be very possible, and I think Maniac would too if you had the RP and Lunatic boosters.

  11. It's kinda funny beacuse 2 turning 23 is actually in practice not that hard beause of the bizzare behaviour of the Sniper near Brunya, he just decides not to attack units on forest tiles or something. admittedly you do need an axe wielding (lancereaver would work too) unit with respectable defensive parameters and maxed mov which is pretty much limited to percival in 0% growths ltc, who needs to kill the boss, so that just complicates lots of things.

    The north Snipers and the three Druids in a line near Brenya are set to only attack enemies if they could reach them using half their movement points (so, three). It's part of why they don't use their status staves the moment you enter their range.

  12. Event Id 0x6 is automatically set when all enemies are defeated, and unset whenever any enemies remain, so don't use it for anything else - always use 0x7 or above.

    edit: this is only for fe8 though. FE7 uses an ASME for rout maps.

  13. I prefer character growths to be a surprise personally, but this is a neat feature, especially for planning out inheritance.

    Would it be possible to make the variable stat text colors a toggleable option? I'm not sure offhand but I think there's a free bit or two in the options bytes.

  14. I have some topical humor of my own to share with you:

    Cheops moreover came, they said, to such a pitch of wickedness, that being in want of money he caused his own daughter to sit in the stews, and ordered her to obtain from those who came a certain amount of money (how much it was they did not tell me): and she not only obtained the sum appointed by her father, but also she formed a design for herself privately to leave behind her a memorial, and she requested each man who came in to give her one stone upon her building: and of these stones, they told me, the pyramid was built which stands in front of the great pyramid in the middle of the three, each side being one hundred and fifty feet in length.

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