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Vennobennu

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Posts posted by Vennobennu

  1. I'm looking forward to the new patch, and especially to those planned changes to the final chapter. In the meantime, here's some issues I've encountered:

    The three Nodion Paladins are still too fragile on the current patch; no matter how fast I go, it's impossible to kill all of the attackers before they get five or more strikes against the defenders. What generally happens is that the first Paladin to get hit twice gets ganged up on by the rest of the Lance Knights; and I've seen Eva get himself killed from counters too. It's impossible to kill everybody before they get three enemy phase's worth of attacks off, and I can't lure enough of them to my units; unequipping Sigurd and Cuan isn't an option since I need them to take down Elliot.

    Also! Despite having a maximum of 30 durability, the Slim Sword is sold in shops with 50 durability so it overflows the repair count. Not a big deal, but it's a strange thing!

    As for general feedback, I feel that Midir is kind of underpowered. He barely breaks 80 hit with the Longbow, and he can't get a replacement for a long time. He's stuck for the first few chapters unable to double much, not mustering up much attack, struggling in the arena, and often whiffing against enemies on terrain. Jamka starts with better base stats and a better weapon, can use the Silver Bow before promotion, and can reliably kill a generic in one round. Canto and mounted movement are nice, but they don't make up for Midir's overall weakness.

  2. I haven't seen this bit of FE8 trivia mentioned anywhere, so I thought I'd share it here:

    At 0x8D1D10 (Unknown6 in Nightmare's CUE), there are all of the Creature Campaign characters one after the other, as well as the monsters that the final boss summons. The summon algorithm randomizes their levels when they spawn, but not their inventory.

  3. Whoops, didn't even consider that.

    I think a problem with the end of Chapter 8 is that your characters are starting to promote and cap stats, while the dragon riders' stats aren't particularly good. So there's not much they can do against somebody like Aira with five skills and ~30 speed sitting on a mountain. Though, I'm not sure how you could remedy that short of something like giving them 150 hit lances or something.

  4. Slim Swords are bugged in the latest version; they have a ridiculous amount of maximum uses, such that repairing a 37-use Slim Sword would cost 63436 gold. Not a major glitch, but it is annoying that it eats up all your money to repair it. The glitch was introduced in 1.9, I'm pretty sure.

    Anyway, this is a very fun hack all around!. I just restarted my game after finishing Chapter 8 to take advantage of the new 1.9 content. Chapter 8 was toughest at the start when you had to juggle defending against all the powerful enemies coming your way, saving the villages and recruiting Faval; but it lost momentum after that. Blume and his guards weren't much more than a speed bump, and the dragon knights had pitiful accuracy against my frontliners, especially when they moved into the mountains.

  5. In chapter 7, I found the time limit very generous for everything but the middle of the map with the General and the Master Seal Hero - it's risky to push out beyond the cramped quarters just outside the door because there are a lot of enemies with decent hit rates coming after you there, and the General is a big roadblock. My best units were fending off the wyvern reinforcements, so I had nobody who could just wade in with 1-2 range and kill everything. I only managed to get the Hero on turn 18, I think; maybe I could improve on that time with a different strategy.

    Chapter 8 was much simpler. Shanan can hold off the western enemies all by himself, and if you send some units up the northern path, Ishtar will chase after them and will never even get near you before the chapter ends. I never got to visit the houses in the northeast; is there anything in them, or are they just decoration?

    Also, the 'Glacier' tiles dont give any movement penalties (at least not to Paladins), though it doesn't really affect anything.

    As for characters, I found Tinny a bit average. She doesn't start with enough speed to double much, which hurts her XP gain compared to the other mages. Arthur has a solid availability lead and a horse when he promotes, Julia has Alba and great magic (capped at 15/0), and Asvel rams his speed caps really quickly. My Tinny had 15 in speed and magic - admittedly she was only at level 13, but all my other magic users except Salem had already equaled or surpassed that. Maybe it was just my playthrough, but there wasn't much incentive to use her by the time you get her.

    Just some suggestions; I've much enjoyed playing this hack overall.

  6. Noticed a few bugs/errors:

    -When I killed the first boss in Chapter 1, the second boss showed up in the cutscene where he was supposed to, but when the next player phase came around, he had spawned where the first boss had died. Made it a bit difficult to talk to Oifey in time!

    -In the intro cutscene to Chapter 4, Dannan misspells Grannvale as Grandvall, or something like that. I think that one of the villages misspells it too.

    Otherwise, this hack is top-notch; I'm enjoying it a lot so far.

  7. I like the difficulty curve in FE12; the later chapters were as difficult or more so than the first few for me (on Hard / Maniac), which is pretty rare for Fire Emblem. Killing the final boss without losing anyone is actually a frantic affair unless you come in with a pile of Again/Warp/Rescue charges.

    Not a big fan of how almost everyone past Merric (and a many before him) start out so weak on even Hard difficulty; some form of difficulty bonuses might've made late-joining characters actually worth the trouble of recruiting them. It's kind of funny how much Astram and the Wolfguard are outclassed by the generics around them on higher difficulties.

  8. Negative stat boosts function exactly as they should; it's only the stat screen display which bugs out. I was trying to make a weapon that increased skill and speed at the expense of your defences, but that'll have to wait I guess.

    And yeah, you were right: different generics may have separate ID's for movement purposes during events, like when Amelia and her Soldier friends walk into the map. Guess I just overlooked the events earlier. On the positive side, it means that I can reuse these character ID's in other maps fairly painlessly!

    One last question that I haven't found an answer to: In FE8, are there any flags for a unit or character that make them give no experience?

  9. It seems that if an item reduces a unit's stats, the unit's stats page will show a bonus of (10 - stat penalty) on the stat screen. For example, if an Iron Sword gives -4 Defence, the game will display +6 defence on the stats page. The game otherwise takes the penalty into account properly. Is there any reasonable way to fix this, or is Fe8 just not set up to display negative stat boosts?

    Another thing I've noticed its that the game sometime uses extremely similar generic characters on a map. For instance, Chapter 14A generics are all the 0x80 Grado soldier - except for one of the Knights who appear near the throne on turn 1 EP. He's an 0x84 Grado Solider. Characters 80 and 84 are, according to Nightmare, identical in every respect except their support viewer class; and the 0x84 Knight is identical to the other Knights and in the chapter (except that he's got the drop item flag). There are several other instances of this happening in other chapters (the Soldiers that spawn with Amelia in Chapter 9A, for example). Why do these units not just use the 0x80 character?

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