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Found 8 results

  1. As the title says: should IS try again at having an FE lord that's a manakete: i.e. is at least part-dragon and can shapeshift. The first, and so far only, time that IS has done this is with Corrin in Fates, with Corrin being part-dragon and being able to take on a dragon form (as well as shapeshift parts of their body during skill activations and critical hits). However, it was otherwise very underutilized within the game itself, with the dragon form only being a plot element in the very same chapter that introduced it and never again. One could maybe count Byleth, since they technically are a lord in the Silver Snow route and (spoilers) However, I'm not counting Byleth, and for one simple reason: no transformation. No dragon form.
  2. I've been trying to get a Manakete palette to work properly in FE Builder, and despite my best efforts of changing animations and messing with palettes, it's pretty much stuck like this. The actual transformation animation works well, but the attack is what's not working for me. I'm new to making things, working on a one or two map hack for a Discord server I'm in, so sorry if this is a question that gets asked often.
  3. Hey no idea if this has been done before and hopefully allowed (if not let me know/remove post) I just wanted to see peoples builds of all the dragons in the FEH game all in one place I have almost all the dragons available in the game so far just missing 3 I think These are some of mine definitely not perfect but they get the job done minus naga and mila whom I'm still trying to figure out what I want from them lol
  4. So, If you don't know what FE Recolor is,1) Why are you here, and 2) It is a program made by BwdYeti. (Link Right here) It's a very cool program that lets you recolor sprites from the GBA era of Fire Emblem. However, it is missing a lot of sprites, and while the Pirate one is easy to find, the rest, like the FE6 exclusive Sprites and ESPECIALLY the monsters from FE8, are really hard to find, to the point where through all my digging, I could only scrape up a tutorial on how to make sprites compatible. So I made pretty much all the sprites I could, and they're all here: Missing Sprites Here, Ta Daaaaaa These include all the Monster sprites, Most, if not all FE6 Exclusive Sprites, and some missing sprites from FE7. I also did some work on some already existing Sprites, so that it shows more versions that use it's palette. For Example, the Female Druid sprite uses the same Palette as the Male Druid, however the original FE Recolor Sprite image only showed the male, so I put in the female. I marked the ones I worked on under revised so that you don't have to change anything, its just so that you can see it for an example. Directions Step 1: Extract all to a safe Location where it wont cause any hassle for you Step 2: Go into Missing Sprites>Sprites and Copy all the Pictures there into FE Recolor>sprites>battle_sprites Step 3: Go into Missing Sprites>Data and Copy all the .dat files into FE Recolor>data>sprites, This makes it so that you don't have to manually re position all the Palette indexes. For the Revised Sprites: Same steps as 2 and 3 except be sure to delete/move the previous .png and .dat files before adding them. UPDATE I've added The FE7 Female Thief Sprite, It could be the FE6 Sprite, but It was just easier to make an all new one. -Added Berserker (Hawkeye) and a Lucius Sprite on the Bishop image. Notes So I have tested all the sprites I could with BS Palette assembler, however, I could not test the Monster sprites, Zephiel's sprite, or the Manakete-transformed sprites. Please tell me if they don't work too well in-game and please provide screenshots. Also make sure its correct on your end. Also, If I missed any sprites, please tell me, as I'll make it and add it on. Thank you in advance! And I hope I was of help.
  5. Hi there, The question has been asked a few years ago, but I want to throw it in once more, to see if things have changed. How would you like form-changers to return in a new entry or a fan project/hack/mod? Laguz: they have a transformation gauge, in PoR they could only transform by filling the gauge in human form, but they had Taguel-like bonus stats when they were transformed with good base stats compared with Beorcs and better caps although they lacked late game weapon might scaling; in RD they had better gauge management, transformation on demand once the gauge was filled, they could hit back when in human form and gain massive exp, but their human form was very vulnerable, rendering them unusable when untransformed in higher difficulties. In both games, their Con was too high most of the time to be rescued (even in human form they were excessively heavy) but skills like Smite made units like Mordecai somewhat useful anyway (and smite + massive Con was really practical). They had normal moement while in human form and cavalier movement while in beast form, without the cavalry terrain penalties. Manakete (old school): 1 range locked, vulnerable to arrows, their dragonstones made them sturdy and strong enough to get exp without help in their joining chapter (at least Myrrh) at base while being massively underlevelled. Their growth rates made them top combat units in 10 level ups (rivaling with Seth and Duessel for Myrrh's case). But they had only 50 uses of the only weapon they could ever use without cheating. They could fly. Manakete (Awakening): 1-2 range, slow and awful start (needing to pair up with Gregor just not to get ORKOd in her joining chapter, Nowi starts like a snail, not even flyer mobility like Myrrh had going for her), but dragonstones are busted and 1-2 with massive stat bonuses is overkill and they were like the middle-ground between Deghinsea and king Kurthnaga gameplay-wise, without the tide skill though, meaning that Awakening Manaketes were only very selfish units without anything useful for the team except stats. They used breath to hit but their main stat was strength o_o just like old school Manaketes (but these were old times, we can understand some lack of logic in GBA games, while in the 3DS they could have used their experience and logic to be more careful with that, specially when Tellius games had physical AND magical dragons). Manakete (Fates): 1 range locked again, this time dragonstone is way shittier than it has ever been. You can't double (okay, manaketes were never known for their speed) BUT THEY CAN BE DOUBLED with a stupid speed debuff, rendering dragonstone tanking more risky, they use physical horn impalement in their animation although it scales with magic (please IS stop the crap, fire isn't physical and horn attack isn't magical! Even 1996 Pokémon games knew that, although they had ghost hitting physical for 3 gens while dark hit special for 2 gens...), they hit hard but struggle to OHKO , which leads to asking why on earth did they make the main lord weak to dragon-killing weapons whatever his/her class is while dragonstone isn't even half decent before you finally get the upgraded version, dragonstone+, which comes by late game when you don't use dragonstone anymore anyway, since you can rather use tomes or shuriken for 1-2 range, ability to double and to proc skills and horse spirit is better than the basic dragonstone in every way that is not raw damage (although the fact you can double with it means it can deal more damage on ennemies with middling res at best). Dragonstone + is obtainable through battle or visit points...yes...when you've been visiting 3k castles and battling them, good luck see you in 5 years no-life. Taguel: 1 range locked, specializing in the same areas than swordmasters, only 50 uses before chapter 10 boss is defeated. Straight up garbage class with a garbage weapon until around chapter 20. Meanwhile Manaketes can buy as much dragonstone + as you have the gold for from einherjar Tiki and gain insane stats from it. Ninetailed fox: Taguel with unlimited uses, actual res stat, the first one you get has good level and bases, but t1 foot unit movement is really garbage for a unit with a beast weakness he carries in whatever class he goes. Good against mages, decent against cavalry, good avoid compared with 90% of the Fates cast (even in t1 he has good avoid,being a good dodge tank is better than not being one), gives speed on pair up (useful reclassed for orochi backpack, at least). Comes with beastbane. Their beaststone is garbage for him though, doesn't do anything for his res, kills his mediocre def and buffs his overkill speed and average skill. Beastrune is better in every way. Good t2 skills at least, for what it's worth considering he won't learn lv 35 skill before endgame. Bulk-thing that could have been a wolf: if only beaststone didn't lower def, it would be very good. The first unit in this class you can play chooses between doubling but loosing bulk to do so and not doubling but tanking more (around 5 more def and 3 res) and dealing more raw damage. Nice tank bonus stats in t2 but not as good as swordmaster...sorry, ninetailed fox bonus to avoid and crit. Middle-ground between warrior and berserker with only 1 range weapons. What do you think was the best implementation between these and how could we make a better one? transformation gauge or stone? unbreakable stone or limited uses? stat balance or only stat bonuses (Awakening and old school vs Fates)? weakness to arrow or not? flight or not? 1 range or 1-2? For Manaketes I think flight gives them a niche while arrow weakness keeps them in check, they don't need to double but they can use some raw damage. Range or not I don't know. Don't need to be a 1 kid army. For beasts/birds etc. I liked the tactical aspect of RD gauge management, choice between wild heart or full transformation, but I think PoR did the stats a little better because they weren't useles when in human form (meatbag is still useful). I liked different skills too. A middle ground between PoR and RD would be my best way to enjoy them (with mobility, since it's what kills any interest from Fates metamorphs, being footlocked without any bonus movement outside certains areas).
  6. I want to share a few ideas about Fae to remedy the whole 30 use divinestone deal without making her OP. Mostly ignoring the glitch in chapter 23 that can be used to obtain a firestone. Possible Changes: #1) Doubling the divinestone’s uses from 30 to 60 and halfing her super high experience gain rate. Her total exp to uses ratio is the same, but she lasts twice as long. #2) A small change, increasing her move from 5 to 6 #3) Making the divinestone unbreakable(or they are dropped/sold so she can pretty always be using one), but its stat boots are reduced. Such as the stat boosts are reduced by 5, or a more finetuned change, and she gains experience normally like everyone else #4)Another thing could be to give her legitimate(nonglitch) access to a firestone earlier than chapter 23(when you can do the glitch) by just puting one in her starting inventory, as an enemy drop, and or from a store(though that makes the least sense storywise). The glitchyness from even using the firestone being a possible drawback to doing this.
  7. ...Or a benevolent and good Earth Dragon? Really, one of the biggest disappointments as far as dragon and dragon lore in Fire Emblem goes is the fact that a lot of it is black and white, and no matter what the universe, dragon conventions as a whole tend to stay the same. Divine Dragons are almost universally portrayed as good, benevolent, wise, and such, whereas Earth Dragons as a whole tend to get the shaft by being portrayed as overly prideful, violent, and generally unreasonable. It wasn't until Tellius that we got dark-based dragons that weren't completely evil (and one of them is still antagonistic in that he's overbearing and strict), and that hasn't been a thing since then. A role reversal of the two would be extremely refreshing in my opinion. Give me an arrogant Divine Dragon so convinced of her supremacy that she looks down upon the little human insects. That she believes that they should worship her, that she is the perfect form of life, and that all others exist only to serve her. (Or him and he, since I'm all for more male Manaketes in the series in general.) I find Ashera a good/refreshing villain in the vein that she's light-based and an incarnation of order, but antagonistic, whereas her dark- and chaos-based counterpart is an ally and good. So would you want to see an evil or villainous Divine Dragon? Why or why not? And what other changes to the common dragon lore/conventions in the series would you like to see in future games and why? As a side note: Spoilers for Shadows of Valentia below. Do not open spoiler if you don't want to know.
  8. * Has there even been a stronger monster mod for The Sacred Stones that improves the strength of the monster classes? The closest I've seen is the old monster quest mod, which gave revenants the ability to steal, and merged the Skeleton weapon variants into one class. * Has there ever been a hack almost entirely focused on fighting Monster classes instead of humans? This would of course need more weapons, and stuff for the monsters to use, such as a healing monsters. Manaketes could possibly be added too? * Has anyone ever implemented a class that uses physical, and magic weapons? Is it even possible with the GBA engine? * Have people ever tried making more Dragonstones for Manaketes to use? As in a new Dragon transformation, and weapon? Or added the Manakete class to Blazing Sword.
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