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  1. Update: @Cysx will be helping to collate future information. Check out their own master post here! @kienquocsi will also gather their findings, including some Japanese translations. Here's their bulk post! LAST UPDATED JAN 5TH 2023: Added Emblem Micaiah and Armor unit info. P.S. The above timestamp does NOT speak for the earlier linked posts which are being maintained separately. If something's missing here, they'll likely have you covered 🙂 With the new burst of Emblem Ring info I thought it'd be nice to have a place to keep track of all the gameplay minutiae, for people who want an easy to access way of knowing what's changed from previous titles. Hopefully you'll be able to help fill in the holes I miss. EMBLEM RINGS: Each Ring has a Bond level with a cap of 20. Skills and weapons are unlocked as that level increases. We've seen screenshots (such as this one) where Bond seems to cap at Lv 10 instead. However we've also seen hints of maps based on prior FE titles, so my assumption is that we'll need to complete an Emblem-themed Paralogue to unlock further Bond Levels (maybe 20 isn't the cap either?) We don't yet know if Bond Levels are tied to just the Ring in question or between specific Ring + Unit combinations (i.e. we don't know if you have to farm Bonds with each character you want to use a given Ring with). Emblems grant the following perks: Stat bonuses (these bonuses also increase with the Bond Level) Synchro Skills (that are active as soon as you equip a Ring) Engage Skills and an Engage Attack/ Engage Technique (that are only active while Engaged). Techniques are non-combat special moves. When Engaged, the base unit also gets access to the Emblem's current inventory. Engaging can only be done with a full Engage meter and has a three turn limit (though we've seen units with a 4 turn countdown too). The Engage meters we've seen so far have seven segments that fill up by defeating enemies (Alear's Prf sword, Liberation, has an effect that fills an entire segment when defeating an enemy: it remains to be seen how difficult it'll be for other units/ weapons). The Engage meter can be filled completely by ending a turn on a tile marked with a blue circle, called "Emblem Energy" in Japanese. Aesthetically, the Engaged character's outfit will change to a mostly-white one based on the Emblem's attire, their hair will change to a color associated with the Emblem (e.g. faded blue for Marth, lilac for Sigurd) and they will have "wings" based on their Class' Style (see below). In Alear's case, only the blue parts of their hair will change. With the exception of Sigurd, the "associated color" seems to be the color of the flame each Emblem holds in the mural. P.S. I assume each Emblem will let you use their signature weapon at a high enough bond level, but we only know for sure with Sigurd and Byleth so far. Marth and Corrin have the Falchion and Yato on their persons though, so... (All weapons that are shown equipped by their Emblems but not yet in the lead character's inventory will be marked with (?) after them.) Marth: Beginning Emblem Equipment: Rapier, Mercurius, Falchion(?) Synchro Skills: Perception (increased evasion), Break Defenses (if you break an enemy, gain an extra attack at 50% strength. Stacks with Divine Speed), Unyielding (if unit has <20% of max HP at start of turn, gains 20% HP). Engage Skills: Divine Speed (grant an extra attack with 50% damage, Dragons gain HP equal to damage dealt)*. Engage Attack: Lodestar Rush: deal 30% damage 7 times, 9 times if equipped by a Dragon/ Mystical unit**. Sigurd: Emblem of the Holy War Equipment: Ridersbane, Brave Lance, Tyrfing Synchro Skills: Canter (grants a fixed "Canto 2". Can be upgraded.), Gallop (+5 movement for non-cavalry, +7 for cavalry). Momentum (grants +1 Atk for each space moved before initiating combat. Only applies to the first attack). Engage Attack: Override: deal damage to all enemies in a line and move to the other side of that line. Celica: Emblem of Echoes Equipment: Seraphim (effective damage against Corrupted enemies), Recover (staff), Ragnarok (seen in inventory but only used with Warp Ragnarok thus far) Synchro Skill: Holy Stance (can be upgraded. 50% of damage taken from Corrupted enemies is inflicted on those enemies as well; HP can be reduced to 0 this way), Resonance, Favorite Food Engage Skill: Echo: can attack twice with 50% damage each time. Each attack costs 1 HP (Echoed attacks can still double). Engage Attack: Warp Ragnarok: warp within attacking range (1-2 tiles away) of any enemy within 10 spaces and attack (costs 1 HP). Flying units can warp up to 15 spaces away instead, while Mystical units deal 20% more damage. In Celica's trailer we saw someone able to warp a max of 16 tiles, which suggests the warp range is upgradable somehow. Other Engage Attacks may be upgradable too. Lyn: Emblem of Blazing Equipment: Killer Bow (increased Crit rate), Mulagir, Mani Katti**** (Mani Katti may be the second weapon unlocked instead) Synchro Skill: Desperation: you can make a follow-up attack before the foe can counterattack. Engage Skill: Call Doubles: create afterimages that can attack alongside you in Chain Attacks. They also draw aggro from nearby enemies. Engage Attack: Astra Storm: use a bow to deal (low?) damage x5 from a distance. Covert units get an additional +10 to the range limit. Corrin: Emblem of Fates Equipment: Dual Katana (reverses the weapon triangle), Kodachi, Dragon Fang***, base Yato(?) Synchro Skill: Dragon Vein: change the terrain based on the unit's battle style. Dragons can choose which of these effects to use: Vein of Protection – creates earth pillars that boost Def/Res. For Backup? Vein of Water – creates puddles that lower Avoid. For Cavalry. Vein of Mist – creates mist that boosts Avoid. For Covert. Vein of Greenery – creates ivy that negates Break. For Armoured. Vein of Succor – creates a glow that heals HP per turn. For Fliers. Vein of Flame – creates flames that inflict damage per turn. For Mystical? Vein of Ice – creates ice pillars that hinder movement? For Qi Adept Other Synchro Skills: Dreadful Aura (attacked enemies and those adjacent to them have movement locked to 0 for 1 turn), Dragonic Hex (decreases enemy stats after battle) Engage Attack: Torrential Roar (damage three enemies in a line AND change terrain below them to Vein of Water) Byleth: Emblem of the Academy Equipment: "Heroes' Relics": Byleth will grant equipment based on the user's class style (we don't know if each weapon is exclusive to a given class though). Equipment seen so far (judging by Blutgang, each may retain the effective damage granted by their combat arts in FE16): Dragon: Aymr, Creator Sword, Vajra-Mushti Backup: Blutgang (effective against Dragon and Cavalry enemies) Flying: Luin Covert: Failnaught Mystical: Thyrsus (magic attacks get Range +2) Qi Adept: Rafail Gem (Dancer only?) Cavalry: Areadhbar Armored: ??? Sync Skill: Divine Pulse: If you would miss an attack, Byleth gives a chance of it hitting. Engage Skill: Instruct: boosts a given stat for all allies within two spaces. The stat is dependent on class style: Dragon: +3 to all 7 stats. Flying: Res +5 Mystic: Mag +4 Backup: Str +4 Qi Adept: Lck +10 Cavalry: Skl +10 Covert: Spd +5 Armored: Def +X? Engage Technique: Goddess Dance: all allies in cardinal directions get stat boosts (based on the above breakdown, perhaps?) and another action. (Unlike the other Emblems covered thus far, Byleth doesn't seem to have a specific style of unit he works best with, instead offering unique features to all of them - outside of maybe Dragons getting more weapons.) Roy: Emblem of Binding Equipment: Wyrmslayer, Lancereaver, Binding Blade(?) Synchro Skills: Endure: If your HP is >30% at start of combat, any fatal blow will leave you with 1 HP instead. (Possibly a reference to Binding Blade's innate healing?) Engage Skills: Transcendence: Raises your level by 5 and can breach the level cap (of 20). Dragon characters get 6 levels instead. Engage Attack: Blazing Lion(?): attack enemies three spaces in a horizontal line before the unit (with a second row behind it for Dragons) and sets the terrain on fire in a 3x3 square right in front of you afterwards (similar to Corrin's EA). This fire "hinders movement" (either by inflicting damage as per tradition or straight up denying movement, we don't know). Leif: Emblem of Genealogy Equipment: Like Byleth, Leif has a variety of weapons available (a reference to FE5's Master Knight). His Engage Skill lets him switch to advantageous ones on the fly (see below). Weapons seen: Light Brand, Killer Axe, Master Lance (1-2 range brave lance) Synchro Skills: Vital Shift: reduce damage taken if WTA exists against foe. Vantage Engage Skills: Adapt: When attacked, automatically change the equipped one to one with WTA over the foe. Engage Attack: Tetra Trick: A four part attack with a sword, axe, lance and bow. Can break sword, lance and axe units. Qi Adepts can break all enemy weapon types. Eirika/ Ephraim: Emblem of the Sacred Equipment: Rapier (both?), Sieglinde(?) (Eirika), Siegmund(?) (Ephraim) Sync Skills: Alternate: Freely swap between Eirika and Ephraim, which changes the other available Sync Skills. Lunar Brace (Eirika): boosts damage dealt based on foe's Def, Solar Brace (Ephraim): heal 30% of damage dealt. Luna (Eirika), Sol (Ephraim)? Engage Skill: "Sacred Twins": combines the above Sync Skills into singlular, stronger variants: Sun-Moon/ Eclipse Brace (combines both of the above) Blue Sky (combines "Luna" and "Sol") Engage Attack: Twin Strike: the fused unit and remaining Emblem attack with a sword and lance in unison. So far we've only seen this done with Eirika as the main Emblem: This attack can break both sword and axe units. Ephraim has effectiveness against Corrupted units. Cavalry bonus: Ephraim's damage is increased by 50%. Ike: Emblem of Radiance Equipment: Hammer (this is a unique Hammer that's treated as a heavy weapon, more on that later). Sync Skill: "Resolve" - increase Def and Res by 5 when HP falls below 75% Engage Skill: Anchor; reduce Evasion to 0 but halve all damage taken (Dragon units get 60% damage reduction instead) Engage Attack: "Triumph(?) Aether" - increase Def by 5 (10 for Armored?), Res by 5 and user cannot counter attack that turn. At the start of next turn, release AoE attack to every enemies within 2 tiles and heal proportionally to damage dealt (heal 30% damage dealt, cap at 10 per attack?). Seems to be locked to Sword and Axe (at least not Lance) Micaiah: Emblem of Dawn Equipment: Shine - lights up a 5-radius area around the target after use (so it's going to be useful in fog of war maps). This illumination weakens by one tile at the start of each turn (like torches in past titles). Other weapons are Nosferatu (heals based on damage inflicted) and Thani (effective against cavalry and armor enemies). Sync Skill: Staff Wielder - the wearer can use staves regardless of their current class (as opposed to other Emblems that only unlock other weapon types when Engaged) Engage Skill: Amplify - increases range of staves by 5. Staves will also affect the four adjacent tiles to a target when applied (e.g. healing five for the price of one or changing five tiles of terrain). Engage Technique: "Great Sacrifice": Fully heal all(?) allies at the cost of your own HP becoming 1. Dragons keep 30% of their HP instead. Lucina: Emblem of Awakening Equipment: Noble Rapier Sync Skills: Dual Strike: wielder can Chain Attack even if they aren't of the Backup style Dual Assist: A Backup style unit or one with "Dual Strike" has a 35% chance of performing a chain attacking when a nearby ally attacks. Engage Skill: Bond Shield: has an 80% chance of nullifying damage taken by nearby allies (Qi Adepts have a 100% chance instead) Engage Attack: All For One: all allies within two spaces join in for Chain Attacks. Alear's Dragon style will get all style specific perks. Considering at least some Emblems have two different perks for two different skills, this sets Alear (and any other dragons we get) up as able to get the most out of any given Emblem with such split bonuses, so this is something to keep in mind when planning your loadouts. ABOUT BYLETH (not a spoiler for FE16 or FE17, I'm only isolating it because this is purely speculation)\: * The Engaging with Emblems trailer says this is an Engage Skill, but Alear is seen using Divine Speed without Engaging at 1:04. ** In the Engaging trailer at 4:39, the Mystical Citrinne gets a Type Bonus for this skill, so it's possible that either Mystical units also get the added attacks OR that skill descriptions will change to match Alear's Dragon type when they equip a Ring (the original example showed it getting boosted from the Dragon style). *** We've only seen these equipped when using their respective Engage Attacks so far, so we may need to take this with a grain of salt. **** At 5:04 of the aforementioned trailer, Merrin seems to have Mani Katti in their inventory (based on its appearance in this image). Considering Sol Katti is considered Lyn's strongest weapon in-universe, I'm not sure what to make of its absence even at Bond Level 20. Then again, Byleth's inventory seems to change based on who he's paired with at various points in that trailer, so maybe something similar is happening here. Or maybe each Emblem has their own supply of excess weapons you can swap in and out based on circumstances? EMBLEM BRACELETS: DLC Emblems are introduced inside Bracelets (presumably to avoid plot holes with the "12 Rings" main plot), with the first three of the four DLC Waves introducing some. WAVE 1 (Jan 20th 2023) EMBLEMS Tiki Equipment: Eternal Claw, Smash Tail, Ice Breath Sync Skill: Starsphere's Protection: boost stat growth rates (i.e. increase the odds of stats increasing when levelling up) Engage Skill: Dragon Transformation (turn into a dragon, but we don't know how many spaces this occupies on the map) Engage Technique: Divine Dragon's Blessing: give an ally another health bar. Claude, Dimitri, Edelgard (the active Emblem seems to switch at the start of each turn) Equipment: Failnaught, Areadhbar, Aymr Sync Skills: Working Together Friendly Rivalry: change to a random Emblem at the start of the turn Lineage: Boost EXP gained by 20%. Gambit: Raging Flames (Edelgard). I assume "Wave Attack" and "Ashes and Dust" are here instead when the other Lords are active. Engage Skill: "Combat Art" (some kind of buff?) Engage Attack: "Continuous Flower-Moon-Wind Flash": Attack with Aymr, Areadhbar and Failnaught in that order. CLASSES: Classes are divided into "Styles", that are used to determine (among other things) which Emblems they get bonuses from. Right now we know of the following styles: Dragon - seemingly unique to Alear (as mentioned earlier: Dragons are said to get all style-specific perks from Emblem Rings) Qi Adept - Martial Monk, Dancer (are able to "Chain Guard" when at max HP, which lets them block an attack on an adjacent ally in exchange for 20% of their own HP). Backup - infantry sword/ axe/ lance units (these units can "Chain Attack": if an ally attacks an enemy within their own range, they can join in and attack first - with reduced DMG it seems) Mystical - infantry mages (this style negates enemy terrain bonuses during combat) Covert - infantry archers/ dagger users (this type gets twice the bonuses from terrain) Some (unpromoted?) Covert types such as Thieves have 5 Mov compared to other unpromoted infantry classes' 4 Mov. Flier - guess Cavalry - you have three tries Armored - and the first two don't count. "Flier, Cavalry and Armored" seem to apply to all fliers, cavaliers and armors respectively, regardless of their specific class/ weapon availability. There are nine base classes, each with two branching promotions each (think FE2/ 8/ 15). Of these, one promotion is a direct upgrade to the base class while the second trades some strength in the starting weapon for proficiency in another weapon or a mount. For example, the Sword Fighter (B Rank Sword) can become either a Swordmaster (S Rank Sword) or a Hero (A Rank Sword + B Rank in either Lance or Axe). The secondary proficiency is chosen upon promotion and can't be changed later, a la FE9/ 10's promotions. As you may have noticed, this means classes are once again locked to specific weapons as in titles before FE16. Weapon ranks are also fixed depending on class as in FE4. There are also two "Special Classes" that do not promote: Thief, which can be reclassed into, and Dancer which is specific to a single character, also like pre-FE16 titles. And as with those titles, all classes have a level cap of 20 with the exception of those two special classes. If I had to guess, I'd say those two cap at 40 instead. This isn't proven, but is what happened with Azura's custom Songstress class in Fates. In addition to the above, Alear and the Nobles have unique classes (that otherwise follow the Lv 20 cap rule). Each noble of a given country start in the same base class but promote into unique Advanced Classes. Speaking of Advanced Classes, only these have Class Skills that are unlocked at Level 5 (Special Class Skills are unlocked at Lv 25 instead). List of all generic class stats (as well as one of the Noble's two classes) c/o @Tharne: List of Class Skills and Proficiencies c/o @Hiroki and @Azz: Huge thanks to all three of you! CLASS CHANGING: Class Changing seems to be somewhere between 3H and the 3DS games in terms of flexibility, with some Tellius influences thrown in: Master Seals (can promote to an advanced version of the unit's current class) and Second Seals (can side- or downgrade) return from the latter. Units can switch to any class if they have the required weapon proficiencies (e.g. a character with a talent in axes can promote to any axe class of an appropriate rank). Units can gain other weapon proficiencies from Emblems. Similar to the Tellius games' promotions, there are variants of (some) classes that allow different weapons, e.g. a Hero with sword and lance access alongside a Hero with sword and axe access. WEAPONS/ COMBAT: Weapon durability is gone! Staves (at least healing staves) still have durability though so Celica having a Restore staff could be very helpful (I assume Micaiah will have a staff and/ or Sacrifice too). Weapon durability may have been replaced with a "pros and cons" system a la Fates. For example, some weapons are now called "heavy weapons". When initiating an attack using a heavy weapon (such as Greatblades, Greatlances, Ike's Hammer and Aymr), the user is forced to attack last but will trigger Smash, which pushes foe back 1 tile. If they hit a wall or another unit (i.e the tile they are supposed to go to is occupied), they will be Broken. Heavy weapons cannot double. Weapons can also be forged (adding "+#") to the end of their names. The extent of this is still unknown. Weapons can also be imbued by an Emblem (e.g. here's a weapon with Sigurd's symbol), which grants extra stats based on that Emblem. Each Emblem can only infuse one weapon at a time, but this infusion can be moved around so you aren't locked into a weapon once you infuse it. We've seen some weapons returning from Tellius (e.g. Greatlances) so there seems to be a wider variety of them on offer. On top of the existing weapon triangle returning, we have a new relationship of martial arts (i.e. brawling) beating all ranged weapons. Staves have been split into two categories: red and green. Green staves are healing ones, while I assume red ones are offensive (e.g. "Silence" in older games). About Daggers: Daggers can poison enemies Poisoned units take more damage from attacks and poison can be stacked. Poison can only be cured with Restore Staffs or Antidotes A list of weapons and their stats is being compiled in this spreadsheet by @Cysx. For weapon and skill icons, check out the following image. Thank you for collecting these @Aggro Incarnate, and thank you @kienquocsi for the translations! BREAK: Break is a new mechanic. As mentioned above it can be inflicted by Smashing an enemy into something/ someone, but the primary means of inflicting it is through battle. When attacking with WT advantage, you can "stun" an opponent, leaving them unable to counterattack until their next action. The exact criteria is still unclear though - you may need a high enough weapon rank as well (or maybe a higher rank than the opponent has for their weapon), since we've seen some examples of WTA attacks not breaking the enemy. Breaks can happen in the middle of a fight too, so you can stop an enemy from countering and immediately follow-up if you're fast enough! (I assume Marth's Break Defense makes this easier to do.) However, Armor units are immune to being broken due to WT disadvantage. It's unclear if Smashing can still break them though, or if there's going to be any skills that allow breaking them in battle anyway (like the aforementioned Break Defense, possibly?) OTHER: Characters also gain equal SP in battle to the regular EXP, though we don't yet know what this is used for. Skill assignment as in FEH, perhaps? So far the UI shows room for 8 inventory items: five for each character (with their currently equipped weapon separated from the rest) and three items from their Ring. As mentioned at the end of the Emblem Ring section, it's possible that the Emblems' inventory can be customized or varies for each recipient, so I wouldn't be surprised if they all have more than just three possible items to offer, not just Byleth and Corrin. Not a technical detail per se but maybe an important one lore-wise: all the Emblem characters are explicitly referred to as "Emblem X" (e.g. "Emblem Marth") in subtitles and by Marth himself, so they seem to be copied from other worlds and not taken a la Heroes. They also all have purple eyes instead of their natural ones to further demonstrate this. The Spirits of the Fallen mechanic from Three Houses is back. If you had an online membership, these would appear on the map where other players died (yellow spirits) or their enemies died (purple spirits). Stepping on the former spots would grant EXP and restore weapon durability (maybe they'd add to the Engage Meter here?) while the latter gave items. Just like Dark Souls! Units can be poisoned. The "Xs" next to each of those units may indicate either deeper levels of poisoning or be a countdown until it is healed. Treasure chests are returning, as are thieves that will try to loot them and escape from the battle if you don't catch them in time. Paralogues are present. Buildings you can enter to talk to NPCs are returning. Enemies that can destroy those buildings are also present. Locked doors are present, but these can either be unlocked or broken down (like walls in past games). Breakable walls also seem to be present. DRAGON'S TIME CRYSTAL: This is this game's Divine Pulse/ Mila's Turnwheel. We don't know if damage and accuracy are pre-rolled a la 3H, but it can be used to undo your actions if you make a mistake. Normal difficulty gives you unlimited uses while Hard and Maddening give you ten, though it's currently unknown if this is the starting or even a fixed number of uses. --- I didn't want to talk about characters or plot since that could get spoilery (and I wanted this to act as a source for pure technical info, like a preliminary wiki even). Please let me know what I missed!
  2. Wanted to share this on here. There's not much new information, but we do get a glimpse of what characters look like in different classes. I found this one really enjoyable to watch. Would appreciate one of our super sleuths to analyze it further!
  3. Most players that are somewhat familiar with this game's mechanics know that when you rescue another unit they get put below you, then right if below is blocked, then left, then up. Somewhat more advanced players will also know how rescuing works if all adjacent tiles are blocked, and will know that rescue will try to avoid terrain. However from what I can tell there hasn't really been an understanding of how exactly it avoids the terrain. There may be some individuals who have figured this out before (although I've talked with other good Awakening players about this), but at the very least I couldn't find a place that actually explains this, so this knowledge is somewhere between undiscovered and whispered folklore. I will state that this has been the result of testing and observation rather than reverse engineering and hacking. As such there's a chance that there are mistakes or weird edge cases I failed to test for. The biggest (and most unintuitive) revelation here is that rescue positioning is decided based on the movement of the person to be rescued (from here on rescuee), rather than the actual tile distance. The reason terrain is usually avoided is (as far as I understand) because it takes most classes more movement to enter them. This has some different implications. Most simply if you rescue a flier or a unit with Acrobat it doesn't care about terrain at all. More relevantly though, it means rescuing cavs and rescuing infantry has different results when the only adjacent tiles have terrain on them. In a typical situation where the space below, right, and left of the rescuer are blocked and the tile above has a woods on it, a regular infantry class will be rescued into the woods, while a cav will be rescued two tiles down. This is because the woods are "further away" from the rescuer than the tile two spaces down (assuming everything else is plains). Furthermore, rescuing takes pathing into account. Assuming everything is planes, if all four adjacent tiles are blocked it will rescue the rescuee two tiles down. However, if all four tiles are blocked and the tile below the rescuer is woods, it will rescue a (non-flying) unit one tile down and one tile right instead even though the tile two spaces down does not have terrain. This is because there is a 2-move path from the rescuer to the down right tile, but only a 3-move path from the rescuer to the down down tile. An important thing to note here is that if you rescue a non-moving unit (such as Tiki in her paralogue) they are not considered to incur terrain penalty (so they will be treated the same as fliers). A last note (that was technically already mentioned) is that actual-tile-distance is a stronger tie breaker than directionality. This is why in the three-tiles-blocked-and-the-above-space-has-woods example earlier put the infantry in the woods despite having to put them upwards. To conclude, the algorithm for deciding which tile the rescuee is put in works like this (to my knowledge): 1) Pick the tiles that take the least movement for the rescuee to travel to from the position of the rescuer. 2) Of those tiles, pick the ones that have the least actual-tile-distance to the rescuer. 3) Of those tiles, pick the ones that's furthest south. 4) Of those tiles, pick the one that's furthest east.
  4. EDIT: Changed issue #4. EDIT: Changed the issue and reason for #5. EDIT: 14. Bow range isn't high enough. Explanation: Not only can magic counter bow attacks at 2 range, they can also hit the user up close at 1 range so there isn't a counter attack, and throwing weapons can do the same thing, bows are the only weapons that can't attack either without a counter attack, the range should at least be 2-3 IMO. EDIT: 15. Mounted units should be unrescueable, should be able to rescue unmounted units, but shouldn't be able to move again without the Savior skill. Explanation: Mounted units are very if not too good. EDIT: 16. Boss weapons should be unbreakable. Explanation: I see little reason for the change to be done in the vanilla game if issue #1 on my list isn't done, but if it is then it needs to be done. EDIT: 17. One or all the stat boosting items need to be nerfed, especially the Angelic Robe, maybe (please don't quote me on this) to +3 instead of +7, and to +1 instead of +2 for the rest, then make them more available through unique acquirement circumstances, like a hard to reach chest on a limited turn map, a hard to reach village, a unique purchase from a NPC merchant etc. Explanation: Stat boosting items can fix a weakness (or weaknesses) in a character that make them distinct and unique among the cast, while I think they should stay I also think they should be nerfed, especially the Angelic Robe, and then players can acquire more in the game as a reward for something impressive they do. EDIT: 18. Most classes should only use one weapon. Explanation: If characters could use multiple weapons it could allow them to have the WPN Triangle advantage almost always which makes things much easier for the players especially if they are in good terrain. 1. Weapon and stave uses are too high, making the uses redundant (hence Fates Infinite uses). Explanation: It allows you to stack weapons in your inventory and never use them, (we've all been there,) and allows you to just use silver weapons or Killer weapons with little worry, with reductions of the problem it makes the sell prices go down a lot more per use, so if you acquired a new weapon by exempli gratia an enemy drop, selling it could be a lot more useful than just chucking it into the supply. 2. Vulneraries and Elixirs have too many uses, they should have only 1 use IMO. Explanation: This gives too much forgiveness to the players and allows them not only to heal three times but to heal, then have another unit trade it to their inventory and heal them, and then rinse and repeat once more or more depending on the number you have, compared to the enemies who can do it only once if that, or if a boss has an Elixir/Vulnerary and is a tank it just prolongs his/her inevitable end (imagine Lunatic Grima with a 3 use Elixir **shiver**) when it could have just one use and bam use it once they can't use it again. 3. Terrain gives too much avoid. Explanation: This is again so the player gets less favor from the mechanics because the player will reach the better terrain first, but this also helps the players if an enemy Swordmaster got in a mountain or forest which is unlikely, if you're a good FE player but it's still something. 4. Most GBA playable characters base stats are too high, except characters who already have low stats like Nino, Amelia and Ewan. Explanation: This is so leveling up is a lot more varied, even until the end of a players level ups and of course **because of the 30 stat cap,** I don't want enemies or players to be capped in every stat by the end because that takes away from the variability of the game, when members mentioned 'stat inflation' I set out to fix the problem, here it is. The 30 stat cap GBA limit is also why Nerf > Buff for the GBA. @MeatofJustice 5. Weapon stats aren't balanced. But specifically all weapons may need more hit rate maybe 5+ or 10+, and I guess the Killer weapons need to be nerfed, also I think the iron weapons MT needs to be reduced or bronze weapons need to be added. Explanation: Most enemies have low skill and luck, giving more hit to weapons will balance out this difference and make the players hits more likely to succeed and the enemies, not just the players, this way if the player had an 80% chance of hitting they would have 85 or 90 instead, and when it comes to already high percentages higher is even better, the Iron weapons MT being reduced or Bronze weapons being added makes the Def or Res stat better and armor knights as well. also MT of weapons can be in the player's favor as well, like the Silver Sword, which does unusually high damage (only one less of the Silver Lance???) and is a weapon the player will mainly be using, specifically the protagonist. 6. Important enemy boss character stats aren't high enough on Normal and higher difficulties, **this does not apply to easy mode.** Explanation: If there is an important boss like Lyon for example, without strong units I don't think surviving his attacks should be guaranteed because that makes him dangerous and rewards players for good strategies. **this does not apply to easy mode.** 7. Defense and resistance stats maximum at 30 isn't high enough. Explanation: Weapon MT being too high causes this to be a problem. 8. Weapon MT is too high and goes past 30 Atk too easily to 40-50, and so makes beating a general easy because of the 30 Def/Res cap. Explanation: I agree with Zmr nerfing weapon MT or class Str caps isn't a good idea. 9. Base classes should have varied class caps, so that a base class can't go too high in every stat. Explanation: Stat boosters are what can make this a problem if a player with a Mage got two Dracoshields and kept first/one turn resetting for Defense they could have about 10 or 12 Defense, or if they got two speedwings could have 16 or 20 Speed which I feel is too much. 10. Weapons, staves, and items don't cost enough. Explanation: Most of the time at the end of the game you have too many weapons in the inventory and haven't used many, this will reduce how many weapons you can keep and makes enemy weapon, stave, item drops, and chests, much more appreciated. 11. Class base stats, need to be balanced better. Explanation: Most Magic classes have odd very low Atk or Magic stats, the Soldier class is pathetic, the Assassin class has the OP lethality and odd bases (that are just as good as a Theif's? W-what???) The mercenary classes base stats are too high etc. 12. (For FE7-8 only.) WPN TRI. improves/reduces Hit and Avoid too much at 15+ or - Hit and Avoid, I recommend 10+ or - Hit and Avoid. Explanation: Enemy and player balance again. 13. The text speed options aren't useful, and the normal text speed is slow. Explanation: The Slow and Normal option is what I'm talking about here I should have mentioned that, who uses those two options? I think everyone can read just fine without the slow text speed, and the FE6, FE8, and JP FE7 text speed I still find slow on normal. **----------------------------------------------------** Here are some of my opinions on the issues with the GBA games, they are of course also some small problems I have with: The Sacred War and Project Ember hacks. In case anybody is working on a hack and wanted to improve the gameplay of their games, some issues to consider could be here. Concerning why I consider these problems: Let me start by saying for me I feel most FE games unfairly favor the the player, with broken weapons (like the killer, silver, reaver, and throwing weapons) and characters especially because of there high base stats and high growths, I feel the 'strategy' element of FE is made too easy to disappear because of the problems I've pointed out, and so you know, I'm talking about the GBA FE games on their Normal difficulty level, Hard or higher can be just as easy IMO, but takes more grinding, if you don't farm EXP you could have a very annoying time finishing the game, and might even get stuck mid playthrough, a very good example of that is the final chapter of PoR on Hard mode but it's BEXP LV up resetting instead of EXP farming, (assuming you didn't know about the Wrath and Resolve combo and didn't get Nasir) if you weren't carefully increasing Ike's stats and getting certain scrolls you can get stuck at the end. If you played on Normal, of course, the beginning has medium difficulty, but as you play through the strategy element disappears or reduces, the player becomes laidback and IMO just slogs through the game with boring bosses and enemies, to make characters even better you have broken stat boosters that can fix pretty much any stat, especially the Angelic Robe which gives a large HP increase of 7, think about Seth, Ike or Ryoma only FE playthroughs. The reason why I want most of these changes is so that the game favors the player less and favors the CPU more, and as a result makes the gameplay more balanced between the player and the CPU, so that on any difficulty having a single character playthrough is more difficult, and on the hardest difficulty without farming impossible.
  5. I was doing a silly playthrough that involved stacking a lot of defense, and I ran into a hidden mechanic, so I thought I would share this fun factoid. There is a second stat cap. Even with bonuses, stats cannot go over 99 (except HP, which is not displayed under "stats" in the unit details window). The normal stat caps for units are low enough that it is quite difficult to hit this second stat cap. Here's how it works: Let's say you have a Balthus with 84 defense normally, and he has Defense +2, Defiant Defense (+8), Rally Defense (+4), King of Grappling (+6), and cooking bonuses (+3). Even though that should add up to 107 total defense, it displays as 99 defense and both combat calculations and the stats total counter treat it as if you only had 99 defense. Bonuses to stats from cooking and abilities (including rallies) are limited by this. Protection, Resilience, or Attack/Mt bonuses (usually from accessories, weapons, and battalions) still stack above this limit and allow you to reach 100 or more in these derived stats. Damage reducing or damage increasing abilities (such as Flayn's Lily's poise, or the Enlightened One class's Sacred Power) also appear to stack beyond this limit, though I have not tested all of these. At first, I thought this was a bug. I used rally defense to try to survive 10 elites buffed Nemesis' Heaven's Fall combat art (which has 142 attack), and it did not help at all. The attack still dealt the same damage. But when I looked into the cause, it seems like this is an intentional power limit. One that is unlikely to come up in normal play, but can limit certain builds, especially in regards to fully buffed Nemesis.
  6. So, I just started painstakingly recording all of the rewards I get for feeding these animals: Spreadsheet here As you can see, this would take forever to fill out with enough info to be statistically significant. My progress alone will be incredibly slow. If you want to help, feel free to make your own copy of my "Template" sheet for your own records. Then, link it here so that I can copy it from time to time. I'd be grateful. If the way this system works is known, I would very much appreciate an explanation or a link to one. Even if it's just a theory.
  7. Level ups in FE games are mostly simple affairs - you gain a level, every stat has a chance of increasing, and that's about all that goes on, right? Well... not quite. A lot of FE games do small things to tilt the odds in your favour, from forced stat gains to hidden mechanics that raise growths. I wanted to have a bit of a think about those, at least out of the games I'm familiar with, and talk about what I'd like to see come back. In fact, so many that this post became MUCH longer than I initially expected. So, If you want to skip to the interesting bits, just skim through to the stuff in bold. I'll try and highlight the most interesting areas. As mentioned, and just to spell it out for those not familiar, typically when you level up in a FE game, each stat has a chance to increase dependent on the character. Often, this is the only thing that matters, for example if a character has a 60% HP growth, then every level up has a 60% chance to increase HP - previous level ups don't affect anything, there's no pattern to be followed, so sometimes you can simply get unlucky and get very low stats, and other times get lucky and get very high stats. This is the basic "standard" level up method I'll be referring to. Now, I also want to highlight this here before going on - the standard method is totally fine. Stats in FE games follow the binomial distribution - in short while there is a chance to get really blessed or screwed in a stat, on average stats are average (big shock). The standard deviation of a stat - the average distance from the exact average value - is probably less than you might think. FE1 to FE3 - I'm not especially familiar with these three FE games - I've played the remakes only. But there's an interesting bug in these games which leads to only certain "patterns" of stat gains existing. In short the random numbers (RNs) generated are extremely predictable, only 256 possible patterns of RNs for the entire level up, leading to characters having a small set of possible level ups they can get. Marth for example has only 14 such patterns While this seems like a flaw in the design and not an intentional mechanic, it does have some interesting consequences. For instance looking at FE1 Marth above, you can see he's guaranteed at least a two stat level up, but also can never get more than a five stat level up. FE1 Jeigan as another example, can gain both HP and Skl in the same level up (in 6/256 cases, or about 2.3% of the time), but otherwise all of his other stat gains are independent. You can't have a great Jeigan level up where he gains HP, Spd, Str, Skl all at once. In a way, this ends up smoothing out RNG a bit - looking at a single stat on its own, it's random as in the standard level up method, but here all of your stats are NOT independent of each other - a Marth with very low speed for example would expect to have very high Skill. Have a look at the chart I linked above and you can see that Speed and Skill never overlap - so if you told me your FE1 Marth had gained no speed in 10 levels, I would probably guess they had gained around 7-8 skill, because you gain Skill ~76% of the time when you don't gain speed. It's not really a mechanic which directly helps or hinders the player, though it does make the chance of a unit getting heavily RNG blessed or screwed significantly lower, since for many characters they will be guaranteed to get at least one or two stats. FE4 (Genealogy of the Holy War) - compared to the above, there's not actually a lot to say here. There's a second generation mechanic, which adds up the growths of one parent with half of the other, plus holy blood... but it doesn't really affect how level ups work directly. The one big interesting thing here is another bug - I don't fully understand it but in short, sometimes the game "runs out of RNs" somehow, typically in the arena, and you can end up getting blank level ups even in stats with 100%+ growths. Basically, another bug, but this one is purely hostile to the player. AFAIK recent translation patches also include a fix to this bug. FE5 (Thracia 776) - I'm not very familiar with FE5, but from what I know it has a pretty standard level up system, just it also adds Con and Move as stats which can level up as well. Which is pretty crazy (Mekkah's boy Ronan, with 9 move from his Ironman run, was fun to see) but really there's nothing special going on with the level up mechanics that I'm aware of. If you know of anything funky it does with level ups, let me know in the comments! FE6 to FE8 - These three all have one interesting quirk. If a unit would gain no stats on level up, ignoring stat caps, then the game re-rolls the entire level up, and it does this a second time if you'd still get no stat ups - meaning you get up to three attempts to gain at least one stat. Note the above point about stat caps though - character with at least one stat capped will get 0 stat level ups moderately often, since the game considers a successful roll on a capped stat enough to prevent a re-roll, even though you can't actually increase the capped stat. This is a simple enough little system, and helps to avoid those frustrating 0 stat level ups, at least until the mid-lategame when units may cap some stats. The overall impact from this is actually pretty small for most characters, the odds of rolling a 0 stat level up are low on most characters - even for e.g. FE7 Marcus it's only about a 3.6% chance, and for most characters it's more around 1-2%. But it does mean that about 1-2% of your level ups will be an average of around 2.5-3 points better, so it has some positive impact on your stats. It has the most positive impact on characters with generally low growths, and no high growth, for example Yodel and Niime would have a ~25-30% chance of getting a 0 stat level up, so a pretty significant chunk of the time they simply get to reroll their level ups. Nifty. FE9 (Path of Radiance) - AFE9 has some VERY interesting things to talk about - and is one of the two things that really made me want to talk about level ups. The default random mode doesn't have any protections against 0 stat level ups that I'm aware of (there may be one - let me know if you know of one), but also growth rates are generally higher than previous games. Still overall the game just uses the standard level up model. There are many things that affect growths in weird ways here. Firstly there's a few accessories that increase growths, though that isn't even new or unique here so whatever. Secondly is BEXP, which can let you level up characters in the base - and if you want, save scum for good level ups. I don't recommend it but hey, if you want to do it then nothing is stopping you. And thirdly, the Blossom skill. This one also appears in FE10 and works the same way in both - it lets a character with the skill get two chances to increase each stat, on each level up. For example Sothe has a 60% HP growth. With Blossom he gets two 60% rolls, and if either procs he gains HP - so it's only a 16% chance to NOT gain HP (40% x 40%), i.e. an 84% HP growth. But of course the REAL interesting topic is Fixed Mode. Fixed mode is a whole beast of a completely different level up system. I could explain in detail but I'll just summarise, and leave this link for if you'd like to read more. In short: In fixed mode, characters will broadly follow their average stats. There's a bit of deviation, partially due to how the initial points are set up, partially due to class and weapon modifiers, and partially due to rounding errors, but the big idea is that characters can't get RNG blessed or screwed, they stay close to their average. Now, there's definitely some interesting things you can do with BEXP once you understand how the rounding works. The Bonus Experience Manipulation page on the above link explains more, but basically if you give constant chunks of some amount of BEXP in Fixed Mode, you can basically round their growth rates up and get extra value. 2 EXP at a time tends to work well for many characters, lots of growths in the 25-50% range that go up to 50%. Like with save scumming, I don't really recommend it - a big time investment for what you get, but if you don't mind the extra time investment it can be a way to get higher than usual stats. Personally, I'm not really a fan of the way the quasi-random aspects of fixed mode work (seems really random to tie it to weapons and enemy), and the rounding issues are also a bit annoying, but I do love the idea of having a fixed mode option. And I'd like to stress the OPTION part of that. I also enjoy the random side of FE level ups, so I'd still be happy for that to be the default, but also having the option to play with that one random part turned off when desired is so, so nice. I would very much like future FE games to have a fixed mode. FE10 (Radiant Dawn) - FE10 was the first game to have a guaranteed stat gain system. Characters will always gain at least 1 point in a stat they haven't yet capped, every level up. Even if you set all growths to 0%, they then start gaining HP every level up (I believe). It's a simple and explicit way to avoid blank level ups, and it does seem to have stuck around in many recent FE games. The BEXP system in the game has been revamped slightly, characters now are guaranteed to gain 3 stats from BEXP levels. Stat caps don't matter either, if you've capped 5 stats, well enjoy gaining the three you have a 15% growth in, every BEXP level. It's definitely an easily exploitable system, and will generally lead to your characters getting much higher stats in the lategame than their written averages would suggest. It's also very odd in how it distributes stats. Higher growths are favoured dispropotionately by BEXP. For instance if you gave 100 BEXP levels to a character, you might find they gain the 60% growth stat 80 times, and the 30% growth stat only 20 times, about four times as often despite the growth being only twice as high. If anyone knows the exact details on how this works, I definitely would like to hear it. FE11 (Shadow Dragon) - The other big game that inspired me to make this post. Shadow Dragon has a little known and oft misunderstood feature called Dynamic Growths. Dynamic Growths, if you read the Serenes Forest page on Dynamic growths you'll probably be more confused than anything - but in reality it's a very simple system. For every 0.1 points below average a stat is, you get +1% growth in that stat. Stat booster gains are ignored, and... that's it. That's everything that Dynamic growths do, in a single sentence. Well, okay, there's potentially some rounding weirdness that goes on, and the SF page does claim it's from testing and not reading the source code (if anyone HAS read the source code and can add extra details please chip in! Wishful thinking probably...), but for the most part, that's all it does. Cavalier Abel is 1.2 points below his speed average? You've got +12% speed growth (62%) at the moment. He levels up speed and is now only 0.7 points below average, now it's +7% growth (57%). Get two more speed level ups and are now slightly above average? You don't get penalties from dynamic growths, so it caps out at the default value, 50%. Dynamic Growths are awesome and should really come back in some form. They basically work as a cushion for characters who are getting RNG screwed. Stats that have fallen well below average start getting moderate bonuses to growth, preventing them falling too far behind or in fact letting them catch back up pretty effectively. Having quickly simulated 1000 times in Excel, an Able who falls 3 points of speed behind in his first 6 level ups (i.e. no speed gains), on average is only about 0.15 points behind in speed after 20 more level ups - so that RNG screwage early gets mostly caught up over time. You're still gonna feel being slow for a lot of the game of course, it doesn't just make bad RNG irrelevant - but it does help units bounce back a bit and keep up with their averages. Personally, as you can probably tell, I REALLY like the Dynamic Growth mechanic. It provides a gentle push towards character averages, without being as heavy handed as fixed mode. It's a purely beneficial mechanic for the player in its current form as well. I'll talk about it more in a conclusion at the end, but I'd actually have preferred it slightly if it could push in both directions, both reigning in an RNG blessed character as well as propping up RNG screwed ones. Anyway, asides from that this game doesn't have too much going on with its level ups. There's class changing, which can modify growths, but the level ups still work as normal. FE12 (New Mystery) - Sadly, the Dynamic Growth system from FE11 is gone. Probably it was included due to FE11's generally lower growths and with FE12 ramping up growths, they thought it was unneeded. The interesting level up weirdness here is the Drill Grounds, which work a bit like FE10 BEXP giving a fixed number of stats - only the fixed number has some variability, and is based on a character's total stats. It's also less weighted towards their best growths than FE10's BEXP as far as I'm aware. Not a whole lot to say here. FE13 (Awakening) - Perhaps the most generic game for level ups in the series. I'm not aware of a single weird quirk that goes on with growths in level ups in this game, at any point. Which considering all the other jankiness in the game with kids, Second Seals, Pair Ups, skills, personal stat caps and so on, is unusually... normal. Let me know if I've forgotten anything. FE14 (Fates) - On Lunatic difficulty, Fates pre-rolls all of your level ups for the entire game. This means you get the same level up every single time. In theory I guess you might be able to plan ahead if you play maps and see what stats you'll gain, and/or gain slightly more stats by changing classes sometimes, but realistically it's more something to control players resetting to try and get good levels I suppose. Asides from this fun little mechanic, nothing really stands out to me. I don't think the game has forced stat level ups, but let me know. FE15 (Echoes: Shadows of Valentia) - Yet again, another game with not much to say that I can think of in terms of level ups. Though I'm not that familiar with Echoes either - if there IS something level up related that's odd, let me know. Maybe it has forced gains of at least 1 stat? Not certain. Echoes gives characters who would gain no stats a +1 HP level up. So there's that, at least. FE16 (Three Houses) - Finally (sort of), Three Houses has one fun quirk. You know FE10 had guaranteed single stat levels? Well, Three Houses doubled down on that and has guaranteed TWO stat level ups, but only for students and Byleth. Church and Knight characters don't get this boon, so can gain 1 or even 0 stats. Being guaranteed at least two stat gains isn't a huge difference but it will give you a few extra stats you otherwise wouldn't, even with the generally high growths in 3H. For example, by my estimate Felix (Noble) has a 6.0% chance to gain 1 stat and a 0.9% chance to gain 0 stats on a level, so on average he gets about 0.078 extra stats per level up from this rule - or about a total growth increase of ~8%. As he changes class it becomes less relevant, e.g. as a Grappler he drops to a roughly 0.1% chance to gain no stats (thank you +40% HP growth) and a 1.6% chance of gaining just 1, so more like an average of 0.018 points of stats per level. Basically, it's a small subtle bonus early in the game, likely to give you a couple of extra points across your team, while later it's a very small bonus only. And that's it! All the games in the series. Well, except there's a few spinoffs to mention. I haven't played TMS#FE so can't comment on that one. FE Heroes has semi-random level up patterns which can be determined through certain observations, but mostly people don't care - max level stats are fixed barring a stat increase and decrease from a boon and most FEH content takes place with max level characters. FE Warriors actually has totally fixed level ups, and it's all at constant rates as well. I really like FE Warriors personally and did a bit of research into how level ups and stats work there (also it's the only FE game where Luck is the dominant stat), but as far as level up mechanics go, it's as simple as they come. Conclusions Honestly, there was a lot more here to talk about than I expected. Lots of FE games have done weird little things to mess with level ups, from safety nets to mitigate bad level ups, to outright forcing a minimum number of stat gains, right up to adding mechanics that heavily shift how level ups work altogether. Personally, I would really like to see future FE games give us some options regarding level ups. This doesn't have to be anywhere near as in depth as the above. For example, a game could give three options: Random (default), controlled, and fixed: * Random is the default, perhaps forced on a first play through. It does what you'd expect. Great if you want the usual, chaotic FE experience. * "Controlled" is basically a variant on dynamic growths - it would both boost growths of below average stats, and drop growths of above average stats, using the exact same mechanic as the FE11 dynamic growth system (+1% per 0.1 points). This would give stats some degree of randomness, and let them get RNG blessed or RNG screwed, but also at the same time stop stats getting too high or low. This would be great for players who still want a bit of RNG in their stats, but also want some reliability and security that stats will be close to averages. This method could even have different levels of control, e.g. "weak" is just +1% per 0.2 points (5% per point above/below average), so it has a very gentle push towards averages, or "strong" which is +1% per 0.05 points (20% per point above/below average), which pushes stats quite heavily towards their average if you want basically some slight RNG, but otherwise reliable stats. * "Fixed" would be more or less just a fixed stat mode like FE9. Maybe very small amounts of randomness in e.g. initially seeding setup somehow, but otherwise a predictable mode where you can calculate stats. Would be pretty nice for players who like consistency and want something more like a traditional RPG, where stat gains aren't something to worry about. It kind of disappoints me somewhat that Fire Emblem has had several interesting mechanics to help deal with the randomness, but never really stuck with giving players one of these as an option. While the standard random modes are of course fun, it's really nice having an extra option every now and again. And the devs have shown they can make all kinds of interesting level up stuff happen, so please, can it just be an option going forward? Anyway, this ended up WAY longer than I initially expected, and took me close to 2 hours to type up, but hopefully you found it interesting. Let me know what your thoughts are - did you like Fixed mode in FE9? Want to see any old mechanics return? Do you now appreciate my Waifu Dynamic Growths as much as I do? Finally, xpost on Reddit here.
  8. Exactly what the title says, what are you good people hoping to see in Fire Emblem Switch in terms of gameplay? Mechanics, Quality of Life Adjustments, Skills, Classes, Weapon types, ANYTHING you can think of! Personally I want to see two things from the Tellius series make a return. Bonus Experience and Skill Scrolls but I personally would make a few adjustments to them. For Bonus Experience I'd make the special requirements for getting them clear and available to the player by putting them next to the Victory/Defeat conditions so they know what they need to do if they want extra EXP. It never made any sense to me why they decided to hide these from the player and not tell them what they needed to do, it sounds like something a Famicom game would pull and we're YEARS beyond that. As for Skill Scrolls I'd have them work very similarly to the way that they work in PoR only removing the skill from a unit doesn't make them disappear into thin air but instead return to a scroll that you can reassign to different unit. The skill scrolls can either be gotten the old fashioned way via chests and fleeing enemy units or recruitable units can come pre-packaged with skills you can take and slap onto someone you want to have them, adding some customization options for your units. If possible, I'd also make Echoes/Radiant Dawn's Base Conversations make a return since they're great for extra characterization and world-building and Fates' Personal Skills also return since they make each unit feel more unique. I honestly don't care if they bring back Full Voice Acting or not but if they do keep the in-battle voice clips but remove the critical hit cut-ins. I liked it better when critical hits were fast, surprising, and came without warning. The last thing I want to see make a return are Tellius Style Maps the color code which part of the continent fall under which power, though this one isn't as important. Welp those are my thought's, what're your's?
  9. What could Fire Emblem Switch learn from past games in the series. There's a lot of discussion to be had here, whether it be the inclusion of Voice Acting like in Echoes or having Dragon Vein styled mechanics like in Fates. There's a lot to be said of what this new game will take from what it's learned over it's 15 game lifespan. If anything at all, what would you like to see return? I wouldn't mind seeing the return of FoW maps maybe with a dragon vein style mechanic to help disperse the for in certain hidden away areas, for example.
  10. With the April update having come out recently, with Seals, repositioning and all that jazz, I figured I'd start a topic for everyone to brainstorm about what we'd like to see in future updates. It can be soon, or it can be far in the future. Maybe a Nintendo employee will come across this, so let's get down as many ideas as possible! Firstly, I'd like to see Ike in the game. They have the GALL to put him on the title screen, but not IN THE GAME?? RAAAAGEEEEE!!! But in all seriousness, it would be great to see him, along with his Aether animation, which brings me into my next point: Unique animations. Besides their designs, most characters look the same in combat. It gets stale. You'd think an outlaw/assassin would shoot a bow differently than a professionally trained archer. All with his left-handedness and Zephiel's spinny-flare-things are a great start, and I'd love to see more. Live multiplayer. Arena is great for challenging battles, but wen better would be real-time battles against players worldwide. Could do a similar thing to Arena wth ranks and weekly rewards or something like that. And that is a good transition into the next thing... Friendly battles. Let's us have battles with our friends, live and not. It would be a great thing to just bring people together and play against each other to showcase heroes and improve strategies. Then real competitive rings and tournaments could be formed. Heck, there's already tier lists, and those are used in competitive games to judge usefulness of weapons/characters/etc. Pair up mechanics. Now, this is a large maybe, as it may be too OP. Since you can only have four units on the field, actual pair-up would seem pointless. However, of two units are adjacent to each other, it would be cool to have a weakened attack from the unit that isn't attacking. Because if the nature of Heroes, it may have to be 30% of original damage, or lower, opposed to half damage like it was in Fates (and I'm pretty sure Awakening too, I don't think the proportion changed) That's all I can think of for now. Feel free to post anything! Can be characters, abilities, weapons, etc, or something bigger like mechanics or game modes (we already know Defense and Reinforcements will be coming a la notifications) Can't wait to see everyone's ideas
  11. As we all know, pair-up has become somewhat of a staple in the FE series. However, I was thinking: why not make it more representative of actual war? And so, I came up with the idea of flanking. The idea of flanking is that you get a bonus for every ally that is 'covering' an enemy. After all, in a real war, if one warrior is facing ten enemies, (s)he would have to multitask so much that (s)he won't be able to concentrate. So, here's how it could work: If any unit is able to attack another unit, they are 'flanking' the victim unit. If the flanking unit is alone, they reduce all of the victim's stats by 1. If they are paired up, they reduce all of a the victim's stats by 2 (as they are technically 2 units). The weapons triangle advantage would give two bonus flanks. For example, if these units were placed in a line: Player general (solo) Player bow fighter (solo) Player pegasus knight (paired) Enemy sword fighter (solo) Player axe cavilier (solo) Player mage (paired) and you were to attack with the pegasus knight, the enemy would be flanked 8 times (4 units attacking + 2 are paired + 2 bonus because lances beat swords. The general on the left doesn't count as 'in range', as it would have to move before attacking.), so all of their stats would be reduced by 8. (Note: stats would be able to go below 0) Your lance fighter would only be flanked once, and only take one penalty point in each stat. This leads to a net gain of 7 stat points to the player unit. This means you deal 14 extra damage, take 14 less damage, AND have a huge buff to hit, avoid and crit. Granted, this is an extreme case, and it would normally be significantly less powerful in actual combat, but this could help massively against bosses, which would also allow us to see more powerful bosses take to the enemy side. As far as flanking is concerned, all units are equal. It doesn't matter if you're a helpless green villager or the pre-promote, it's always one flanking bonus per unit. So, you may want to keep your villager rescue party at the front lines where you wouldn't otherwise. Also, if a battle were to contain three or more opposing factions (maybe in a 4-player PvP), the enemies may end up flanking each-other! However, to make pair-up not completely broken, it would have to be nerfed to about +4-8 bonus (depending on supports) split among all stats, rather than the +12-16 we see in awakening and fates. So, what do you think of the idea? Could this be the next great change to the series, or is this just me being stupid.
  12. Long story short, I got a message in my inbox earlier today asking whether or not Shadows of Valentia should or should not have marriage and kids (and my answer was a resounding no). I put forward a couple of ideas, which you can read if you're curious, but I thought it might be fun to reach out and see what everybody else thinks. A handful of relevant questions: How many new characters should there be? Who should they be (personality, ethnicity, nationality, class)? How are they recruited? This is more intended to be a fun way to tap into other people's creativity over say, a heated discussion over whether or not one method or another is better.
  13. Hello people, I'm a gamedeveloper student and i started a project last summer to reverse engineer Fire Emblem Blazing Sword. Alas i had it very busy during the summer and school started after the summer again. So i haven't got anything showable yet. As i am working on it i get kinda overwhelmed by the sheer amount of things the game entails. That is why i would kindly ask all of you if you could respond to this topic with all the game mechanics/features that are in the game. if i can get a comprehensive list of all the mechanics/features then that would make coding/managing the project a lot easier. Please don't just say a mechanic like Battle, because that's way too vague. because in the battle happens things like, animations being played, battle calculations and possibly more i will keep a list of all mechanics/features below List of mechanics/features already known: Grid Generator (gets data from dataclass or txtfile to know what kind of level to make) Grid Cursor (the well known cursor on the grid to select units or open the menu) Grid (for usage in the chapter, consisting of tiles) Tile (for example: evenTiles, plainTile, arenaTile, shopTile, armoryTile, villageTile etc.) -position -moveCost -avoidValue -defValue -resValue -event(arena, shop, armory, visit, seize, talk, support, customEvent) Animation Player (something that knows what animation to play and when) Character -stats (hp, str/mag, skill, speed, luck,def,res,con,move) -weapon level -items -support Hopefully this list will make my request more clear. **Working on this in the Unity Engine with C#, so anyone pointers with that, or even collaborations let me know in a PM ^^
  14. Long shot, but out of curiosity, is there any confirmation on whether or not Fates continues the 2-RN hitrate system, or is using a 1-RN system (or something entirely different)? Been feeling like Fates has been giving me more misses than usual for extremely high (90+) hitrates, but of course, this could be simply observer bias, and I have no idea on how RNG manipulation works in this game (or if there is even a stable method) to test.
  15. Similar to Locke's topic about mechanical dislikes here, http://serenesforest.net/forums/index.php?showtopic=61073&hl= , I thought I should make a thread that's the exact opposite. I love unlimited weapon durability and weapon effects. I adore the nerfed Pair up 1-2 range bow options are awesome I never realized how much I wanted a 1-2 staff until Fates gave me one. Nohr chapter 9 is awesome
  16. Alright so there have been quite a few changes to how critical work in this game. I'll just list them out and then talk a little about how this affects gameplay. 1) Luck and HP no longer are equal for all classes. This makes it more likely to critical most classes, and even outright OHKO them for not having enough HP. 2) HP growths are much lower this game. Once again, criticals now are much more likely to OHKO in story mode due to this change. 3) Skill now affects critical chance by (Skill-4)/2 = critical stat bonus. This is a slight tweak from awakening, but even tho it seems like a nerf, the next difference changes things even further. 4) 1 Luck = .5 Critical Evade now. Technically... this makes luck both worse and more valuable. It's worse cause it doesn't do as much, but it's more valuable cause now if you don't have high enough luck(ie 4 less than the target's skill), then any weapon has the chance to critical unless you start pairing up. 5) Killing Weapons now do 4x critical damage. 6) While class skills have less options to get your critical up, some personal skills are very strong in the critical department. 7) S rank Classes all get bonuses to criticals except for Maids/Butlers. This makes all these classes very critical based or even anti crit in a couple cases. A couple interesting notes, A) Killing Weapons are extremely strong in story, they make it very likely to have 20%+ critical chance, 4x crits, and only have 5 less hit and 10 less avoid than normal iron weapons. This nearly makes them statistically better than iron, steel, silver, brave, and sometimes warrior weapons in story mode for most cases. B) Certain Builds in PvP are certainly strong, I'm not going to say they are overbearing as I can't comment on that yet, but Arthur is standing around with a 90% chance to crit most classes on player phase when built right. C) This can be pretty scary to some people who hate enemies getting criticals and they may stray away from low luck characters.
  17. Leif

    Forging

    So, I don't have a clue how forging works in this incarnation of Fire Emblem. All I know is that copies of the same weapon are needed and materials. What kinds of materials are needed for certain weapons? How can one buff his or her weapons? What stats can be altered? Can some of the weapon penalties be remedied?
  18. Can anyone weigh in one what the Lunatic difficulty scaling is like? a) Increased numbers of enemies? b) Are the stat increases overkill or fair-ish? c) Are there a few really tougher-than-average enemies, or are all the enemies very tough? d) Forged weapons on enemies? e) What are enemy skills like? Are there any enemy-exclusive skills? f) Do we see a lot of 1-2 range weaponry [The enemy-only Throwing Swords and stuff I've seen listed on the serenes page for Fates?] g) Do map conditions change? Fog of War?
  19. I'd like to know what sort of stat bonuses guard stance confers to lead units. Is it as extreme as FE13? If not, can it get as extreme as Awakening's pair up bonuses? I probably won't use them much if you get something like +5's to important stats along with a +1 mov or something, Awakening's Pair Up system always made me feel skeevy. [i found the game a lot more fun without using it.] Love the Attack Stance mechanics though. I'm probably looking to utilize a player-phase oriented strategy, so I really love the extra damage capabilities this unlocks.
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