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  1. [Fire Emblem Radiant Dawn - Reverse Recruitment] Fire Emblem Radiant Dawn has always been my favorite game from a gameplay perspective. And since I didn't really mind the faults/inconsistencies with the story, it is a game I keep coming back to. However, the balancing of the game is quite strange, and at some point I'll want to start a balancing patch. RD is not the most hacked game and since there's not as much in the form of resources compared to FE7 etc, I thought I'd start this by learning the hex editting one step at a time. So that's where this patch comes in. The premise of the Reverse Recruitment is rather simple, and also fun for the drafting community, since there probably hasn't been one of those yet. It's also a great way for me to learn the inner workings of RD one step at a time, since you have to apply the same basic action to pretty much every character; swapping them with another. However, script dialogue, base convo's that recruit people, talk conversations te get people to join and other events all pop up sooner or later and complicate the process of inserting a new character. It's always one thing at a time though, which gives me a great way of easing myself into the depths of the game's code. And thus we arrive at this topic, where I'll be posting updates sporadically since I have a job and busy life (and the weather is just too good to stay inside atm). I would really appreciate it if people would give me feedback on what can be done better, point out bugs and tell if characters need buffs or nerfs. I hope you all enjoy, and thank you for playing! [Patches] Patch 1.3 for the entirety of Part 3 is here! You can download the patch file here: https://drive.google.com/drive/folders/1BIVVhXL-v8p-orRJt8BRU-NWvMBkooJu?usp=sharing Just go into the folder labeled "Patches" and download the .ppf file. *IMPORTANT: There are still some bugs here and there, which are being worked on. the game is altered up to 3-E, though you can continue playing beyond that. be sure to check the "Known issues" file to see what is known to be wrong and please do notify me in the appropriate discord channel of in this topic of any new issues. [How to patch] The patch is made through PPF-studio, and patches can be applied to ISO files with PPF-o-Matic, which can easily be found through a quick google search. The program needed (PPF-o-MATIC) is rather intuitive, the only thing you'll need besides the patch file is a RFEP file, which is the European Radiant Dawn ISO. I cannot provide it here [Discord] If you want to discuss the game on other platforms, a Discord link can be clicked here: https://discord.gg/EyPv9py The Discord also has channels for suggestions, bug reports etc so please do come on over! [Excel character swap sheet] You can find the link with the character excel sheet below, you can also find some notes about the excel sheet below, which go into the though process of making the sheet. https://drive.google.com/file/d/18dYBbU1PJIsWkgLBgw23kt9oQxH52wTM/view?usp=sharing *Small Note, the game has had some minor tweaks compared to the Excel sheet. So not everything is 100% accurate. Also, I am planning on releasing a google sheets file that you can edit. that way you can add to the list of bugs and reportable issues and it keeps the discord clean. [Notes] 1] Ok, so there are some things that had to happen to make this a workable Reverse Recruitment. Mostly because there are three herons in this game and if you at some point get two in the same army, the game turns into a one-turn curbstomp. To work around this you'll notice that sometimes units that join at the same time are in a different order than the "recruitment page" on the main site. For example, Nasir and Gareth join at the same time, so you could swap Leonardo with Gareth and Edward with Nasir or vice versa. 2] The Black Knight is not a unit that is allied for the entire game, so he also does not partake in the list and is regarded as a free unit as long as he is part of your army. He is however sporting a new set of armor. 3] When you remove the herons and the Black Knight from the list, you are left with 69 playable characters. So unit number 35 does not switch places since that unit is smack dab in the middle. The units who is exactly in the middle is, in this case, Ike! Having Ike stay as the main character makes it a lot easier since this does not require me to alter seizing ability and things like godslaying skills. 4] Regarding the herons, they swap with each other. Leanne takes Rafiel's Place. Rafiel takes Reyson's place and Reyson takes Leanne's place. Good luck with new positioning and vigor strategies! 5] The Light mage and Light Sage classes now promote into Chancellor, since Micaiah arrives in Tier 3. They all keep the chancellor model and as seen in the excel sheet Lehran has altered growths and promotion gains. The same goes for Sanaki. Sanaki starts as a Thundersage, almost ready to promote. She turns into her regular Empress class. 5] The worst unit in the game swaps with the best one, Lyre swaps with Haar. Which is rather amusing. Fiona swaps with Tibarn, both have saviour which is nice. There are some fun things to find out. 6] Elincia arrives later, so she has altered growths and bases, since she does not have a Tier two model and all falcoknights are already in use so I can't immediately throw her model over them. [FAQ] Q: "How exactly do I play this?" A: You'll need a working emulator (dolphin is recommended), a fresh FE10 (EU) ISO, and a program used to patch the file (to the ISO) I have provided. PFF-O-Matic works fine. Patch the ISO file using that program.* *Right now the PPF file might cause an error since the game's code had to be extended in certain places so your ISO might not be the same length. Feel free to ask in the discord if you are having troubles. Maybe we can help. Q: "What are you trying to accomplish with this hack?" A: Mostly this Hack is a challenge to myself. I have thought about impproving Radiant dawn for years and now I'm finally taking the steps to learn how to do that. Besides this, a Reverse Recruitment hack would be a nice new way to play the game for casual gamers, but also for drafters. This is possible with most Fire Emlem games at the moment, but not with the GC/Wii games. Q: "The game offers almost the exact same items as before, why do I get a Brave Sword when i need laguz items?!" A: Adjusting items to suit your new units is something that has been added. Currently units get some items that will benefit them directly, like laguz stones, but also some more indirect advantages. Expect the Cards to be valuable in the early stages of the game when you need to be able to attack without taking a counterattack. I welcome any and all feedback regarding items. I do not want to bombard the player with laguz stones, so things like shine barriers and pure waters are items i would like to play around with. Q: "What difficulty should I play?" A: Normal mode. Q: "Why are the cutscenes so weird?" A: The game wants to load the normal characters, but can't so a lot of weird movements happen and it's like ghosts are talking. It has no gameplay impact and cannot be changed. Q: "Any general tips?" A: You will be getting only a few Olivi Grasses and Stones in the beginning of the game at the moment, but you will also be getting two blood tides, night tide and white tide, so positioning is key! Q: "I will be getting Royals in part one, this game will be a cakewalk!" A: I would not count on it, most laguz are balanced in such a way that while they may be strong and have high Hp, their defenses are lowered quite a bit. This also means growths are adjusted, which means BEXP might be more useful for them now, instead of just giving HP, Skill and Luck. High level early laguz hardly gain exp however, so be sure to not overly rely on them.
  2. @ the title sorry I don't make the rules ANYWAY I don't even know if I'm doing this right by posting here cuz I haven't seen a lot of art around but may as well anyway. Been working on this on and off over 3 days but I mean by that I mean I was painting it for like 2 hours and then edited minor details after because I have issues revisiting art I'm not doing immediately for some reason?? It's also drawn all on one layer! so that's fun! Anyone with eyes can see I'm a filthy apologist so here's my art. It's actually whatever is under his robes I honestly didn't even know either until I saw some concept art so yeah I guess. I never got around to polishing the hands and mug but lets overlook that pls dont kill me if im posting in the wrong place
  3. I will give my personal opinion about all units of part 1 with my ranking. After I have ranked them all, I put them together in a list. Since writing text walls requires some time, I will give a review for three characters per post. Note: This applies to hard mode. Micaiah Edward Leonardo Nolan Laura Sothe Ilyana Aran Meg Volug Jill Zihark Tauroneo Fiona Tormod Muarim Vika Nailah Rafiel Black Knight Ranking list Edit: In progress
  4. So it's been a while since I've played Radiant Dawn Hard mode and seeing the thread about the rate the units kind of gave me the urge to play it so anyone want to join me in these masochistic adventures? Rules: Note: I'm fully open to suggestions on these rules so feel free to make any if you have them, I've bolded the stuff I've changed. Drafting:1. This draft is for 6 players.2. Micaiah, Laura, Sothe, JIll, Rafiel, The Black Knight, Leanne, Geoffrey, Ike, Titania, Reyson and Lehran are free for all to use.3. The drafting order is NOT reversed for the last round of picks.4. Haar is banned from drafting.5. The game will be played on Hard Mode.Rules:1. Undrafted units may recruit characters, Rescue and Shove/Smite undrafted characters and NPCs, trade, Escape/Arrive, and transfer items/skills between teams.2. Undrafted units may not do anything not listed above, including but not limited to meatshielding, building Supports, opening Doors and Chests, finding hidden items, and giving Blood Tide/Night Tide/White Pool bonuses. I'm thinking about changing it so undrafted units can find Items seeing as that's how it is in all the other games but I understand that RD has items in almost every level unlike other games where it's usually one map so see what people think.3. Allied and Other units may do as they please without penalty.4. Defend chapters count the last played Player Phase for turns if the timer is waited out.Penalties:1. Undrafted units have a 4 turn penalty, per unit per chapter (1-6 counts as 2 chapters, and 4-E counts as 5 chapters).Exceptions:1. One of Edward or Nolan is free for each of 1-P, 1-1, 1-2 and 1-3.2. Volug is free for 1-5.3. Elincia, Marcia and Nealuchi are free for 2-P4. Nephenee and Brom are free for 2-1.5. One undrafted, non-Lucia unit is free for 2-2.6. One undrafted, 7 move unit is free for 3-1.7. One undrafted, 6 move unit is free for 3-3. Explanations for Rule changes: 6 players because firstly 7 is hard to get and it results in 60 draftable units so everyone gets an extra scrub to help with Shoving or something. Free Jill and Titania, these units are clearly superior to any other choice I think and especially having Titania be a draftable unit would be way too good for whoever gets her, less so for Jill as she starts off weaker but still clearly a dominant unit. However I think that making Titania free permanently would lead to everyone having every Part three map basically just be Titania W+M1'd the enemy with Hand Axes while scrubs just milled about. Therefore the idea I thought of was to give her a quota of deployment slots and you can choose which maps to deploy her on, she has 13 maps before end game so I think 7 should be a good number. Jill has 8/11 maps depending on whether you recruit her over to the GM's so I'm thinking 7 maps for her would seem about right seeing as she has to actually get going first unlike Titania. Could possibly make Jill permanently free as well if everyone feels the DB need the help. Finally free Laura is just to make it so that the number of draftable units is divisible by 6 and she seemed like the most obvious choice as a free unit to me. Edward or Nolan free for 1-3 as well seems like a pretty obvious choice as that map is pretty notorious on Hard Mode I think so having them until you get to the Base seems fair. Units remaining: Teams: Zihark72: Ilyana, Mia, Aran, Naesala, Astrid, Lethe, Rhys, Volke, Stefan, Oliver. Shimmerfang: Nolan, Gatrie, Callil, Mist, Giffca, Makalov, Rolf, Bastian, Kurthnaga, Pelleas. DarthR0xas: Nephenee, Boyd, Zihark, Tibarn, Kieran, Tormod, Caineghis, Muarim, Gareth, Renning. Joe Cool: Elincia, Shinon, Nailah, Janaff, Ranulf, Leonardo, Meg, Danved, Ena, Fiona. Junkhead: Edward, Volug, Marcia, Heather, Ulki, Sigrun, Tauroneo, Skrimir, Vika, Nasir. Sturm: Oscar, Soren, Tanith, Brom, Nealuchi, Sanaki, Mordecai, Lucia, Kyza, Lyre.
  5. Greetings Serenes, I'm a long time FE player but only recently have started experimenting with modifying and hacking. I've read a lot of what many talented hackers have posted around the web and on this site and its pretty amazing what they have all done. Thanks to these hackers I've found it very easy how to modify what skills characters have, however one aspect of the game I can't seem to find codes for or otherwise how I would go about editing the actually activation rates/requirements for skills. For example, I would like to change the Vantage skill to operate either like it did in Path of Radiance, or how it acts in other games (always under 50% HP). Any help in trying to achieve this would be immensely helpful.
  6. I've been writing on and off for a while, but between a relatively recent replay of Echoes and a less-recent replaying of GotHW, I came up with a Crossover story centered around Sigurd surviving Belhalla in a modern AU where he finds himself barred from contacting anyone he ever knew. While I'll try to update it here first from here on, here's the first chapter of Little Chalphy (link leads to AO3, so warning if your Job/School forbids access to it). Any feedback is welcome here. While I've been translating documentation and whatnot for a long time, it was only up until a few years ago that I gained enough confidence to start writing fiction in English, so any daft bits you find that sound odd/goofy/out of place to you, do not hesitate to let me know. Good day to you all and thanks in advance.
  7. Which mainline Fire Emblem game do you feel hard the hardest soldiers and why?
  8. Greetings, dear citizens of SF. Today you will witness the setting in motion of a plan long in the making... Hattusili I and @Natalie play Path of Radiance and Radiant Dawn ironman! Here are the rules. The starting player is decided by dice roll. After each battle, play switches from one player to the other. No restarting. On game-overs, play switches to the other player, who continues from the last save. There is no in-game punishment for a game-over. At the end of this let's play, the person with the most game-overs will buy the other dinner (in case of a tie, we split the bill). No swearing on this fucking thread, you little shits. We'll be playing Path of Radiance on normal, and Radiant Dawn on easy. The dice roll has happened, and it has chosen Natalie to begin. Alea iacta est.
  9. This thread is a concept. I will introduce each character of this game and explain how to use them properly in normal and hard mode. The difficulty spike is quite big for some units which change their usefulness and role. This is not going to be a rating thread although of course one character is more usable than the other one, but this thread shall serve for new people to this game and people who like certain characters, but could not figure out and exploit the best possible of them. Some characters who are more arguable like Edward or Fiona will get more explanation than the OP units like Tibarn and Caineghis who have a simple as clear role and purpose. The order of the unit's presentation will be in the chronological order of appearance time, so I will start with Micaiah and end with Lehran.
  10. Since I will have my fifth year of membership in this forum on 19/03/01, I came up with the idea to do a little special by letting you vote a LP of a game / mode I have not done before. However since I am unable to do videos with my tablet I must take Screenshots with my phone. Hopefully it will work out. The voting will last till 28th February, so I can start on 1st March.
  11. Sorry if it's the wrong board to ask it, but could someone tell me the process/the needed programmes to edit a unit's joining level/base stats? I'm a complete layman when it comes to hacking so I would love some detailed explanations, thanks in advance!
  12. Hello, I'm doing a run of Path of Radiance at the moment and was planning to do Radiant Dawn after that. Since I know you can data transfer your stats I wanted to ask you if it'll make the game too easy to do so.. Considering I'll be playing on the highest difficulty level. I planned to have a really good Sothe on Path of Radiance, but if it makes Radiant Dawn too easy I think I'll just skip that, since Sothe stats transfer totally. Has anyone played hard mode FE10 with a uber Sothe ? Does it remove the challenge ? :/
  13. I've been looking into trying a 0% growths run of Radiant Dawn but I had a few questions for the community. 1: I understand generally how to burn rns and whatnot in FE10, what I'm not sure on is how one actually determines the numbers to begin with. I know there's software for a lot of the older games that reads off upcoming rns and allows players to burn through until they get something favorable. Is there anything like this for FE10 or is it just trial and error, loading a save if you don't get the outcome you want? 2: Setting 0% growths involve modding the game file. I'd rather not spend several hours sifting through my files and the internet to do this so if anyone can tell me where exactly in the game files this is done (or if there are any existing 0% growths roms out there) I'd greatly appreciate it!
  14. For me, one of the stranger idea introduced in Radiant Dawn was arcane cards. I felt there were poorly implemented in the game due to few non magical characters in the game having a high enough magic stat to use it properly. In addition to the 1-2 range, and low which made it difficult to use. If it were going to be in up coming Fire Emblem game, it can benefit hybrid classes the most. Perhaps it can have different properties such as debuffing, or lower movement?
  15. I don't know where I got it from, but I thought to read somewhere that Ashera only attacks units who attacked her auras. In my latest run she decided to attack Gareth although he never attacked her auras. Does granting support count as attack as well, or is my theory just as random as wrong?
  16. I've done sth. like this before, but only on normal mode. This time I'll do it the hard way, means hard mode. It will be a new experience for me since I Never ever have done such a challenge like this in hard mode. My self set rules: in endgame each weapon type has to be represented with the worst rated character from this tierlist Sothe, Micaiah, Ike, Herons, BK are free to use at anytime in part 1 everyone may be used before Ilyana joins (means till 1-2) one Laguz may be used in 1-8 anyone may be used in 2-P - 2-2 and in 2-E before the CK's join one other unit besides Astrid may be used in 2-3 and maybe 3-9 (not sure yet) in part 3 everyone may be used before Heather and Ilyana join healers / arch sages may use staves at any time but not fight undrafted units may do anything except for fighting with a weapon; Laguz may not even counterattack untransformed bexp. may be used for the drafted units at any time I won't care for turncount at all, even if might take > 1000 turns.
  17. So i started modifying FE10 - Radiant Dawn a few days ago. All i can do is change already existed skill of classes and characters to another skills, every time i try to add more skills ( adding more byte to FE10data.cms) the game crash. Is there any rules for adding more byte to game data that i may try ? I also want to learn how to add more enemy to chapter.
  18. This thread should serve as a little guide for all the people who are going to play FE10's hard mode for the first time. Credits go to Quintessence and RadiantDragon who supported me in this. 1. What are the exact differences between normal and hard mode? 2. Which units should get FE9 boosts in which stats? 3. Which Dawn Brigade characters should be used and how? 4. Supports 5. Skills 6. Which items should be bought and stolen? 7. Who shall get which items? 8. Strategies for endgame 9. Other things
  19. Hey everyone, I'm posting this thread for Illumina25, who is a new user and thus can't make threads. We've both tried to solve this problem with no luck for a few days, so I hope one of you can help him. Here is his problem in his own words: I have been hacking Radiant Dawn recently, and have understood editing weapon/unit stats and text in general. However I have been having trouble editing the animation for weapons in battle. My exact problem is that essentially I want to make Leonardo's bow into a spear. However, the weapon keeps the animation of the original weapon even if you switch it, i.e. changing Ragnell into an axe and giving it the Urvan icon, it still looks like Ragnell in battle, but has Ike's "axe" model on the map. I have tried a few things as follows: In FE10Data.cms, that file really only affects the stats of a weapon, I basically know what each pointer and byte does in the item stats, as explained in the FE10 hacking notes. The only thing that affects the model of the weapon in any way is the ID, the first 4 bytes of the weapon. For example, changing Ragnell's ID into Caladbolg's ID removes Ragnell from Ike's inventory and replaces Caladbolg in the convoy. Its name is still Ragnell, it's still Ike only, and everything else, however the weapon model in battle is Caladbolg. However, this replaces a weapon which I do not want to do. Since I figured that the Data file did not have to do with weapon animations, I went to FE10Battle.cms and looked there. I sort of have an idea of how this is broken down (as its not in the FE10 notes I believe), which I can post if necessary, but changing the pointers there did not really do anything. The only change that worked was essentially changing the EID pointer of a weapon, which changes the "hit" effect when hitting an enemy. Then I just decided to look through the rest of the game on WiiScrubber, and found toward the end files labelled under "xwp." This seemed to have every weapon in the game, including ones not used. I tried replacing Urvan with the Ragnell file to see if that would change the model, but instead just caused it to crash only when using it with animations on. In short, I've tried all I know and don't know what else to try. I feel like changing the model of a weapon in battle should be easy. I understand pointers/offsets/etc in HxD and understand how to use WiiScrubber to extract and replace, so feel free to explain how in any way. TL;DR - I tried what I know, not sure how to change the model of a weapon in battle.
  20. Hello all, I've been busy the last few weeks working on a reverse recruitment patch for Fire Emblem Radiant Dawn. So far I've been able to change al units to their corresponding counterparts up until 1-4. from that point onward, you have a Base, with Base conversations. To trigger the base conversations, you need certain characters in your party. (E.G.: Micaiah & Sothe for the Recruit Meg convo) This is where I started running into trouble. Since Micaiah had been replaced with Lehran and Sothe has been replaced with Caineghis, the conversations cannot be triggered. I've tried editing the SCRIPTS file, however, changing the PID.[Charactername] offsets did not yield any results. So far I haven't been able to find out how to change base convo requirements. If anyone is knowledgeable about this, I would appreciate the help. The other method I was thinking of was just adding Meg(Or her counterpart rather) to the party immediately, nullifying the need for the convo. Sadly, My work in de DISPOS_C and DISPOS_H files once again failed to deliver any results. I couldn't locate the part in the 68(hex) bits for whether or not a character is part of your current party. Any help would be greatly appreciated. I have read the entirety of the RD hacking notes, which were a great help, however, this piece of code is unknown as far as that topic is concerned.
  21. Since I saw sth. like this about 5-6 years ago, I'd find it interesting to do sth. like this again. Each day an unit of FE10 is represented to be rated. The rating is based on hard mode and a normal run. I made an own calculation how to determine the score of each unit. You can copy this, but you can also rate everyone individually. current ranking: Day 1: Micaiah level 1 light mage personal skill: sacrifice affinity: darkness bases / growths HP: 15 (40%) strength: 2 (15%) magic: 7 (80%) skill: 8 (40%) speed: 7 (35%) luck: 10 (90%) defense: 2 (20%) resistence: 4 (90%) bases 4.5 / 10 (30%) Her base level is in average three leveles lower than the enemies. At least in the prologue no generic can orko her which will change in the Next chapter if she has leveled either HP or defense. growths 6.5 / 10 (20%) Her growths are fitting for her class she will become a powerful range weapon user and good staff user later on thanks to her high magic. With her mediocre speed she won't be able to double (even with resolve if her speed is low). Sine her magic and resistance are capped fast her speed ban be fixed with bexp. ease of use 7 / 10 (50%) Since Micaiah is a fragile and slow she belongs in the second row. In earlygame she's the best chipper and can oneshot early game bosses. In part three she'll be mainly busy with healing. She fulfills the role of the classical mage perfectly. The fact that she's a lord and is being killedis a minor issue but justified by her class. Still a bit more speed would be nice. Sacrifice is a pseudo-healing skill. Unfortunately with her low HP she can't heal all that much, but it's still good to have in emergency cases.. And it gives her the opportunity to make use skills like wrath or resolve. Darkness is a good affinity for sure. It increases her attack power and her supporting unit benefits from Evasion. Her default Support with Sothe is really useful. overall 6.15
  22. Enemy unit leadership stars Pros: Encourages you to approach combat differently, since assassinating enemy sub-commanders will allow you to debuff armies rather than fighting them at their full strength. Cons: Flat stat bonuses aren't always a good way to create a challenge. Especially in the case of hit and avoid. Fire emblem AI does not focus on walling off it's support characters. (although it's not a complicated AI to program as shown by games like Vantage Master). FE4 and FE10 use enemy's starting position to forcefully provide a simile of this, but they can be forced out of it far easier than a human or a strategy game AI would and make no effort to get back into this position once they get out of it. In some cases, if you can kill an enemy leader, then you are probably done with the map anyway (or 1 seize turn away), so sticking around to fight weakened becomes tedious and non-threatening. (grind abuse VS something like an early finish bonus) This can be avoided with larger maps or multiple bosses, but those open up their own problems. If the stat bonuses are too large then killing leaders overshadows all other aspects of the combat design (Ogre Battle SNES and N64 being examples of this) Visual confusion if you have enemies benefiting from both an overall leader and a sub-boss leader at same time, some units only receiving bonus from their own group, etc. Maps designed to allow for assassinations are often unnatural (even in other genres) and tend to go ham on player advantages or forcing players to follow a "script" Player unit leadership stars Pros: Encourages you to deploy units that you might not otherwise. gameplay advantages of more hit/avoid Allows a representation of charisma or tactical ability for characters in the story rather than the cursor and unit selector. Cons: In FE10 the effect was free and map wide, which allows for a version of FE 13-14's "backpacking" problem - leadership units could be deployed and left at your base or out of combat solely for the bonus with no risk and don't really add to the scenario. You don't need to position the leadership unit to get the advantage of the effect as with more conventional support bonus buffs or abilities like FE5's charm. (Or something like Langrisser's / Days of Ruin leadership zone) Protecting your VIP to keep the leadership boost as long as possible doesn't really add a gameplay dynamic in a FE context the way microing a "Stimpack" unit in a strategy game does. This is because of the encouragement to keep ALL troops alive, which means that most players will already be moving units conservatively to being with. FE10 overbalances the mechanic, to the point where it's possible to totally ignore it during a blind playthrough. If it was too beneficial, you would have a situation where players would feel obliged to always commit a deployment spot for these characters, which works against the freedom of army composition that Fire Emblem traditionally encourages. It's generally suggested to be placed on Lord units for story/flavor reasons, but in cases where those characters are force-deployed (a design choice of most FE games), it has no functional difference than having all the characters have higher base stats.
  23. What if the fire emblem heroes were to fall and all their adventures were given to random people? The fire emblem has been corrupted by the presence of the fell dragons, now a lone group of adventurers must travel to the different worlds and pick up where the fallen heroes started. (roleplay is welcome to everyone, would prefer it if we roleplayed on discord. Canon and ocs are allowed
  24. So I really wanted to give this a try and seeing as how the other two FE 10 drafts seem to be dead, let's apply that old adage third times the charm and see if we can actually get past the first round of picking . Drafting:1. This draft is for 7 players.2. Ike, Micaiah, Sothe, Geoffrey, the Herons, the Black Knight, and Lehran are free for all to use.3. The drafting order is reversed for the last round of picks.4. Haar is banned from drafting.5. The game will be played on Normal Mode.Rules:1. Undrafted units may recruit characters, Rescue and Shove/Smite undrafted characters and NPCs, trade, Escape/Arrive, and transfer items/skills between teams.2. Undrafted units may not do anything not listed above, including but not limited to meatshielding, building Supports, opening Doors and Chests, finding hidden items, and giving Blood Tide/Night Tide/White Pool bonuses.3. Allied and Other units may do as they please without penalty.4. Defend chapters count the last played Player Phase for turns if the timer is waited out.Penalties:1. Undrafted units have a 4 turn penalty, per unit per chapter (1-6 counts as 2 chapters, and 4-E counts as 5 chapters).Exceptions:1. One of Edward or Nolan is free for each of 1-P, 1-1 and 1-2.2. Volug is free for 1-5.3. Elincia, Marcia and Nealuchi are free for 2-P4. Nephenee and Brom are free for 2-1.5. One undrafted, non-Lucia unit is free for 2-2.6. One undrafted, 7 move unit is free for 3-1.7. One undrafted, 6 move unit is free for 3-3.Teams: Sturm: Jill, Ilyana, Oscar, Tanith, Leonardo, Makalov, Sanaki, Kyza, Fiona ~ 166 + 8 Turns. FireLeafRuby: Titania, Tibarn, Marcia, Lucia, Callil, Meg, Muarim, Kurthnaga, Oliver. StrykerZ: Nolan, Brom, Soren, Nailah, Laura, Ranulf, Caineghis, Danved, Vika. Interdimensional Observer: Aran, Mordecai, Naesala, Heather, Rolf, Ulki, Stefan, Pelleas, Gareth. Soul~!: Edward, Gatrie, Volug, Nealuchi, Lethe, Janaff, Giffca, Tormod, Mist. Elincia: Elincia, Shinon, Tauroneo, Mia, Kieran, Skrimir, Nasir, Renning, Ena. gabethegreen: Nephenee, Zihark, Boyd, Rhys, Sigrun, Volke, Bastian, Astrid, Lyre. Units remaining:
  25. When did you get the game? Where did you get it? How much did it cost? How did you get introduced? Was it your first FE game? Have you played FE9 before? On which hardest difficulty have you completed the game yet? How many times have you finished it? What is your preferred difficulty? Who's your favorite unit characterwise? Who's your favorite unit gameplaywise? Which is your favorite party (till part 3)? Which part is your favorite in the game? (endgame counts as an own part, so it'd be five in total) Which three aspects (gameplay / storywise) do you like the most about this game? Which three aspects do you dislike the most? Do you usually play with FE9 transfer boosts? Have you unlocked all characters yet? Have you unlocked all cutscenes yet? Have you unlocked all special (boss) conversations yet? Have you ever used each possible unit in this game seriously? Who's your favorite boss / antagonist characterwise? What's your favorite chapter? What's your favorite map theme? What's your favorite battle theme (includes player phase, enemy phase and bosses) Are there any mechanics or story related things you would like to see back in future FE games? What's your opinion of biorhythm? What's your opinion of the support system? Who died the most in all your playthroughs? Do you reset if someone dies? Who do you usually bring to the tower? Would you like to see that anyone else aside of Ike can set the final blow to Ashera? What's your opinion of unlocking stuff only in the second playthrough? Are there any story related unanswered questions for you? What was the highest % rate you missed? What was the lowest % rate you got hit? Who's usually the unit with the most kills in your runs? How would you rank the story from 1 to 10? How would you rank the gameplay from 1 to 10? How would you rank the game overall from 1 to 10? Is FE10 a good entrance title for a newcomer into FE? Answers
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