Jump to content

Search the Community

Showing results for tags 'Rebalance'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem Heroes
    • Fire Emblem Warriors
    • Tokyo Mirage Sessions #FE
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Interests


Location

Found 11 results

  1. The Sacred Trilogy Reskin and Rebalance ~Reborn~ *Done up to Lagdou Ruins 5* Get the patches here. Apply to clean US FE8 ROM. What is it? It is a reskin and rebalance of Sacred Stones using classes and music from all 3 GBA games, a lot of new custom classes with new animations, new spells, new weapons, a skill system and many quality of life improvements made by people much more knowledgeable than me from the hacking community. Vanilla campaign was not altered, but difficulty has been slightly raised. Units also receive slightly more EXP from healing. All of these changes are aimed at making Sacred Stones feel fresh and more challenging, while not altering the story (with the sole exception of Hayden joining on chapter 20). This project was heavily inspired by Sir Serenes' Reskin and Seal's Sacred War hack. There are four versions, two with random growths on level up and two with fixed growths similar to FE9. Read this for more information. The difference between the two versions of the same growth is that one also features a minimug for characters, while the other doesn't. Some people may find the minimug rather intrusive, that's why I kept it optional. Minimug: What was changed? Fado and Vigarde are now true kings (Zephiel) Ismaire is a blade lord (Lyn) Caellach is an armor lord (Hector) Seth has an exclusive class (Silver Knight) Riev is a dark druid (Nergal) Hayden joins automatically on chapter 20 and has an exclusive class (Bow Knight) Mansel joins after completing the vanilla requirements to unlock Hayden and is an archsage (Athos) Kyle is our boy (Roy - master lord). I know, unexpected Added animations to the phantoms Amelia is a soldier and can be promoted to halberdier (using knight's crest) Orson is a knight lord (Eliwood) Duessel has exclusive battle animations and map sprites (Gold Knight) Selena now has an exclusive custom class called gremory Valter has an exclusive custom class (Malig Knight) Knights, generals, great knights and kings move 1 additional tile Trainees join you automatically promoted (Ross-pirate; Amelia-soldier; Ewan-shaman) Magic system revamped with new spells. With the exception of siege tomes, wind spells have low mt and 2-3 range. Fire spells have average stats and 1-2 range. Thunder spells have high crit and are locked to melee range. Added generic female enemy units for more diversity. It always bugged me how 99% of the women of this franchise only fight for the player. I manually edited every enemy in the game to improve them by increasing base stats, growths, level or giving them better equipment (in a similar fashion to Seal's hack). Bosses have been buffed and are no longer a joke. Since stealing doesn't seem to work with the new skill system, more enemies will drop items Since Glen is the only creature campaign characters to not have a custom class, I gave Glen the ability to use bows Armory and shop inventories have been improved so you will have access to better weapons earlier in the game. On top of that, the preparation shop is dynamic and will offer better weapons as you progress through the game. Allies join you at appropriate levels so they won't require grinding to become usable. Some of the promoted monsters have custom animations too. All weapons in the game only give 1 point of weapon EXP. Your units will have to train hard if they want to brandish those OP legendary weapons. Units gain support points by being up to 3 tiles away from each other Myrrh's dragonstone is unbreakable, but is no longer effective against monsters. It has also been nerfed so Myrrh wouldn't be too broken with unlimited dragonstone. To balance it out, her dragonstone has 1-2 range. There is also a second type of dragonstone that can be aquired in the game. Lagdou Ruins is a high-level challenge area for post-game activity. Enemies over there have better stats and powerful, exclusive weapons. The location also offers much more gold and the chest in Lagdou Ruins 10 has a 10% drop rate for each of the sacred weapons. It is possible to save the game in the Tower of Valni and Lagdou Ruins. Starting on chapter 9 there will be mini bosses carrying good loot for the player. There is a leadership mechanic which gives units additional avoid and hit rates. (usable by the player and enemies) Quality of life changes Detailed HP bars (by Circles and Zane) Skill system (by Circleseverywhere, Monkeybard, Black Mage, Blaze,Tequila, Rossendale, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1) (the skill system also comes with the "stylish finisher" feature that makes any final blow dealt to a boss be displayed as a critical hit) Show Heal Amount (by Tequila) Map Danger Zone (by Circles) - Press the select button to display enemy range Monster Weapon Display (by Brendor) Colored stats, growth and talk display (by Tequila) - Press SELECT while in the status screen to toggle between growths and stats Increased EXP from healing (by 7743) Gain support at various distances (by Venno) Units can act after talking or having support conversations Metis' tome can be sold (useful for people playing fixed growths mode) The preparation screen shop is dynamic and will offer better weapons as you progress through the game. The preparation shop items have the same pricing as regular shops Cool custom stat screen background (by LordGlenn) Skill list by class (beware of spoilers) https://docs.google.com/spreadsheets/d/1m5uItJM3w-aVzME_w8Sk_a3rvZTk9nLxb2fslrOiKs4/edit?usp=sharing Some screenshots (will update as I play) Credits (will update after I finish the hack) Our lord and savior 7743 for FEBuilder Sir Serenes for the idea and palettes for Riev TBA, Arch, Skitty and Temp for phantom animations IS, Hairyblob and Maiser6 for quicker Zephiel animations IS and Blademaster for Athos animations TR143 for fixed growth mode Temp and sniper_zero for Eliwood repalette and ranged Durandal animation Alusk for alternative soldier hover and moving animations Spud for soldier Amelia animations Spud, TBA, Black Mage, Temp and Wan for halberdier Amelia animations Brady Shinners for the animation database St jack, Seal and Sacred War for ballista animations Iscaneus and Nuramon for knight animations TBA for brigand animations Glenwing and MK404 for fighter animations SALVAGED team and flasuban for cavalier animations IS, Circles, Kao and Marlon0025 for Tethys animations Alusq and Maiser6 for mercenary animations TBA, DerTheVaporeon and Nuramon for general animations TBA and Maiser6 for berserker animations Nuramon, Swain and Temp for sniper animations Nuramon for wyvern lord animations Keks_Krebs, Peerless and SD9K for assassin animations Swain for hero animations IS and Glenwing for swordmaster animations Kenpuhu, Aruka and Nuramon for grand paladin custom class and animations Alusq for better soldier animations CamTech075, LisandraBrave, Zane, Zelix and Lord Glenn for custom icons Arkth for Deathgoyle custom animations Yangfly for kawaii blader animations Nuramon for infantry great lord Ephraim animations Teraspark, Pikmin1211 and DerTheVaporeon for dark knight animations Seal for legion, elder tarvos and gazer animations BwdYeti for elthunder animation SHYUTER for forblaze animation Blazer and Jubby for meteor animation Arch for static, wind and tornado animations Seal for tons of stuff like custom icon, map sprites, class cards and battle backgrounds. I cannot stress how awesome he is for making all of this available Klokinator for putting many custom animations and map sprites in a single, easy to find place dondon151, Sephie, Teraspark, Arch, RobertFPY and HyperGammaSpaces for many card classes and map sprites Known issues I would like help with Chapter 1, Breguet gets countered by the dead frelian mercenary. The event itself is exactly the same as vanilla, and changing character and class data for both Breguet and the frelian merc didn't work. Importing Eliwood's critical hit sound from FE7 and using it for Seth results in it conflicting with map and battle music. Get the patches here. Apply to clean US FE8 ROM.
  2. Fire Emblem Dawn Brigade Remix The main goal of this mod is to make Meg, Aran, Edward, Fiona, Leonardo, Lethe, Lyre, Viki, Nealuchi, Laura, Kyza more usable in normal, and hard difficulty modes by altering their stat additions and growth rates. I consider the mod complete now with revision 5 released. There may be more changes however later on if I feel it needs more changes. Even though I found the Redux mod to be interesting and highly entertaining, it didn't address what this mod specifically was designed for. The changes are meant to not stand out and your experience should stay feeling vanilla while adjusting the above. I am using the Nightmare editor to adjust these and requires the Wii Scrubber tool to utilize this modification for your ISO. This mod is only for use in the Dolphin emulator and the U.S.A version. Instructions are below. Edward I'll use Edward, Leonardo, and Micaiah as an example of what has been altered. (Adjusted Stats) HP:21 STR:9 MAG:0 SKL:12 SPD:13 LCK:9 DEF:7 RES:2 Leonardo (Adjusted Stats) HP:19 STR:10 MAG:0 SKL:12 SPD:11 LCK:6 DEF:7 RES:5 Micaiah (Adjusted Stats) HP:15 STR:2 MAG:7 SKL:8 SPD:7 LCK:10 DEF:2 RES:4 Base stats were not altered for Micaiah but her growth rate has been raised where I found them appropriate. You should see better level-ups. Leonardo and Edward also received a similar growth rate change. I'm currently learning hex editing so I have some plans to alter other things but not as to change the game flow or as broad as the Redux mod changes but alterations that should balance out the game in a more positive manner. Due to computer problems, I'm currently experiencing, hex edits may come much later. As for this modification, it is complete. I thought I would share this with like-minded folks who felt Meg, Aran, Edward, Leonardo, Lethe, Lyre, Vika, Nealuchi, Laura, and Kyza difficult to implement into their gameplay. Here is the Recompressed FE10data.cms file needed for using this mod. Revision 4 - Mostly overhaul of stat additions and growth rates for members of the Dawn Brigade and a number of Laguz. Revision 5 - Complete rebalance of all stat adds and growth rates for all playable characters. Revision 5.1 - Complete rebalance with further adjustments to Meg, Aran, Janaki, and Edward. Instructions for applying the mod to your ISO using Wii Scrubber. 0. Backup your original FE RD ISO before proceeding. 1. Download Wii Scrubber and extract/unzip to a folder of your choosing. 2. Go to the directory, double click on MakeKeyBin executable. Let it create the key.bin file. 3. Double click Wii scrubber executable. Click on load ISO button. Find your Fire Emblem Radiant Dawn ISO and open. 4. Click the + on partition 1 and scroll down until you see fe10data.cms. Highlight and right-click using your mouse and choose to replace. 5. Navigate to recompressed fe10data.cms file. Open and let Wii Scrubber do its thing. 6. Once finished, take the newly modified ISO and place into Dolphin game directory. Choose a new ISO in Dolphin and play. You are welcome to leave constructive feedback. If you don't agree with my sentiments on what has been altered, be free to ignore this topic and move on.
  3. Here is my attempt of a FE 8 rebalance or reskin hack. The link to the ups file can be found here: FE 8 reskin april 19 2019-2.ups The readme file or the changes I have done to the hack can be read here: FE 8 Reskin hack-1.txt
  4. Hi, I was wondering what the Serenes community was thinking of each class's role. So I made this topic so everyone can give his/her opinion on classes/roles. What do you think the traditional FE classes are supposed to do? PT (physical tank), MT (magical tank), HT (hybrid tank), ORKO, OS (one punch man), wear down ennemies (giving exp to lowies), staffbot, planebot (carry things from point X to point Y), complete destroyer (most stats are sky high with good caps), dodgetank (sky high avoid), mobile, unmovable (defend units), melee oriented, range oriented (specify range from X to Y tiles away), jack of all trades (very even stats). This topic could be the starting point of a FE mod if there are enough answers. Please respect each other and everyone's opinion, everyone has his/her own view of the game and this is what makes such topic interesting. PS: by traditional classes, I mean classes that existed from the GBA games, and classes that can be made into GBA games classes from 3DS games (like dark knight/mage knight). Don't hesitate to suggest weapons available for classes you want to change. Edit: Seeing nobody answers, I'll begin: Archer would be a class with very high skill and high strength instead of speed, higher str cap but lower spd cap, with maybe 2-3 base range and 2-4 or 3-4 for long bows. Sniper follows the archer path while bow knight/ranger is faster, tankier and has less str and a little less skl. 6 move sniper/8 move ranger. Mages have no more 1-2 range, but 2 range only and more long range spells varying in power and accuracy. They're more siege-oriented, like archers. We could make mage knights awakening's dark knights or on the contrary let them squishy and make them more oriented to kill low hp targets while sages are more suited for the battlefield, what do you think of it? Maybe a few books could deal physical damage and have 1 range for the battle mages, so they can answer 1 range weapons?
  5. Hello guys, it has been a while doesn't it? Today I bring you my first go on nightmare modules: A rebalance project on FE:Gaiden You see, some days ago I tried to play this old gem since echoes it's so far away from my hands and I just drop it at the beggining of CH3. Some could say it was the difficulty, but what really brush me in the wrong way was the fact that you need to grind in order to avoid frustration in the near future, and I really hate games with that kind of mindset, so I decided to give it whirl and make it better. The changes in general are: - Growths and base stats/class outside of Alm and Celica have been reworker: Now several characters have an actual chance to get better without the game being a dick with blank lvls in general. The total growths I choose were: *Protagonists: 210% *Unmounted units: 180% *Mounted units: 170% * Mages: 165% *All villagers, Kamui , Saber, Jesse, Sonia and Deen: 160% *Teeta/Zeke: 150% *Mycen/Nomah: 100% All growths try to ensure that every member in your team can contribute when they join while at the same time characters of the same class won't have the same performance - Several weapons were balanced to justify their use long-term: - Some spells got nerfed in the hp cost, might and weight since now most mages have lower hp: - All classes bases were revisited and changed in order to avoid horrible harassment in the later chapter (for example, now bow knight cannot outright destroy anyone in a 13 radium). This also mean other enemies got buff (in the skl department to be precise) to make up for it - I added and new object somewhere and changed places existing ones in the party: - New palettes for both player and enemy units: With this out of the way, here's the file: https://www.dropbox.com/s/8h8ayi9rb07cwt1/Fe Gaiden - Mila's Retribution.ips?dl=0 (It should work with artemis english translation) *Gameplay done. There are a few things I would like to do however: - Tweak all potraits ingame so they look as good as Camus Zeke - Maybe learn how edit music so after CH4 and onwards the 2nd player battle theme plays out - Some changes were made midway into the game, so maybe later I will give it a roll again to check things thoroughly If anyone can give me some feedback and suggestions, I would be glad (Edit): Have a look here and marvel to our brand new saviors of Valencia:
  6. I randomly deicided to make this rebalance patch for FE7, Here's what it does - It changes all stat caps to 30. - Some characters have been reclassed. - The Final boss is more challenging.
  7. Here's an FE8 hack I've been working on for a couple of weeks. Some key points: * Durability is removed for most weaponry (siege tomes can still break). Weapon lines get various abilities to differentiate each other. * Some classes have had their weapon choices changed. Notably Cavaliers no longer have access to swords, Knights get axes in addition to lances. * Enemies are buffed up relative to vanilla FE8. No more facing unpromoted enemies in the last few chapters. * Character stats tweaked to clarify their roles. Example, Seth is still good, but will have a harder time remaining relevant to endgame unless given more attention. Here's the link for v 0.9: https://www.mediafire.com/?9zgqtyajxu6v71v As always give feedback after playing! Thank you!
  8. Hi there! My name is AMH9000 and I have created a mod for Fire Emblem: The Blazing Blade. (Made for any hard mode) Download it here --> https://www.dropbox.com/s/02spl31bqljg2pi/Fire Emblem - The Blazing Blade - AMH9000's Mod.ups?dl=0 (tell me if something stupid happens to this link) The amount of changes I made were... minuscule to say the very least. Changes were made only to character's starting stats and their growths. Some were drastic (compared to the other changes), others were small, and most of them probably changed nothing. I attempted to change the levels of some characters but it never wanted to work no matter how hard I tried. :( I guess some of you want to know what the big changes were, so I'll put 'em in a spoiler, but there's only 3 I can think of as "big" changes. Now for the part that'll probably send about 80% of you away... I only worked on the Lyn's Story characters so the only things that are different in this patch happen in Lyn's 10 chapter story. sucks, I know, but this is my first Fire Emblem patch ever and I worked "hard" on it. It took me about 4 hours to make this so... I'm slightly proud of me. So, to the 4% of you that clicked on this thread that aren't considering leaving down a hate comment, have fun. As for the 16%... try first, and then leave down a hate comment if you REALLY want to.
  9. ****WARNING!! YOU'VE FOUND THE GREAT TEXT WALL OF PORTUGAL! TURN AWAY NOW IF YOU DISLIKE READING!**** So I've been checking out some topics about weapon weight and a lot of people seem to want it back (me included. Build system plz.) but a lot of others seem to not want it. I understand their concern especially on the Constitution system of the GBA era, but I think that the problem isn't so much the system's design, but the amount of realism GBAFE has. See, it has enough realism to tell you that women are weaker and smaller than men, which, for the large majority of the world, is true. But it doesn't have enough realism to tell you that there's a shit-load of different types of axes, a shit-load of types of spears, a shit-load of bows and a mega-fuck-ton of types of swords. I mean there's a LOT of swords. I was giving this some thought as I was working on adding these "sub-types" to a GBA game as a bit of a "rebalance hack" and was going to base it on the classes in question. Think about it. Let's use infantry sword classes in GBAFE as an example. Thieves are the lightest and weakest ones. Least suitable for combat. They appear to use daggers in combat. Myrmidons and Lyn appear to be the average build for an actual human being. They strike a neat balance of speed and strength. Not too much strength and a lot of speed, but a nice strength cap as Swordmasters nonetheless. They appear to use saber-like swords in battle. (though the Myrmidons have straight and apparently double-edged swords) Eliwood/Roy/Eirika appear to be average sized as well but they focus more of finesse than raw strength and cutting motions. They use Rapiers, and it's a fact that you need less force to stab something that to cut through it. Finally, the heaviest kind of infantry sword class is the Mercenary. They have balanced stats all around but you'll notice that when it comes to swordsmen, they are the strongest of the bunch. Gerik and Deke sit at a really good 13 con which makes them HUGE when you take 8 Con as the average person (judging by artwork) Raven and Ogier seem a little small in comparison and Harken does too to some extent at 11 con promoted but he's still larger than average. Echidna only has 9 con promoted but she's a woman so she's still larger than average. They are also the hardest hitting ones (barring crits) with strength bases, caps and growths larger than the others. They appear to use Greatswords/Longswords (art style makes it seem like a weapon as large as yourself isn't even all that) and promoted heroes kinda just use the same sword but in one hand. Keeping this in mind, what if the different classes straight up just used different types of swords (Daggers, Sabers, Rapiers, Greatswords, etc...) and each were catered to each class's needs and strengths. The spoilers contain my older ideas. This is my rather small-scale research based on youtube channels like Skallagrim, Scholagladiatoria, Metatron, Lindybeige and others, as well as my own search through HEMA websites such as wiktenauer and some thorough googling. PLEASE PLEASE PLEASE CORRECT ME ON ANYTHING THAT YOU SEE WRONG. Also, please provide sources if you'd please. **Greatswords** Pros: -Ridiculous power due to the mass in the blade. -Versatile. They are faster than they would seem, are good at both thrusting and cutting and are good primary weapons, unlike virtually any sword that is shorter than it. -Half-swording makes them surprisingly good short-range weapons. As if they were a shorter spear. -Massive crossguard and the second set of quillons makes them REALLY good at parrying. -The Japanese Nodachi in particular was used to counter horsemen by sweeping at the horse's legs AFAIK, so it seems appropriate that the other Greatswords would be good for it as well (unless they are thrusting oriented swords). -The range, agility, power and good defense of the Greatsword makes them the best sword for countering spears. The way they were (suposedly) used against pikes suggests that they might be well used to counter spears. Not as good as other Polearms, but then, Greatswords are sort-of sword-shaped polearms anyway. -Range. HOLY SHIT RANGE. -Much like two-handed Cutting Polearms (like the Dane Axe), they can defend narrow passages by simply blocking an entrance. -Can use longsword techniques which makes them good dueling weapons (as the longswords were). -They look badass. -Pretty good 1 on 1 weapons. -The Mordhau (In english: "Murder Stroke") makes them decent at combating armored opponents. (In essence, you grab the BLADE of the sword with both hands and slam the crossguard/pommel onto your opponent, effectively turning the sword into an improvised warhammer. Not as good as an actual warhammer, but decent enough. Perfectly safe as well if you know what you're doing. Not exclusive to greatswords (longswords dit it as well and you COULD do it with the others, but Greatswords/Longswords/Arming swords did it better in general.) -As long as all opponents are in front of you, the greatsword is great at holding multiple foes at bay, since no one wants to get in its range, and they kind of HAVE to in order to attack the swordsman. (unless they have polearms, bows, or greatswords themselves) Cons: -While lighter than thought by the general public, still pretty hefty for a sword, and as such is pretty hard to stop a swing. As such, followthrough cuts should be mostly used instead. -Actually require a lot of training. More than longswords I would argue. Maybe I'm wrong though. Still, a lot of training. -Not exactly the easiest things to carry around. Then again, most primary weapons weren't easy to carry and would have to be discarded (even if temporarily) if a secondary weapon became more appropriate. -Require a LOT of room, and as such can't be used in tight formation too effectively or in tight spaces (corridors, etc). -Expensive to make. A lot of steel in there. -Still not as good at hacking as a pollaxe or dane axe, not as good at thrusting as a spear and not as good at blunt force trauma with the mordhau as a warhammer or even as an axe. -Exclusively two-handed so no shields allowed. -While half-swording makes it better than most polearms at close-quarter fighting, it's still worse than a one-hander if the foe is within arm's reach. **Thursters**(Rapiers, Estocs, Smallswords, etc...) Pros: -While just as heavy as any other one hander, the point of balance is REALLY far down the blade.(like almost on top of the crossguard) -Relies more on stamina(slow twitch muscles) than strength(fast twitch muscles). -Thrusting takes a lot less effort to pierce soft armors like gambeson than cutting does, which means, again, less strength required. -While it's unusual to see rapiers paired with shields due to the dueling nature of the weapon, it's a one-handed weapon so it CAN be paired with a shield if need be. (Excluding the Estoc, which I'd group with the rapiers for the purposes of this hack.) -Thrusts are harder to block with a weapon than cuts and in my (inexperienced and probably somewhat uninformed) opinion, just as hard to block with shields as cuts are. -The hand is VERY well protected. -Blade as long as a longsword's, weight of a one-hander, magnificent point of balance, profiecient in the hardest maneuver to block and amazing hand protection means it's basically the perfect melee weapon for an (unarmored) duel. (When not against a spear. Those are OP as shit.) -Stupidly easy to wear. Like most swords were. -The blade being so light makes it easy to redirect for feints. -The Estoc actually was an anti-armor weapon. It was basically a really long spike with a longsword hilt/crossguard. Cons: -Just as likely to lose to spears as any other sword shorter that a greatsword. -Reliance on the thrust rather than being a "cut-and-thrust" weapon (though it can still slice. It just can't hack) makes it predictable at times. -Built around dueling and self-defense, which means it's not well suited for war or skirmishes, in which people are likely to be wearing at the very least gambeson (which for the rapier might not be THAT bad) and varying levels of hard armors. (which basically counters it as well as most swords). (Again, exclude the Estoc.) -Built for taking on one opponent at a time (DUEL) so fighting multiple people with it is hard. (Though, fighting multiple people is hard in general) -Light blade makes it hard to block/parry/deflect heavier weapons or particularly strong swings with unless done basically flawlessly and with the "strong" (lower half) of the blade rather than with the "weak". (upper half) -Despite what Fire Emblem tells you, actually REALLY WEAK against both armored units AND cavalry. (Dat Estoc Tho.) -The Estoc in particular, was a sort of "two-handed rapier" which, while useful if covered in steel, is two-handed and therefore does not allow a shield. -The Estoc also has the weakness of not having an actual edge. Again, it was a really long and slender spike with a longsword-like handle and cross-guard. -The rapier is really light so you can "beat" the blade to the side pretty hard (unless you miss,lol), which lets you move in without getting skewered. **Backswords and Sabres** (I previously referred to this category as just sabres) I'm considering backswords to be any single edged, one handed, cutting-oriented straight sword. (Falchions; the ACTUAL Claymores, which were one handed basket-hilt swords; some viking swords; some Dao; etc...) Also, I'm considering Sabres to be any CURVED single-edged sword. (Messers, Cavalry Sabres, Katana, some Cutlasses, some Dao, etc...) Pros: -The Sabres slice like a motherfucker. (slice, not cleave.) -The Backswords cleave like a motherfucker. (but don't slice as well as a sabre.) -Since the Backswords cleave well, they also apply really good blunt force trauma to things they can't cleave through, like some Gambesons and basically any mail. Kinda just skid-off plate, though, as do most if not all swords. -The sabres are better for cramped spaces such as alleys since the sword's curve makes it take up a smaller "length" of space. I think I might need a drawing to illustrate this. -The Sabres can work around stuff like shields using thrusting techniques, due to the curve. (Short note: according to my research sabres should have a little less might but higher hit rate and vice versa for the backswords.) Cons: -BAD against armor, as it counters basically any cutting sword. -More often than not, a heck of a lot shorter than thrusting swords like the Rapier. -The Sabres HAVE to use the finnicky thrusting techniques on enemies that don't have a shield as well because the curve means that you have to curve your stabbing as well. **Daggers** (They are not good for combat. Only used historically as finishers, after another weapon did the brunt of the fighting. Thieves are still gonna be a utility class rather than combat.) Pros: -There's a shit-load of types of daggers. Thursters like the Rondell Dagger and Slicers like the Baselard, and even throwing knives. This means variety. Cons: -Yes most of the kills against armored units came from daggers but that's because there was another big armored dude subduing the first one to the point where he could pull up his visor and jam a dagger in his gullet, or they were wrestling. -Yes Rondells are the best Daggers to use on armor, but again, the victim would basically already have to be subdued or you'd have to be wrestling. -Yes throwing knives hurt... but they can't pierce even soft armors like Gambesons, aren't always guaranteed to hit with the blade unless you are a god at throwing from all ranges, and, finally, even if you do hit your opponent in an unprotected area, IT WON'T GO DEEP ENOUGH. It won't cause a severe enough injury to even immobilize a limb let alone actually kill someone. It CAN kill someone, if you are incredibly lucky, but it can't kill someone reliably. -Range. I mean really, don't bring a knife to a swordfight. Or rather, do, but have it around JUST IN CASE. **Broadswords"" Pros: -Average at everything. There doesn't appear to be any real weakness to them. Better range than shortswords an daggers, effective strikes, alices AND thrusts, allow for a shield... Cons: -Average at everything. There doesn't seem to be any specific advantages to them. -They can cut, but, unlike Backswords and Sabres, generally isn't gonna lop off limbs. (unless you REALLY power your cuts and/or your edge alignment is godly.) -They can thrust well enough, but don't have as much range or point control, both of which give AMAZING advantages to thrusts, as the "rapierish" weapons do.
  10. I already asked this question before on a different forum, but not much interest was shown. But from the given suggestions, and what we can realistically achieve so far with ROM hacking, I've come up with a small list of tentative changes and would like some input. http://pastebin.com/933nAbXM And because I know this is going to be suggested, no, we don't know yet (or at least I don't know) how the game handles what shop sells what, so I can't edit shops at this moment.
  11. Hello everyone! I'm relatively new to the forum and I'm making a FE8 hack. It's not too ambitious, just basically vanilla FE8 with some new and rebalanced classes, extra weapons, extra supports, much harder difficultly, and eventually (if I can figure out how) a few more chapters. I don't want to go down in ROM history, just create a better alternative to regular FE8. Re-Balanced difficulty and class changes. AKA, the bulk of what I'm doing. Things done already are highlighted in Green New Content AKA Stuff I largely don't know how to do yet. As you can see this is a huge undertaking, and I don't expect to finish it all. I'm going to use available animations for all I can, and maybe beg help for the animations that don't exist yet. There are animations for the halbardier class I want to use, but the link in the animation resourse thread is dead. I also once saw a video of a swordwoman attacking with a mauth dog that I want to use for Velour, but I don't know what the deal is. I hope to be able to work out a deal with people who can help me. I can write smut for you perverts if you give me what I want Right now I've increased the difficulty of the presplit and about four Erika route chapters, but that part is the easiest thing I have to do. Any feedback you folks can provide is much appreciated.
×
×
  • Create New...