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Found 35 results

  1. Black eagles : Hard Blue Lions : Easy Golden Deer : Normal
  2. Recrutement : All Difficulty on Chapter 13 to 17 : Normal Chapter 13 : Hard (Byleth and Seteth vs many enemy with Black Eagle student only) Chapter 14 : Normal (Fire field) Chapter 15 : Easy (Gwendal can be defeated easily by Lysithea Dark Spike T) Chapter 16 : Normal (Ladislava is fast and might defence) Chapter 17 : Easy (No strong enemy)
  3. Last year I borrowed my cousins copy of Fire Emblem Fates: Conquest, and asked for some advice. Once again, I thank everyone who responded. I frequently referred to the topic throughout my playthrough and it was helpful each time. This time, I asked to borrow Birthright, and my question is what difficulty should I play it on? I completed Conquest on hard casual, and in terms of pure gameplay, I would consider it the best in the series. It remained challenging yet fair throughout, it knew when to inform the player about a gimmick or mechanic and went to let the map design and enemy abilities speak for themselves, and I can count the amount of bullcrap specific to this game on one hand. That said, the sheer number of things to keep track of, combined with how long certain levels could last and how certain gimmicks could have been given a bit more time to stew, did result in me getting exhausted with the game. I know that Birthright is considered much easier, so after beating Conquest, would it be a good idea to start a blind playthrough on hard or lunatic difficulty? I also ask how well does the game handle permadeath, as I am curious whether to start on casual or classic mode. I enjoy doing Ironman runs for most games in the series, and I have done blind Ironman runs for Shadow Dragon and Blazing Sword, so this wouldn't be my first rodeo. Thanks in advance. (Also, I swear I am going to do a Ryoma Solo run of the game after my first playthrough, as I am legitimately curious if he really is that powerful.)
  4. I've heard some games are tedious or don't make any sense in their hardest difficulty (I remember Awakening and Shadow Dragon), so what's the highest difficulty that you recommend for each game you've played?
  5. (Yes, I know..Another Three Houses Topic from me..Well, I can't help it but feel hyped even more after seeing everyone playing!)(Today I even learned that some guys at the Upper Class already have the game..which somehow made me even more excited about this game!) Today's question is a pretty easy one (I guess): How's the Difficulty holding up? (And if it's not much trouble, would you mind naming a second FE with a similar difficulty? That should help a lot) (Like always, no surprise spoilers, please)
  6. I need some input from others that have experience with it because my goal right now is to beat every single Fire Emblem game on the hardest difficulty. So far I’ve beaten Sacred Stones, Echoes, and Awakening (Lunatic+ Classic). And I’ve heard that Conquest lunatic is harder than Awakening Lunatic+, which I thought Lunatic+ was normal (Not hard but not easy). I plan on going no dlc for Conquest because I don’t feel like paying money.
  7. Eya, I recently bought Fire Emblem Echoes and founf it to be very hard around chapter 4, especially the Alm route (4 units died on me, namingly Python, Clive, Mathilda and later Kliff) and I just wanted to know if that's something normal or me being an idiot.
  8. 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 ? :/
  9. I was planning to run through the series on the most difficult modes, but after some thought I realized that I just won't enjoy playing many of them. FE9 Maniac Mode is an absolute slog through far too many enemies and little challenge, FE11 H5 is too difficult and limiting for me to enjoy casually, FE12 Lunatic(+/R) is more of the difficulty in FE11, FE13 Lunatic(+) is again too limiting for me to enjoy casually, & FE14 CQ Lunatic is again crushingly difficult for casual play. Which hard modes do you like, which do you dislike, and why do you like/dislike them?
  10. Getting right to the point, I know that Sacred Stones is the easiest, or at least among the easiest, Fire Emblem game(s) to date. I also know that it's tutorial is locked on the easiest difficulty, so I have two questions I want to ask: Is there any information in the tutorial of Sacred Stones that can't be figured out by playing the other entries? I.E. Is there anything unique to this game that isn't in the other Fire Emblem games that I should know about ahead of time? For reference, I've beaten Awakening on Normal!Classic and Hard!Casual, as well as Shadows of Valentia on Hard!Classic, and I've also started, but haven't finished, the other two GBA Fire Emblem games. Is the Hard difficulty of Sacred Stones a fine place to start, especially playing blind, or would it be a better idea to do a play--through of the game on Normal difficulty first? Thank you ahead of time for your answers.
  11. Is there any way I can find a mod to amp up the lunatic difficulty in birthright?
  12. 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!
  13. Did anyone find the normal mode in Fire Emblem Echoes: Shadows of Valentia was easier than the original game? The bosses in the game seems to be like they're easier to dealt with in the remake and I didn't get too much Game Overs in the remake, but I only did had one game over in Echoes: Shadows of Valentia when I had Alm accidentally got killed by Desaix in his fortress in the remake (that was my only game over progress that I have in Echoes: Shadows of Valentia). When I did played the remake since at the start at the release date and I did managed to get up to Act 4 as of right now really easy. I remembered back then when I played the original game, Slayde was too tough in Zofia's Castle, Wolff was a Sniping Hog with more range that he killed Mae, and Grieth was a menace back then. But with thanks to Faye, Position in the Beginning of the Battle, new items, provisions, and the Arts that were added in the remake, I did managed defeated Slayde in the remake with the effort of training, Arts, Provisions, & Support Bonuses and I did dealt Grieth with Kamui and Saber in their Dread Fighter classes with the Arts skills and Forge on the Weapons without getting a game over and had an easier victory. There was alot of units for Alm's and Celica's army gotten killed in my playthrough in the original game that I need to reset it and I did worked hard on getting them alive since Casual Mode didn't exist back then and Alm and Celica did get killed by enemies in some areas since Provisions didn't exist in the original game back then and I needed to find some way to regain health. And the Mila's Turnwheel makes it easier to undo mistakes and go back where you didn't want to that happened in the first place.
  14. [spoiler=Screenshots] [spoiler=Wait what are these showing?]1) Seth's base stats are reduced, especially in HP, STR, SPD and DEF. Seth received a few very needed nerfs - lower bases, reduced growths, and a tweak to the EXP formula in the earlygame, which although an indirect nerf, hinders Seth's early EXP gain far more than any other character is affected. 2) An example of a chapter 9 Eirika Shaman, showcasing their new defensive slant. Slightly higher offensive stats but much stronger defensively. Most enemies didn't gain much or any DEF/RES in this patch, instead I opted to raise HP to maintain balance of lower strength, high SPD units. 3) Marisa is significantly buffed in terms of bases. This is her in chapter 10 Eirika route. Marisa didn't receive any other buffs, so this is all she gets. How do you think she compares to Joshua (who was unchanged)? 4) Trainee 1st tier promotions are buffed significantly as well, especially Amelia (who is generally considered the weakest character in the game). Also, notice the CON gain. Trainees are no longer stuck on useless CON! Oh, and those are more or less average stats for Amelia before promotion as a level 10 Recruit. If you do the comparison, it might not look like she got buffed much (before promotion gains, at least!), but she does have a number of small buffs in a few areas of gameplay, as does Ewan and to a lesser degree, Ross. 5) Late game bosses are strong, but not ridiculously strong. Lyon is heavily buffed but still has fairly low AS - much higher than his usual ~5 AS though - so even though he's sporting 55 mt like usual, and now 29/30 defences with a whopping 88 HP, he's not too hard to gang up on and take down if you're careful. 6) Most dark magic tomes have been buffed, since they did sorta suck before. Luna with it's terrible hit but 10% crit was particularly notorious for usually being completely non-threatening, except the fact it often had maybe a 2% chance to simply kill you. FESS Difficulty & Balance 1.1.zip (Alternate download: Google Drive) I uh uploaded here first, then later realised I could just attach the file on the forums directly. Doesn't hurt having two versions in case one goes down I suppose. This is a patch that I've been working on for the last month, give or take, mainly for my own entertainment, but since it's done, it felt like a shame to not release it in case more people would be interested. As the name suggests, this patch aims to do two things - 1) Increase the game's difficulty and 2) Address some various balance issues in a number of places, at least as I perceive them. As many people would agree, The Sacred Stones is one of the easier FE games - even if you don't just have Seth demolish his way through the game, there are few seriously challenging chapters, and plenty of other characters who can be trained up quickly and destroy the later parts of the game. Many of those characters, and especially Seth, needed a bit of a tone down. Similarly, many characters are close to worthless if played in a traditional (no grinding) style, due to joining very low levelled, late, and often not being noticably better than similar units when trained. Those characters needed some kind of buff and/or niche to make them more worthwhile. Thus, this patch comes in. This patch is for anyone who wants to play FE8 again, but feels the original game is too easy, and wants something more comparable to recent FE games higher (not top) difficulties. In terms of difficulty, my goal was somewhere around perhaps HHM in FE7, or maybe F4 in FE11 - so I didn't want to make a super challenge for FE vets, just something where the enemies have a little more bite to them. In terms of balance, I wanted to make every character at least viable, and no character feel almost mandatory, for simply completing the game (LTC, speedrun or anything like that wasn't a goal or particular consideration). I was not trying to make every character equally good - such goals are almost impossible, and somewhat subjective. But I wanted even the weakest characters in vanilla to feel worthwhile and rewarding to train, and the strongest to not be overbearing. I feel (and hope!) that I succeeded. This is not a massive redesign of the game or a huge project. Don't expect things like new characters, sprites or ASM hacking. Everything I did was done with Nightmare, and all but one thing with publicly available modules (one module I made myself). This patch is simply doing the things I said it would - rebalancing the game and increasing the difficulty. I'd like to thank two people, who helped make this patch - one directly, and one indirectly. Kaoz/Chaosmaster helped a lot, suggesting various ways to rebalance characters, as well as other things I might want to adjust. I spent a lot of time talking to him about things I could tweak and how to do it. Vennobennu also helped indirectly, well over a year ago, since he told me how to remove the "mode coefficent" part of the EXP formula (and this is what my nightmare module I made as a result is for). Now that's out of the way, here's a changelog for those interested. [spoiler=Summary Changelog]Difficulty: Increased enemy stats (HP majorly, STR/SKL/SPD/LUK slightly). "Mode Coefficient" EXP removed (this basically means you gain less EXP for high level units until chapter 8) Strong units nerfed slightly Balance: Strong units weakened slightly by reducing bases, reducing growths, altering base level, etc. This includes Seth, Franz, Gerik, Duessel and others. Weak units buffed slightly by increasing bases, increasing growths, altering base level etc. Trainees have had their 1st promotion buffed. This includes Ross, Neimi, Amelia, Ewan, Marisa, Knoll and others. Shaman/Druid has slightly more defensively oriented stats, inspired by FE13, to give them both a more distinct feel from other magic users. A few other miscellanious changes. [spoiler=Detailed changelog]All enemy and NPC units unpromoted/promoted base stats increased: HP +4/+6; STR, SKL & SPD +1/+2; DEF & RES +0/+1 All enemy units growths increased: HP +30%; STR, SKL, SPD & LUK +10% Unpromoted Monsters gain 1 less base HP, 10% less HP growth and 5% less STR, SKL, SPD & LUK growth (mostly because Ghost Ship is too much of a difficulty spike otherwise) "Mode Coefficient" EXP removed (see bottom of page for info) Base stat & level changes (note: X>Y means the character is autolevelled from X to Y. All unlisted stats are unchanged): Seth: 26 HP (-4), 12 STR (-2), 10 SPD (-2), 10 DEF (-1), 7 RES (-1), C Swords (-2) Franz: 19 HP (-1), 6 STR (-1), 4 SKL (-1) Moulder: 8 SPD (-1) Vanessa: 10 SPD (-1), 5 DEF (-1) Ephraim: Level 7 (+3) Orson: 33 HP (-1), 14 STR (-1), 10 SPD (-1), 12 DEF (-1) Gerik: Level 8 Eir (-2), Level 8>10 Eph (was 10), 29 HP (-3), 12 STR (-2), 11 SKL (-2), 11 SPD (-2), 7 LUK (-1), 8 DEF (-2), 3 RES (-1), 12 CON (-1) Tethys: Level 1>3 Eph (was 1), 11 SPD (-1), 4 DEF (-1), 3 RES (-1) Saleh: Level 1>4 Eph (was 2>4), 17 SKL (-1), 7 DEF (-1). Cormag: 29 HP (-1), 9 SPD (-1) Duessel: Level 8>11 Eir (was 8>10), 39 HP (-2), 16 STR (-1), 11 SKL (-1), 11 SPD (-1), 16 DEF (-1) Neimi: Level 3 (+2), 18 HP (+1), 6 STR (+2), 7 SKL (+2), 8 SPD (+2), 5 LUK (+1), 3 RES (+1) Natasha: Level 2 (+1), 19 HP (+1), 3 MAG (+1), 9 SPD (+1) Amelia: Level 4 (+3), Level 4>7 Ch. 13 Eir (was 1>4), 18 HP (+2), 5 STR (+1), 4 SKL (+1), 5 SPD (+1), 7 LUK (+1), 3 DEF (+1), 4 RES (+1) Marisa: Level 10 Eir (+5), Level 10>12 Eph (was 5), 27 HP (+4), 9 STR (+2), 15 SKL (+3), 16 SPD (+3), 12 LUK (+3), 5 DEF (+1), 6 RES (+3), C Swords (+1) L'Arachel: Level 7 (+4), 20 HP (+2), 8 MAG (+2), 8 SKL (+2), 12 SPD (+2), 14 LUK (+2), 6 DEF (+1), 10 RES (+2) Dozla: 12 SKL (+1), 10 SPD (+1) Ewan: Level 6 (+5), 18 HP (+3), 5 MAG (+2), 4 SKL (+2), 7 SPD (+2), 8 LUK (+3), 1 DEF (+1), 5 RES (+2) Rennac: 30 HP (+2), 11 STR (+1), 17 SPD (+1) Knoll: Level 10 (was 9>10), 23 HP (+2), 13 MAG (+1), 2 LUK (+2), 5 DEF (+3), 11 RES (+1) Syrene: Level 6 (+5) 31 HP (+4), 14 STR (+2), 16 SKL (+3), 20 SPD (+5), 13 LUK (+1), 11 DEF (+1), 15 RES (+3), B Swords (+1) The Creature Campaign bonus characters all have the same bonuses as enemy units do (+6 HP, +2 STR, SKL & SPD, +1 DEF & RES) because well they're bonus characters anyway, they need all the help they can get (and it's less editing to leave like that) Lyon's Phantoms are stronger (+15% STR, SKL, SPD, LUK growths) because I felt like it. Growths changes: Seth: 80% HP (-10%), 45% STR (-5%), 40% SKL (-5%), 40% SPD (-5%), 20% LUK (-5%), 30% DEF (-10%), 20% RES (-10%) Amelia: 70% HP (+10%), 40% STR (+5%) Ewan: 55% HP (+5%), 55% MAG (+10%), 40% SPD (+5%) Knoll: 80% HP (+10%), 25% DEF (+15%) Promotion bonus changes: Journeyman > Fighter: +3 HP, +3 STR, +1 SKL, +1 RES, +3 CON (was: +2 HP, +2 STR, +1 SKL, +1 RES, +3 CON) Journeyman > Pirate: +4 HP, +2 STR, +1 SPD, +1 DEF, +2 CON (was: +2 HP, +2 STR, +1 SPD, +1 DEF, +2 CON) Journeyman > Journeyman (2): +3 HP, +1 STR, +2 SKL, +2 DEF, +2 RES, +1 CON (was: +2 HP, +2 SKL, +2 DEF, +2 RES) Journeyman (2) > Journeyman (3) +5 HP, +1 STR, +1 SPD, +3 DEF, +3 RES, +2 CON (was: +4 HP, +1 STR, +2 SPD, +2 DEF, +2 RES) Journeyman (2) > Hero Now gives +2 CON (was +3 CON), no other changes Recruit > Cavalier: +2 HP, +2 SKL, +3 SPD, +2 RES, +3 CON (was: +1 HP, +2 SKL, +2 SPD, +2 RES, +3 CON) Recruit > Knight: +3 HP, +3 STR, +1 SKL, +4 DEF, +1 RES, +4 CON (was: +2 HP, +1 STR, +1 SKL, +1 SPD, +2 DEF, +4 CON) Recruit > Recruit (2): +3 HP, +2 STR, +3 SKL, +2 SPD, +2 DEF, +2 RES, +1 CON (was: +2 HP, +1 STR, +1 SKL, +1 SPD, +2 DEF, +1 RES) Recruit (2) > Recruit (3): +3 HP, +3 STR, +1 SKL, +1 SPD, +2 DEF, +2 CON (was: +2 HP, +2 STR, +1 SKL, +1 SPD, +2 DEF, +1 RES) Recruit (2) > Paladin: Now gives +2 CON (was +3 CON), no other changes Pupil > Mage: +2 HP, +2 MAG, +1 SKL, +3 SPD, +1 DEF, +2 RES, +1 CON (was: +1 HP, +1 SKL, +2 SPD, +1 DEF, +2 RES, +1 CON) Pupil > Shaman: +4 HP, +1 MAG, +1 SPD, +3 DEF, +2 RES, +2 CON (was: +1 HP, +2 MAG, +1 SPD, +1 DEF, +2 RES, +2 CON) Pupil > Pupil (2): +3 HP, +3 MAG, +2 SKL, +2 DEF, +3 RES, +1 CON (was: +2 HP, +1 MAG, +1 SKL, +2 DEF, +2 RES) Pupil (2) > Pupil (3): Now gives +1 CON (was +0 CON), no other changes Pupil (2) > Sage: Now gives +1 CON (was +2 CON), no other changes Stat cap changes: All Trainee (1): 15 STR, SKL, SPD, DEF, RES & CON (Was 20 in all) Journeyman (3): 30 STR, 28 SKL, 26 SPD, 30 DEF, 24 RES (Was: 26 STR, 29 SKL, 28 SPD, 23 DEF, 23 RES) Recruit (3): 28 STR, 30 SKL, 29 SPD, 27 DEF, 27 RES (Was: 23 STR, 30 SKL, 29 SPD, 22 DEF, 26 RES) Pupil (3): 29 MAG, 29 SKL, 26 SPD, 24 DEF, 30 RES (Was: 29 MAG, 28 SKL, 27 SPD, 21 DEF, 30 RES) n.b. These 3rd tier stat caps are the ones in the Japanese version. Some are a bit odd like Journeyman's 30 DEF, but overall they seemed more appropriate to use. The 1st tier ones are just for effect, they're almost unreachable caps still (Ross has a 0.2% chance of reaching 16 Strength... if you give him the ch. 7 Energy Ring.) Weapon changes: Luna now has 75% hit, 0% crit and 11 wt (was 50% hit, 10% crit and 12 wt) Nosferatu now has 13 wt (was 14 wt) Fenrir now has 15 wt (was 18 wt) Gleipnir now has 21 mt, 16 wt, effective vs. monsters (was 23 mt, 20 wt, no effective bonus) All 1-2 ranged Lances (Javelin, Short Spear, Spear) and Axes (Hatchet, Hand Axe, Tomahawk) have -1 mt Other misc. changes: Shaman & Druid base stats: +1 HP, +1 DEF, -1 MAG, -1 SKL Shaman & Druid growths: +15% HP, +10% DEF, +5% RES, -10% MAG, -10% SKL, -5% SPD Including the universal growth & base stat buffs this gives: Bases: +5/+7 HP, +0/+1 MAG & SKL, +1/2 SPD, +1/+2 DEF, +0/+1 RES (for Shaman/Druid resp.) Growths: +45% HP, +5% SPD, +10% LUK, +10% DEF, +5% RES This makes Shamans & Druids slightly more defensively oriented, similar to FE13. Boss stats increased. Excluding HM bonuses (which are slightly larger now due to higher growths): Prologue-ch. 3 & ch. 5x have 4 HP, 1 STR, SKL & SPD Ch. 4-7 gain 6 HP, 2 STR, SKL & SPD Ch. 8-11 gain 6 HP, 2 STR, SKL & SPD, 1 LUK, DEF & RES Ch. 12-14 gain 8 HP, 3 STR, SKL & SPD, 1 LUK, DEF & RES Ch. 15-18 gain 10 HP, 3 STR, SKL & SPD, 2 LUK, DEF & RES Ch. 19-20 gain 12 HP, 4 STR, SKL & SPD, 2 LUK, DEF & RES. Riev also gains 2 CON Lyon (end) gains 12 HP, 1 MAG, 4 SKL, 4 SPD, 4 LUK, 2 DEF & 6 CON Formotiis gains 5 STR, 10 SKL, 2 SPD, 6 DEF & 6 RES, but stat caps have been lowered to 31 to avoid a stat overflow bug while suspending (in effect this means 30 or 31 MAG/SKL/DEF/RES and about 21 SPD/LUK) Note: "Mode coefficient": Normally, until the end of chapter 8, the game does something a bit weird with EXP. If your level is at least the same as an enemies level when you kill them, then the bonus EXP you get for killing them treats your level as though it's half of what it actually is. If that sounds confusing then here's some example numbers: A level 6 fighting a level 8 enemy gets 11 EXP for hitting and an additional kill bonus of 6 (+ a fixed 20 EXP) for killing, making 37 EXP total. A level 8 fighting the same enemy would get 10 EXP for hitting, but here's the weird part: Because their level is equal, it's treated as being level 4 for the kill bonus, so they actually get a kill bonus of 12 EXP (+ the fixed 20 EXP), making 42 EXP for killing. So a higher level character is getting more EXP, what. The main reason I've disabled this isn't because it's weird though - it's because it makes things harder, and especially makes Seth less able to get tons of EXP early on (it's not unusual for Seth to be level 6-8 at the end of chapter 8, in this patch, he probably won't be higher than 3). For reference, with the mode coefficient disabled, now our level 8 unit gets 10 EXP for hitting and an additional 0 + 20 for killing, making 30 total. The patch is currently complete - however, there is a chance I will make some more changes, likely minor ones, especially if people feel there is a character or perhaps other aspect of the game I have not sensibly balanced yet. If there are any questions, perhaps about why I did something a certain way or anything else, feel free to ask.
  15. Here's the first hack which I'm currently working on. For simplicity, I decided to start with a difficulty hack to improve the gameplay of FE8. The aim of the hack is to ramp up Sacred Stone's difficulty via map design changes and enemy weapon/stat upgrades. In particular: -Enemy weapons scale very quickly -Enemies have high offensive stats -Weapon hit rates in general have been greatly improved (Hard mode enemies also get bonus +15 Hit) -Enemy AI/placement changes to prevent bait and kill tactics in some maps -Anti-turtling added to some maps in the form of thieves w/ chests/villages and reinforcement spawning (no ambush) -Player units also have their bases and growth rates buffed (except for Seth, who got a nerf to his bases but a buff to his growths nonetheless) -Better weapons are made available to the players a lot earlier via shop updates -All promotion item drops have been replaced with Master Seals -More stat boosters are dropped, obtained in the early game Hard mode is recommended. Though there do exist some differences between Normal and Hard (i.e. reinforcement timings and additional enemies on Hard), Normal is not properly balanced right now since some chapters are the same as Hard while others, especially the first few chapters, are a lot easier (also Normal was not tested). Dropbox Download Link: https://www.dropbox.com/sh/djolyst8u86t2gr/AACpWjp2tcQzKswGBg542ttMa Apply the patch to an English FE8 ROM. Change log is provided for download in the link above. Sample Gameplay (Prologue ~ Chapter 1): Some small features added to the hack: -Addition of weapon rank bonus (thanks to Vennobennu's patch) -Hard mode enemy Hit bonus (Vennobennu's patch) -DS style supports - bonuses are added once at the beginning of the chapter - see change log for the chapters required to build support rank (thanks again to Vennobennu) -Fixed enemy stationary range display (credit to circleseverywhere) -Danger zone toggle, use select key by default (credit to circleseverywhere) Current progress: Prologue ~ Chapter 8 has been done Have a try and please leave a feedback :) Also, feel free to suggest a name for this hack! I'm very uncreative :( Screenshots:
  16. I was thinking a lot about Fire Emblem's gameplay as a whole, and ultimately came to a few conclusions about the difficulty. In most Fire Emblem games, the game is relatively difficult at the beginning, as all of your units are rather weak, and you're getting introduced into the game. The game begins to lessen the hold on the player with the difficulty as it goes on, growing alongside all of your units. However, eventually your units just straight up outpace the enemies in terms of pretty much everything, to the point where things taper off to a really easy difficulty at the end. While this is great for feeling as though your units are becoming stronger, and more able to overcome obstacles, the game's difficulty suffers as a whole, being really easy near the end. I feel like the way Fire Emblem games should be designed near end game is through not just higher power enemies, but rather through smarter enemies. You should be able to still have your units wipe the floor with generic Paladin #121827, but try to fuck with that Paladin, suddenly you're overwhelmed with a situation you really need to make a gamble with. Or something like that. Point is, I think Fire Emblem games are kind of easy (with the exception of you, FE10) but can be like way better lol
  17. I'm just wondering what difficulty and mode I should use on my second playthrough. This is also my first fire emblem game, and on my 1st playthrough I chose Normal/Casual.
  18. For me it depends on each game: FE7: Eliwood Hard FE8: Hard FE9: Hard FE10: Easy FE11: Hard 1 FE12: Normal FE13: Hard FE14: Birthright Hard/Conquest Normal/Revelations Hard
  19. I'm not someone to gosh over dificulty and stuff like that, and I certainly don't think Zelda games are particularly easy, but a few days ago I decided to pick up Wind Waker because I love boats. No seriously, that's the only reason I picked it, I like the idea of a game where you sail everywhere appealed to my adventurous side, I guess :P [spoiler=SPOILERS AHEAD] So after the intro I was... kinda curious as to why I was given all my basic gear so quickly. I remember that in other Zelda games usually there was a long, dragged intro where you get your stuff. Then the pirates where like "sure we'll take you there, no questions asked" Forsaken Fortress was a laugh, and then you get the "Baton of Wind" (which I guess is our Ocarina of Time) from a talking Boat, again no questions asked. I'm currently at the Tower of the Gods, which I assume is the midway point of the game, given that the whole "collect 3 random stuff" trope of Zelda games is done. I just find everything.... so simple. I mean, it's not a bad thing, I'm having a blast because the game is tons of fun. Is the game really that easy, or is just that my perception is conditioned in some way? The last game I played before that was Path of Radiance and Street Fighter V, both not-really-hard games, so I feel it can't be because context.
  20. So, having just finished Conquest on Hard, I'm having a dilemma. Birthright is easier, at least from what I've hear from literally everyone I know playing Fates. Furthermore, grinding is possible. Supposedly, Revelation is between the two in terms of difficulty. Seeing as there's no Lunatic+ to unlock, and I've heard that Fates' Lunatic mode isn't the totally and completely idiotic and non-strategic RNGfest Awakening's lunatic/lunatic+ was, I'm wondering whether to play Birthright on Hard or Lunatic mode. My concern is that I intend to play Revelation on Hard mode because Hard mode doesn't lock your stat growths at mission start, and I want to use my Revelation playthrough for PvP later on (which means locked growths would make stat-capping awful grindy and tedious). If I play Lunatic Birthright, will Revelation on Hard be boringly easy? Thanks in advance for opinions and input, I'd appreciate someone whose already done this weighing as well.
  21. Over the years I've heard the term "Such and such game may be harder then Thracia!" When in reality Thracia isn't even that hard of an FE game, sure it blindsides a first time player and has several odd mechanics, but at its core is a pretty simple FE overall that places its difficulty more in gimmicks and the AI being somewhat smart with their weaker units. The game gives you several gamebreaking possibilities and the fact that pretty much the entire cast can become godly thanks to scrolls. I'd easily rank FE6 HM, FE10 HM heck maybe even FE10 Normal Mode, FE11 H2-5, FE12 Maniac/Lunatic and heck even FE13's easily abuseable lunatic mode above it in terms of difficulty. Thats only mentioning a few games and modes! So why do people keep insisting that Thracia is the hardest game ever? I'm beginning to think alot of people who say this, simply haven't played the game or they are confusing difficulty for BS moves that can be negated on replaying the game. Or maybe simply its older reputation just became too infamous because we all sucked at FE back in the day. I will give the Manster chapters a bit of difficulty cred though, among a few other chapters.
  22. Kind of like how one of staff responsible for Halo said Heroic was the canon difficulty. I'm torn between it being either hard or Lunatic, but is it possible for it to be Normal? Also, without any DLC, is it possible to beat this game without using any skills, on hard or lunatic?
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