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So I made this little meme vid where GBA Fire emblem had Xenoblade style chain attacks and I would love if you could check it out! 🙂 If Fire Emblem had Xenoblade style chain attacks Does anyone here play Xenoblade? If yes which one is your favorite? I'd love to know 🙂
EDIT: 14. Bow range isn't high enough. EDIT: Changed the issue and reason for #5. EDIT: 15. Mounted units should be unrescueable, should be able to rescue unmounted units, but shouldn't be able to move again without the Savior skill. EDIT: 16. Boss weapons should be unbreakable because of issue EDIT: 17. One or all the stat boosting items need to be nerfed, especially the Angelic Robe, maybe (please don't quote me on this) to +3 instead of +7, and to +1 instead of +2 for the rest, then make them more available through unique acquirement circumstances, like a hard to reach chest on a limited turn map, a hard to reach village, a unique purchase from a NPC merchant etc. EDIT: Changed issue #4. 1. Weapon and stave uses are too high, making the uses redundant (hence Fates Infinite uses). 2. Vulneraries and Elixirs have too many uses, they should have only 1 use IMO. 3. Terrain gives too much avoid. 4. Most GBA playable characters base stats are too high, except characters who already have low stats like Nino, Amelia and Ewan. 5. Weapon stats aren't balanced. But specifically all weapons need more hit rate maybe 5+ or 10+, and I guess the Killer weapons need to be balanced better, also I think the iron weapons MT needs to be reduced or bronze weapons need to be added. 6. Important enemy boss characters aren't dangerous enough on Normal and higher difficulties, this does not apply to easy mode. 7. Defense and resistance stats maximum at 30 isn't high enough. 8. Weapon MT is too high and goes past 30 Atk too easily to 40-50, and so makes beating a general easy because of the 30 Def/Res cap. 9. Base classes should have varied class caps, so that a base class can't get stats too high in every stats. 10. Weapons, staves, and items don't cost enough. 11. Class base stats, need to be balanced better. 12. (For FE7-8 only.) WPN TRI. improves/reduces Hit and Avoid too much at 15+ or - Hit and Avoid I recommend 10+ or - Hit and Avoid. 13. The slow text option isn't useful, and the normal text speed is slow. Here are some of my opinions on the issues with the GBA games, they are of course also some small problems I have with: The Sacred War and Project Ember hacks. In case anybody is working on a hack and wanted to improve the gameplay of their games, some issues to consider could be here. Concerning why I consider these problems: Let me start by saying for me I feel most FE games unfairly favor the the player, with broken weapons (like the killer, silver, reaver, and throwing weapons) and characters especially because of there high base stats and high growths, I feel the 'strategy' element of FE is made too easy to disappear because of the problems I've pointed out, and so you know, I'm talking about the GBA FE games on their Normal difficulty level, Hard or higher can be just as easy IMO, but takes more grinding, if you don't grind you could have a very annoying time finishing the game, and might even get stuck mid playthrough, a very good example of that is the Final chapter of PoR on Hard mode but it's BEXP farming instead of grinding, (assuming you didn't know about the Wrath and Resolve combo and didn't get Nasir) if you weren't carefully increasing Ike's stats and getting certain scrolls you can get stuck at the end. If you played on Normal, of course, the beginning has medium difficulty, but as you play through; the strategy element disappears or reduces, the player becomes laidback and IMO just slogs through the game with boring bosses and enemies, to make characters even better you have broken stat boosters that can fix pretty much any stat, especially the Angelic Robe which gives a large HP increase of 7, think Seth, Ike or Ryoma only Emblems, why I chose most of these changes is so that the game favors the player; less, and favors the CPU; more, and so makes it more of a balance between the player and the CPU, so that on any difficulty having a single character playthrough is more difficult, and on the hardest difficulty without intensive farming impossible. But moving along, here are the reasons why I find the issues problems: EDIT: 14. Not only can magic counter bow attacks at 2 range, they can also hit the user up close at 1 range so there isn't a counter attack, and throwing weapons can do the same thing, bows are the only weapons that can't attack either without a counter attack, the range should at least be 2-3 IMO. EDIT: 15. Mounted units are very if not too good. EDIT: 16. Because of #1 on my issue list, I see little reason for the change to be done in the vanilla game. EDIT: 17. Stat boosting items can fix a weakness (or weaknesses) in a character that made them distinct and unique among the cast, while I think they should stay I also think they should be nerfed a little, especially the Angelic Robe, and then you can acquire more in the game as a reward for something impressive the player does. 1. It allows you to stack weapons in your inventory and never use them, (we've all been there,) and allows you to just use silver weapons or Killer weapons with little worry, with reductions of the problem it makes the sell prices go down a lot more per use, so if you acquired a new weapon by exempli gratia an enemy drop, selling it could be a lot more useful than just chucking it into the supply. 2. This gives too much forgiveness to the players and allows them not only to heal three times but to heal, then have another unit trade it to their inventory and heal them, and then rinse and repeat once more or more depending on the number you have, compared to the enemies who can do it only once if that, or if a boss has an Elixir/Vulnerary and is a tank it just prolongs his/her inevitable end (imagine Lunatic Grima with a 3 use Elixir **shiver**) when it could have just one use and bam use it once they can't use it again. 3. This is again so the player gets less favor from the mechanics because the player will reach the better terrain first, but this also helps the players if an enemy Swordmaster got in a mountain or forest which is unlikely, if you're a good FE player but it's still something. 4. This is so leveling up is a lot more varied, even until the end of a players level ups and of course **because of the 30 stat cap,** I don't want enemies or players to be capped in every stat by the end because that takes away from the variability of the game, when members mentioned 'stat inflation' I set out to fix the problem, here it is. The 30 stat cap GBA limit is also why Nerf > Buff for the GBA. @MeatofJustice 5. Most enemies have low skill and luck, giving more hit to weapons will balance out this difference and make the players hits more likely to succeed and the enemies, not just the players, this way if the player had an 80% chance of hitting they would have 85 or 90 instead, and when it comes to already high percentages higher is even better, the Iron weapons MT being reduced or Bronze weapons being added makes the Def or Res stat better and armor knights as well. also MT of weapons can be in the player's favor as well, like the Silver Sword, which does unusually high damage (only one less of the Silver Lance???) and is a weapon the player will mainly be using, specifically the protagonist. 6. If their is an important boss like Lyon for example, on Normal or higher without strong units I don't think surviving his attacks should be guaranteed because that makes him dangerous, rewards players for good strategies, and doesn't require stupid healing spam, but could instead require just strong units as it should be, unlike fighting Ashnard, where Ike is the only one who can deal damage, takes a hit and needs to be healed after some turns and the boss isn't that dangerous as long as Ike is healed, same with the BK in PoR, this does not apply to easy mode. 7. Weapon MT being too high causes this to be a problem. 8. I agree with Zmr nerfing weapon MT or class Str caps isn't a good idea. 9. Stat boosters are what can make this a problem if a player with a Mage got two Dracoshields and kept first/one turn resetting for Defense they could have about 10 or 12 Defense, or if they got two speedwings could have 16 or 20 Speed which I feel is too much, and is almost stat inflation ready. (and let me explain what first/one turn resetting is since I haven't heard it anywhere, you get your character to 90-99 EXP and save at a chapter prep. screen, play the battle level them up, reset until they get the stat you want, that's first/one turn resetting,) 10. Most of the time at the end of the game you have too many weapons in the inventory and haven't used many, this will reduce how many weapons you can keep and makes enemy weapon, stave, item drops, and chests, much more appreciated. 11. Most Magic classes have odd very low Atk or Magic stats, the Soldier class is pathetic, the Assasin class has the OP lethality and odd bases (that are just as good as a Theif's? W-what???) The mercenary classes base stats are too high etc. 12. Enemy and Player balance again. 13. The Slow and Normal option is what I'm talking about here I should have mentioned that, who uses those two options? What are they made for? A 5-year-old? I think everyone can read just fine without the slow text speed, and the FE6, FE8, and JP FE7 text speed I still find slow on normal.
Hey folks! I've been quite busy with my new job and haven't been able to work much on rom-hacking or my little merc-dude. I have been, however, been able to make nifty little fun hacks with a few wacky changes to the games balance and found that randomizing these is actually really fun! (turning the slim sword and lance into devil weapons for an example. Have fun pegasus knight Lyn that only spawned with a slim lance!) The only thing that's been bothering me is fe7's lack of female classes and a male healer. Te lack of male healer doesn't bother me much, since I still get plenty of variety in my male units, but the women have very little variety, especially in the early game! They can only be Archers, Lyn lords, Peg knights and mages for offensive classes and clerics, troubadours and dancers for support classes. That's pretty shitty for me since they almost always fill the same role as a dude when in offense. It gets a little better for pre-promotes, since they also get swordmaster, wyvern lord and paladin but I find it silly that I can't randomize it so they can also have myrmidon, cavalier and wyvern rider. At least that'd allow me to edit those classes into something else that I might want more. As of right now, there's little variety in female classes in fe7 and fe8 isn't THAT much better either, especially because of the silly generic palettes (plus, I just like playing fe7 more.) and it's not like I can edit many of the classes into something different because there's not many of them to start with. What bothers me most is how many unused classes are in the game's code as well. (fem merc, myrm, knight, cav, shaman, and their promotions) So I got to thinking. "If I could randomize this into including unused classes that aren't in the (I'm guessing) original "randomization table", would I need to alter something in the rom using nightmare, make my own randomizer that includes these classes, or both?" Also, I'm using this randomizer: https://serenesforest.net/forums/index.php?/topic/55809-universal-gba-fe-randomizer-v10/ Cheers in advance for any help folks! Update on the animation coming this next weekend!
So as someone who has made a few horrible custom animations before, I can honestly say making sure your palette sync up to 16 colors after hours splicing existing animations in your creation can be a colossal pain in the ass. Which is why I made a animation sheet following one palette to rule them all so one can splice away and then change the colors to whatever the fuck you like. Here is the sheets: FE 6-8 The Lords Mercenary Life The Royal Guard Vagabonds and the Mad Emperor Magicians Dragons: The is no download option yet, will add that when I finish everything so right now, just "save as" the image. Should be able to open in usenti with no loss of colors. Some sprites do have a weird pixel colored the wrong way somewhere but it's insanely easy to fix yourself so it's moot anyway. Key: Blue colors = the hair Browns = skin Red/yellow = Primary Colors 1 Green = Secondary Colors 2 Constants = Purple is the transparency background/ White is [31,31,31]/ Shadow is [5,5,5] All sprites came from FEplanet if you wish to see the original and to give credit. Hopefully this helps people create more custom shit for the community. The exception is the enemy mamkute animation sheet. That came from Bonzai at HTTP://SDB.NEUROPOD.NET (this site domain seems to switched hands since then or I typed it wrong, the new site is http://spritedatabase.net/ ) Will add more later once they are finished.