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KOT Patch -- Fire Emblem 8 Reimagined!


Kngt_Of_Titania
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26 members have voted

  1. 1. When do you want the next iteration of the KoT Patch?

    • I want it now!
      7
    • Wait until Chapter 8!
      19
  2. 2. What did you think of C6's reveal?

    • Awesome!
      24
    • Back to the drawing board, mate!
      2


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No, your testing procedure is super inefficient

Why would you use nightmare to change the class, especially if you use a debugger for testing? You not only.have access to memory (which is faster and easier than nightmare), you can just edit your damn variables mid-routine. Why go though the trouble of changing it in the rom when you can just force the.check to return true?

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I'm coming to hang out at your pad, I'm like 1hr's drive north of Houston

Also, I didn't realize skills were hard-coded to the class; I assumed that they were part of the class itself. Not sure if I am making sense there...

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Also, I didn't realize skills were hard-coded to the class; I assumed that they were part of the class itself. Not sure if I am making sense there...

So say I'm making an ASM code for an ability. I write out what it does and then I stick a "class filter" right before it in the code, which was basically ripped from the code for Sure Shot/etc. and copy pasta'd in my ASM hack. Let's take the "class filter" for warriors that I used (which is just a minor redesign of the one coded into the vanilla FE8 ROM by IS programmers):

CHECKWARRIOR:

ldr r3,[r5,#0x4]

ldrb r3,[r3,#0x4]

cmp r3, #0x40

bne CODE_END

The first two lines simply pull up the "class number" of the unit in question (the one you see in the Class Editor of Nightmare), the third one compares the class number of the unit in question with the class number for warriors (the warrior class number is 40; thus, the unit in question must ALSO be a warrior for its class number to be 40), and the fourth line says that if the unit's class number is NOT 40 (that is, if the unit is NOT a warrior), the ROM must skip to the end of the hack and not grant the ability.

So a better description, I guess, would be that it is hard coded to that particular slot in Nightmare, much like the old Sure Shot and Great Shield were. So if you were to take a vanilla FE8 ROM, take the Sniper (M) class slot, and change everything about it in Nightmare so that it is identical to, say, a Druid, in stats/sprite/growths/weapon bases/etc., it should be identical to a Druid EXCEPT FOR THE FACT that it will also have the Sure Shot ability (haven't tried this personally, but looking at the code, that is how it should work).

Edited by Kngt_Of_Titania
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Looks pretty cool. Notice a lot of skills that sound like they'd take a fair amount of assembly hacking, so props for including those. Do you have plans to release the source codes at some point? Perhaps if I asked nicely? Not that I do any real hacking anymore anyway

and a little memory hacking could net someone the ability to test these without too much trouble, I'd think (just change the class of some character to promoted class, test, rinse and repeat until you've cheated your way to experiencing all the skills lol)

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Looks pretty cool. Notice a lot of skills that sound like they'd take a fair amount of assembly hacking, so props for including those. Do you have plans to release the source codes at some point? Perhaps if I asked nicely? Not that I do any real hacking anymore anyway

and a little memory hacking could net someone the ability to test these without too much trouble, I'd think (just change the class of some character to promoted class, test, rinse and repeat until you've cheated your way to experiencing all the skills lol)

Yeah, I can give them out -- for convenience, though, I parsed many of them into two separate, small hacks so that assemble ARM handles them without a problem. So there are a ton of them.

Are there any in particular you want to see the most?

Let's see, here is the core hack for all HIT changing talents:

.thumb

.org 0x0

CODE_ST: @This section is simply some of the code replaced by the ldr and bx opcodes I used to direct the ROM to this hack.

lsl r2, r2, #0x2

add r2, r1, r2

add r2, r2, r0

CHECKHERO: @This checks to see if the unit is a hero. Standard fare, as explained in an earlier post.

ldr r3,[r4,#0x4]

ldrb r3,[r3,#0x4]

cmp r3, #0x12

bgt CHECKSAGE

cmp r3, #0x11

blt CHECKSAGE

ARMSMAN: @This section is responsible for giving Hit when wielding a blade or an axe.

mov r0, #0x50 @These two lines pull up the type of weapon equipped; each type of weapon has a different value.

ldrb r3, [r4, r0] @Axes have a value of 2 here.

cmp r3, #0x2

beq ARMSMANA

mov r0, #0x4A @These two lines pull up the weapon equipped pre-battle (I'm almost positive 0x50 is for pre-battle; if not, I'll change it to 0x48 to fix the bug)

ldrb r3, [r4, r0] @Each weapon has a certain "weapon value" -- iron blade is 5, steel blade is 6, silver blade is 7.

cmp r3, #0x7 @Similar to filtering class, the rest of these lines say that if the weapon is a blade, then grant the armsman bonus of 10 hit.

bgt HORSE_ST

ldrb r3, [r4, r0]

cmp r3, #0x5

blt HORSE_ST

ARMSMANA: @Simply adds 10 hit if it passes the checks in ARMSMAN.

add r2, r2, #0xA

b HORSE_ST

CHECKSAGE: @This checks to see if the unit is a sage. Standard fare, as explained in an earlier post.

ldr r3,[r4,#0x4]

ldrb r3,[r3,#0x4]

cmp r3, #0x28

bgt CHECKDARK

cmp r3, #0x27

blt CHECKDARK

b SCHOLAR

CHECKDARK: @This checks to see if the unit is a druid or a summoner. Standard fare, as explained in an earlier post.

ldr r3,[r4,#0x4]

ldrb r3,[r3,#0x4]

cmp r3, #0x32

bgt CHECKFALCON

cmp r3, #0x2F

blt CHECKFALCON

SCHOLAR: @This checks to see if a tome is equipped; obviously, if a magic user has something, equipped, it will be a tome, but allows me to make staves

mov r0, #0x50 @equippable and not break the skill (and yes, I was seriously considering having staves be a 1-range weapon with the same MT of a comparable tome

ldrb r3, [r4, r0] @but that gives a small defensive stat bonus when equipped.

cmp r3, #0x4 @These four lines check to see if a tome is equipped.

ble HORSE_ST

cmp r3, #0x8

bge HORSE_ST

add r2, r2, #0x5 @Adds 5 hit if a time is equipped.

b HORSE_ST

CHECKFALCON: @This checks to see if the unit is a falcoknight. Standard fare, as explained in an earlier post.

ldr r3,[r4,#0x4]

ldrb r3,[r3,#0x4]

cmp r3, #0x49

bne HORSE_ST

SWIFT: @Checks to see if the weapon is a brave/hero weapon. If so, it grants 5 hit.

mov r0, #0x4C

ldrb r3, [r4, r0]

cmp r3, #0x21

bne HORSE_ST

add r2, r2, #0x5

HORSE_ST: @Start of the code for both inspire and bulwark (the aura abilities that give allies +10 hit or enemies -10 hit)

push {r1, r5, r6}

FRIENDORFOE: @We automatically check for Inspire first; this section checks to see if the active unit is an ally or an enemy, hence the name.

mov r6, #0x0 @These three lines check the "slot" position of the unit attacking. If it is 0-3F, it's an ally. I *think* if it's 40-7F, it's a NPC. If it is 80+, it is an enemy.

ldrb r3, [r4, #0xB] @Thus, we pull up the value...

cmp r3, #0x80 @...in these two lines here...

bge FOE @...and this line says that if the slot position is 80 or greater, then the code will pull up the roster of enemies.

ldr r3, =0x202BE4C @If the unit attacking is an ally (blue unit), then we pull up the ally roster.

b CHARID

FOE:

ldr r3, =0x202CFBC @This is the start of the enemy roster.

CHARID:

ldrb r5, [r3, #0x12] @This pulls up the max HP of the current unit in the roster. The first time we come here, it will be the first unit, second time, the second unit, etc.

cmp r5, #0x0 @If the max HP is not 0 (i.e. the character in this slot exists and we did not reach the end of our roster)

bne WHICHCHECK

cmp r6, #0x0

beq EXITINSPIRE

b EXITBULWARK

WHICHCHECK:

cmp r6, #0x0

beq PALLYCHECK

GREATKGTCHECK:

ldr r5, [r3, #0x4]

ldrb r0, [r5, #0x4]

cmp r0, #0x36

bgt NEXTCHAR

cmp r0, #0x35

blt NEXTCHAR

b COOR

PALLYCHECK:

ldr r5, [r3, #0x4]

ldrb r0, [r5, #0x4]

cmp r0, #0x8

bgt NEXTCHAR

cmp r0, #0x7

blt NEXTCHAR

COOR:

ldrb r0, [r3, #0x10]

ldrb r5, [r4, #0x10]

cmp r5, r0

blt ABSVAL

sub r5, r5, r0

b COORA

ABSVAL:

sub r5, r0, r5

COORA:

ldrb r0, [r3, #0x11]

ldrb r1, [r4, #0x11]

cmp r1, r0

blt ABSVALA

sub r1, r1, r0

b COORB

ABSVALA:

sub r1, r0, r1

COORB:

add r5, r5, r1

ldr r1, =0x202E4DC

ldr r1, [r1]

cmp r1, #0x0

beq MUSTBESAME

cmp r5, #0x3

ble CHANGEHIT

b NEXTCHAR

MUSTBESAME:

cmp r5, #0x0

beq CHANGEHIT

b NEXTCHAR

CHANGEHIT:

cmp r6, #0x0

beq ADDHIT

sub r2, r2, #0xA

b NEXTCHAR

ADDHIT:

add r2, r2, #0xA

NEXTCHAR:

add r3, #0x48

b CHARID

EXITINSPIRE:

mov r6, #0x1

ldrb r3, [r4, #0xB]

cmp r3, #0x80

bge BULFOE

ldr r3, =0x202CFBC

b CHARID

BULFOE:

ldr r3, =0x202BE4C

b CHARID

EXITBULWARK:

pop {r1, r5, r6}

FINISH:

mov r0, #0x19

ldsb r0, [r4, r0]

lsr r1, r0, #0x1F

add r0, r0, r2

ldr r3, =0x802ABC9

bx r3

Edited by Kngt_Of_Titania
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Yeah, I can give them out -- for convenience, though, I parsed many of them into two separate, small hacks so that assemble ARM handles them without a problem. So there are a ton of them.

I usually just use ORG if I need to write code to multiple offsets, though if I insert data to a high offset it exports a large file but I don't particularly care for that... the point being, it sounds like you do something like create multiple hacks if your ASM hack consists of multiple parts, so I was just saying what I usually do. Then there's my Angelic Wing hack which has like 8 parts to it because that **** was complicated as heck

Are there any in particular you want to see the most?

Yes; I'm rather interested in skills like "_____ within 3 spaces", enduring, and undaunted. And I suppose your edits to lethality might help me do something similar for FE7 because the final boss in my hack can currently be lethalitied, which is o-kay but not great, lol. Perhaps you could post your notes/source codes as you feel like in a new topic? It might motivate people to try something out themselves (changing the actual gameplay with ASM hacks or creative event usage is always a plus to me) or perhaps hack FE8 more, and more importantly I don't want to clutter this topic with potential discussion XD I'll get smacked by eCut

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Just posting to let people know that I'm now officially moved and back on the saddle for this ROM hack. As proof, here's a nice little screenshot from C5x:

KyleSoldierReveal_zps1878e9c5.png

Still fine-tuning the balance now (it's hard when it needs to be long enough to make Ephraim & Co. not under-leveled going into C8, but not long enough to make it way too hard without a healer), but it's going along. I also have a couple questions you guys might help me with:

1) Amelia is also planned to be a soldier. Do you think the generic soldier animation would work with her (with enough pink) or does the generic soldier sprite look too masculine to pull it off?

2) I know that there are Halberdier animations floating around. Does anybody know where to get male/female ones? It's not a matter of not wanting to put the effort in, it's a matter of me not having a drop of artistic talent. I'll obviously give full credit in the OP for it.

3) I'm thinking of having Kyle's second promotion be the Wyvern Lord and Amelia's second promotion be the Falcoknight, with Kyle being more the Aran archetype and Amelia being more the Neph archetype. Is that cool with everybody?

Also, all things willing, C6 will be seeing a new character; Cassie, the female shaman. Cassie, beneath her innocent-looking exterior, is a deeply sardonic, stubborn, and reserved woman; driven by low self-esteem and a incessant need to improve herself, she is a natural match for the ancient magics. After spending her childhood researching the natural phenomena of Magvel, she was hired by Grado to help Lyon rediscover the powers of prophesy. As a nascent researcher, she worked under the supervision of Knoll, and the two made great progress, sharing a strong common interest.

One day, however, a disagreement arose over how their research would be handled; after finding out about the earthquake that would soon occur, Cassie wanted the magic and its prophesy to be announced to all of Grado immediately, wanting both to prove the worth of her research and to save the lives of countless citizens. Knoll disagreed, pointing out the natural distrust and hatred that Grado's citizens had towards the "dark" and ancient magics; his position was that having Lyon secretly prepare the nation for the earthquake would be the best plan, revealing only after the earthquake had passed that it had been the powers of "dark" magic that saved their lives. Knoll feared that Cassie's plan would provoke mass panic, a breakdown of society, and a massive rebellion towards a royal family that had "turned evil" and "fallen prey to the dark magics", and Cassie felt that Knoll's plan would do too little too late to save Grado from such a massive cataclysm and that all of Grado deserved to know of their fate so that they could protect themselves, dark magic or not.

Cassie, feeling disgruntled, angry, and betrayed by who she once viewed as her most trusted comrade, soon left her post as a researcher under cover of night, bribing a guard she knew had a sick wife to escort her out of the castle. She soon found out, however, that her liberal use of dark magic in front of Grado's citizens gave her a reputation that followed her everywhere she went -- unable to find a job by citizens who called her a "heathen" and a "witch", she soon found herself short of both gold and food. Riev, having heard of both her escape and her reputation, hired her on to help further his agenda, telling her that he was a trusted member of the Grado court and willing to grant her patronage and protection. Her first task was to assist Novala in capturing the Renais princess Eirika, who had last been seen ravaging the town of Serafew and tormenting innocents of Grado as revenge for losing her kingdom.

My current plan is to have Cassie have supports with Knoll, Moulder, Lute, Innes, and Duessel.

When I did my first attempt of this patch nearly a year ago, I had this very same idea and asked for a possible sprite for her. Kon was gracious enough to provide the sprite that will be gracing this patch (I never did thank you for all of your hard work -- if you're still here, know that I will be using this AND I DO APPRECIATE IT! :wub: ).

Cassie_zps5fbdcf05.gif

In still other news, I also have some of the patch notes for the next patch that will be released (so you guys have a head-start to complain about them :smug:):

> Gust/Gale are given +1 MT, but -10 CRIT. This is designed so that assassins have a lethality chance of 10% with these weapons, instead of 15%. This should make SMs more of a viable choice.

> Assassin caps are changed. Assassins now have a STR cap of 29 and a DEF cap of 22. This should make SMs/assassins more distinct and allow assassins to fit their niche more (and nerfs them minorly), as units devastating when they jump an enemy but vulnerable in EP.

> In addition, assassin promo gains are now STR +2/RES +2. The HP bonus on promo was removed for the reason stated above, but the RES bonus patches up one of Colm's weak points and solidifies Joshua's position as a mage killer.

> There have been some other small changes to caps, mainly for mounted classes.

> Franz's growths are slightly different -- he now gets +5% STR growth and -5% RES growth. I did this so that Franz and Forde can be more distinct, which was made difficult by Franz's super jack-of-all-trades stats. Now Franz is more of the STR/SPD/LUK unit, designed more for a Pally promotion, while Forde is more of the HP/DEF cav, designed more for a GK promotion.

> Seth now has +1 LUK, but -1 RES. This both keeps him equal to the other cavs at 20/20, and prevents him from being crit as enemy CRIT can creep as high as 10 towards the end of the patch. You'll still need him to get a few boss kills to be more viable by mid-game, though.

> A couple of bugs with Inspire/Bulwark/Chief/Sovereign SHOULD be fixed. First, the unit now longer gives the aura when dead; second, it now works properly with green units.

> Fixed a bug where Steel axes and Steel lances accidentally gave 2 WEXP instead of 1.

> Angelic Robe now gives +4 HP, down from +7 HP. Come on, you know it was by far the best stat boosting item and needed a hard whack of the nerf bat.

> Duessel is now a general. No, like the class. Not the rank. We all know that he's a boss. In every sense of the word.

> S rank now gives 10 Hit instead of 5 Hit, 5 Crit.

> Fixed a bug with Riev's portrait.

> Fixed a bug where Pierce and Limber bonus damage was not applying properly in cutscenes.

Edited by Kngt_Of_Titania
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If you want a Shaman, why not just change Lute's class? She would easily fit the typical Shaman role personality wise.

Well, the point of adding her was to give you a dark magic user both in the early game and one that is female (both of which aren't common in Fire Emblem); making Lute a Shaman, while it also does both of these things, means you forgo the traditional growth unit mage and means LutexArtur makes less sense, sense Artur is depicted as deeply devout and antithetical to the ancient magics. Also, that FE8 Lunatic hack did almost that same thing and I'm trying not to tread on people's toes here. Last, but not least, I want a character that fleshes out the story of Lyon, so we need another court researcher to do so; also, her darker, self-doubting, ambitious personality is aimed to question the beliefs of the Gary Sue-ish Moulder.

I'm hoping to make Knoll a Druid (which actually makes more sense considering how late he joins), and then we have Saleh as a Sage.

I may or may not also plan to any daughter I have in the future be named Cassie, because I love the name.

Always a plan B to do the Lute thing, though, if Cassie falls through.

Edited by Kngt_Of_Titania
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> Angelic Robe now gives +3 HP, down from +7 HP. Come on, you know it was by far the best stat boosting item and needed a hard whack of the nerf bat.

Personal opinion but +3HP sounds too little

The highest normal attribute cap is 30--that's the highest--but for HP it's 60. So by that logic the HP bonus should be at least double of the other stat boosts, meaning +4. Keep in mind that the HP cap is constant though whereas others are variables and might be say, 20 (which is a difference of 3x). Take that into mind and an appropriate value IMO would be 5, but if you really want to nerf it, I'd say no less than 4.

Just my personal reaction to it you don't have to do anything nor do I expect you to

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Personal opinion but +3HP sounds too little

The highest normal attribute cap is 30--that's the highest--but for HP it's 60. So by that logic the HP bonus should be at least double of the other stat boosts, meaning +4. Keep in mind that the HP cap is constant though whereas others are variables and might be say, 20 (which is a difference of 3x). Take that into mind and an appropriate value IMO would be 5, but if you really want to nerf it, I'd say no less than 4.

Just my personal reaction to it you don't have to do anything nor do I expect you to

I was actually debating this internally and was expecting some commentary on it.

While it is true that HP is of lesser value (inherently) and that Angelic Robe is obviously going to give more HP than other stat boosters would give STR/DEF/etc., my question is how much it should be in comparison. The power of healing is improved over vanilla FE8 due to healers have much higher MAG, and much of the time units are 2-3HKO'd, so the value of HP has gone up notably from vanilla. I was actually debating between 3 or 4, and decided to take the more conservative route. My concern with making it too high is that I trade HP 1:1 for other stats when determining base stats, so characters that have lower HP pools run the risk of becoming overpowered if Angelic Robes are too powerful. With that being said, since 2-3HKO'ing means 2 HP is roughly the value of 1 DEF, and you get roughly twice the HP as other stats for caps, I think I'll meet you halfway here and change it to +4 HP.

Edited by Kngt_Of_Titania
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Pretty sure Knoll is lv10 Shaman for the exclusive reason of giving the player their preferred class for him to promote too. If anything, I'd switch Knoll to a higher level Shaman, to maintain that flexibility for the player.

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Pretty sure Knoll is lv10 Shaman for the exclusive reason of giving the player their preferred class for him to promote too. If anything, I'd switch Knoll to a higher level Shaman, to maintain that flexibility for the player.

I haven't even made the change yet; I actually prefer to do it that way; it all depends on how leveled the party is at that point in the game. If a level 18-20 shaman at that point is around the average party level, I'll do it. If it's way below the average party level, I'll be forced to make him a pre-promo.

Right now, the average party level at the end of C5 is around 8-10, but I can't project what it WILL be.

EDIT: I was doing some ASM hacks for PKL to alter S rank bonuses and I realized I didn't do it for my ROM hack yet. Anyways, it's done: S rank now gives 10 Hit instead of 5 Hit, 5 Crit.

EDIT2: I actually ALWAYS noticed a significant boost by Angelic Robe; I mean, it also helps tremendously if it brings you from 2HKO to 3HKO range. 7 HP is a ton of health, and HP is even more valuable under the mechanics of this patch than in most vanilla FEs.

Edited by Kngt_Of_Titania
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  • 1 month later...

My apologies for the double post, but I have some new information to bring on the KoT patch!

As of right now, chapters 5x and 6 are now finished and ready to go, and I've fixed quite a few things about how the previous chapters worked. There's so many little nice things in the up and coming version of the KoT Patch, I don't even know where to begin!

First, some characters have undergone a bit of a remake in the KoT Patch, reinventing themselves in new (and hopefully better ways)! I'd tell you, but I think it'd be better to let them show you:

KOTPatch9_zps0729be34.pngKOTPatch20_zps86c21f2c.pngKyleSoldierReveal_zps83a00680.png

In addition, the "feel" of chapter 5x has been bolstered from its original version -- you face a multitude of enemies with only a few troops, no healers, and with limited supplies. Reckless action will be punished; only those with tactical prowess worthy of Ephraim will succeed! I wouldn't worry too much, though; the chests inside the castle offer some nice bounties to make your trip a little less stressful:

KOTPatch27_zps5c4d372a.png

Chapter 6 has been completely revolutionized, being one of the more ambitious chapters thus far in the KoT Patch. In fact, I had to break new ground on learning conditions for FE8 (of which EA has no known support for) just to make this chapter work!

It is most likely unlike any chapter you've ever played in any vanilla game; although the goal of "Kill All Enemies" seems simple enough, it is comprised of four distinct phases that must be conquered by the player before you can finish your objective. But, "KoT!", you say! "Isn't this like FE4, with all of their castles? How is this new?" But "Wait!", I say! "Does FE4 have these phases coincide with one another?"

That's right! These "phases" are defined largely by map-wide effects brought on by hexes cast by reinforcements that come at set turns. Only by defeating Novala's disciples, will you see these hexes end! This means that, while you are punished for rushing through the chapter by meeting a massive wave of foes, the slow among you will find yourselves overwhelmed by increasingly mounting odds. It is truly a devious ambush -- the enemy is prepared for you, and will stop at no dirty tactic to see you dead! I won't say much more, but I will give you another small bone:

I may or may not have a character join your army in C6; one that I'm sure that you will appreciate seeing this soon on your journey.

"KoT!", you say! "What is C6 like? I NEED TO KNOW! I NEED PICS! SEND ME PICS!"

"Ah, and you shall have your wish! For the KoT Patch is taking part in FEE3, and I shall have them play through the chapter. And after FEE3 has ended, I shall have a new patch with all of the new changes for all to enjoy!"

...And you thought it was over! But no! More is to come! Playtesters noticed that, through manipulating boss EXP bonuses and some luck with levels, it was possible to get Seth to be a little too powerful. I want Seth to be viable late-game, but I can't have him overwhelm everybody else, so I fixed up vanilla experience bonuses a little to make it far easier to train lower level characters and punish focusing kills on just a few higher level characters, strongly encouraging having a larger, well-balanced team. So how did I do this?

First, I fixed up the boss EXP bonus and the thief EXP bonus; instead of giving a flat 40 and 20 experience, they now give 2x EXP and 1.5x EXP multipliers. While this comes out to about the same bonus EXP for most characters, high level characters (like Seth) will see a massive decrease in experience gain from thieves and bosses as a result, especially with the new EXP calculations for kills, which I will explain shortly.

Second, I made a small change in the experience formula for kills, which resulted in a huge change to the experience gained; in short, I took the term the game used to blatantly favor high level characters and switched it around to make it favor lower level characters, as you can see in the graphs below:

[spoiler=Formula Change]

Original:

Experience for Killing Enemy (Base) = 20 + [(enemy's Level x enemy's Class power) + enemy's Class bonus B] - { [(Level x Class power) + Class bonus B] / Mode coefficient }

Mode coefficient: If Experience from defeating (base) is calculated as 0 or negative, this value is 2. Otherwise, it is 1.

New:

Experience for Killing Enemy (Base) = 21 + {[(enemy's Level x enemy's Class power) + enemy's Class bonus B] - [(Level x Class power) + Class bonus B]} * Mode coefficient

Mode coefficient: If Experience from defeating (base) is calculated as 0 or positive, this value is 2. Otherwise, it is 1.

[spoiler=Graphs]

ExperienceGraphs_zps0fed84ff.png

Previously, it took about a 7 level advantage over the enemy to gain roughly 15 experience instead of 30; now, it takes about a 4-5 level advantage. However, if you're lower than the enemy's level, you undergo a massive increase in experience gained, making it FAR easier to level up underleveled characters. These changes work promote feeding kills to those who have fallen behind and encourages keeping your party around the same level, far more than the old system. It also keeps Seth in check, the original problem.

However, I thought it wise to keep the experience gained from damaging the enemy the same, allowing Seth to gain a level or two on average by C7-C8, to avoid being doubled and falling off too hard into mid-game; however, he gets no extra experience from killing ANY enemy for a long while (unlike the old system, where he starts to), so it's a really good idea to have other characters do it.

These changes should prevent multiple problems down the road, keeping player levels in check (especially important with the KoT patch's FE10 style growths) and keeping Seth in check. Yay~

...And last, but not least, I have a couple more small changes to wrap up this update.

> I have updated enemy stats to better balance them.

> Iron weapons now give 2 WEXP to help people train their weapon of choice and give more incentive to use them.

Stay tuned! The KoT Patch keeps on chugging along, thanks to all the support and devoted fans! I strive to bring you...a better FE8!

Edited by Kngt_Of_Titania
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Has anyone gone to the other extreme of the spectrum, and tried it with a screwed set of characters? How do the chapters play out then?

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So I've done it multiple times, with a variety of different outcomes (not since the exp change, but doing that now), and usually it's not much of a problem regardless. In addition, I make sure never to use the Secret Book or Speedwings you get, which go a long way to patching up bad level ups.

For the most part, it's a gradual ramp up of difficulty, and the chapters leave enough leeway (since I'm not really at full throttle in terms of difficulty yet, to allow you a chance to raise your team) that even if your characters get mostly screwed, it's not a huge problem (also, the fact that most characters level only 3-4 times past base so far doesn't hurt this aspect, either).

The new exp system, the fact that you get a large team properly leveled to the chapter when you get them in case one of your main cast gets screwed, and the arena system I want to implement later (i.e. it's like FE12 training that you can access in the World Map from Serafew) will all work together to minimize the devastation caused by really shitty RNG.

But I suppose, like FE12 Maniac/Lunatic, if no character ever gets a stat on level up due to godly bad RNG, the game would eventually get REALLY hard.

Edited by Kngt_Of_Titania
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So, if you don't mind I used your rom hack for my Youtube Upload Test

Awesome. :B):

Of course I don't mind; I hope you enjoyed the chapter!

Edited by Kngt_Of_Titania
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C5 is the last chapter. I have C5x and C6 done, but I'm polishing them up and running them through FEE3 before I'll release them.

Which mage(s) in particular are you unsatisfied with?

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All of them

I felt like having 2 - 3 MT weapon that hits res is kinda weird, especially considering that they are relatively squishy(IIRC they only take like... 1 - 2 combat and then died) so they can't really abuse the close range attack part of the 1 - 2 range traits.

As it is, Arthur and Lute is basically Neimi who 4 - 5HKOs instead of 2HKOs.

For damage comparison sake, I remembered that Arthur actually does the same damage as everyone on the team, except against the Sarrisa Skeletons at the chokepoint in Chapter 4

And speaking of the Sarrisa Skeletons, are they made immobile on purpose?

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