Dunal Posted August 10, 2015 Share Posted August 10, 2015 (edited) 17/01/2018 RELEASED PATCH 0.8.72 (Chapter 2-2) 01/01/2018 RELEASED PATCH 0.8.7 Fire Emblem Radiant Dawn ReDux (CH 2-2) Radiant Dawn ReDux is a hack that offers an alternative version of FE10 that re-designs many aspects of the original game and primarily aims to provide a fresh experience to not only those who have played the original, but to those familiar to the FE series as a whole, with the secondary goal to also improve upon the difficulty curve and consistency. The hack has been tuned around normal mode (now named 'ReDux'), offering a difficulty level even beyond that of the vanilla hard mode, with the exception of the early chapters. This is to make the game more challenging while still retaining mechanics that are lost on hard mode (such as the weapon triangle). While the overall design and balancing has been changed drastically from the original game, in order to accommodate the new difficulty and mechanical changes, this should hopefully provide an experience that can be enjoyed separately from the original. Units Spoiler Micaiah Spoiler Edward Spoiler Leonardo Spoiler Nolan Spoiler Weapons Swords Lances Axes Bows Daggers Fire Thunder Wind Light Dark Staves Laguz Weapon Triangle Spoiler Supports Affinity Bonuses Biorhythm Downloads [CASUAL] (coming soon) Spoiler Suited for those who wish to experience the hack and the changes it offers, with minimal difficulty and a lot more freedom to experiment with units/resources without any risk. Enemies have -10~20% HP, -2~4 STR/MAG/SKL, -1~3 SPD/DEF/RES and -30~50% LCK by default. Gems sell for moderately more gold. Capacity cost for skills are reduced. Chance to proc skills is increased. Tier 3 mastery skills enabled for all Beorc, and Satori Signs are infinitely acquirable. Elite enemies no longer appear. Higher BEXP amounts and easier turn requirements Part 4 enemies no longer have additional skills. Nailah is now playable in part 1 and the Black Knight now retains his Part 4 stats when playable. Playable army commanders all have +1 authority star. [STANDARD] (coming soon) Spoiler Slightly easier and more forgiving than intermediate mode. Recommended for first time players of the hack in order to become familiar with the changes, new mechanics and map design, before taking on a harder difficulty mode. Enemies have -10% HP, -1~3 STR/MAG/SKL/DEF/RES and -20% LCK by default. Gems sell for slightly more gold. Elite enemies have fewer stat boosts. Easier turn requirements for BEXP Playable army commanders all have +1 authority star. [INTERMEDIATE] Patch 0.8.7 (Chapter 2-2) Spoiler Same as the current release and considered the default version of ReDux. All changes listed for other modes are in relation to this one. A mode with moderately high difficulty that tests the player's level of strategy and resource management. Suited for those who have already played the hack and/or are seeking a more challenging experience. No modifiers. [ADVANCED] (coming later) Spoiler The most difficult variation of ReDux, recommended only for those who have beaten intermediate and wish to put their skills and game knowledge to the test. Specialised enemy stat boosts based on class/army. Modified map design, including enemy placement, weaponry and AI. Changes to weapon/item drops and availability. BEXP amounts reduced. Harsher EXP penalties for higher levelled units Class critical bonuses reduced and tier 3 mastery skills removed (replaced with a critical bonus). (If you have any issues patching, then feel free to send me a PM!) FAQ Q: "How do I play this hack?" A: All you'll need to play this is a working emulator, a fresh FE10 (NA) ISO, and a program used to patch the file (to the ISO) I have provided. PFF-O-Matic works fine. Patch the ISO file using that program and you're good to go. There are actually two versions of the patch since there seems to be two versions of the NA ISO. So if one of them fails then do try the other. Chances are, one of them will work. Q: "What were the main goals with this hack?" A: The primary goal is to offer a significantly different experience to the original game as well as increased diversity to the cast of playable units and resources/skills that exist in order to reward army micromanagement and strategies (or introduce newer concepts to Fire Emblem). Enemies are also changed to scale very differently, with some mechanics such as Biorhythm or the magic triangle being heavily modified to create more impact on the game. The aim of Part 4 in particular is to make the full cast of playable units able to fully contribute and a re-design of enemies/map design completely in order to provide an engaging and satisfying challenge. Otherwise, while the early part 1 chapters are slightly easier, the rest of the game should offer an extra challenge – while allowing you to experiment with far more units, skills and strategies. Q: "The game is harder now? Why in Tellius is that!?" A: It is now harder in parts of the game that weren't particularly challenging in the original game (The latter half of part 1, most of part 2 and particularly part 3 and beyond) without the inclusion of hard mode's modifiers or removal of mechanics, due to being based on normal mode. The early part 1 maps are generally easier in order to provide a more consistent difficulty curve and ease you into the game. Q: "What difficulty should I play?" A: Normal mode (now renamed 'ReDux'). Past chapter 1-4, the game is notably harder compared to the original game and other modes are not supported during this time. 'ReDux+' exists but is not recommended for the time being. Q: "Any general tips?" A: Be sure to take biorhythm into account when making decisions. Check for stealables on each map. I recommend to get all of your tier 1 units to around level 13-15 before promotion (Master Seals can be purchased starting 1-7), although feel free to favour a couple units and get them to level 18+. Train any Laguz you prefer to use as well (based on their newer scaling). One of either Tormod/BK may be wise at endgame. Don't be afraid to save your gold too -- They'll be plenty to buy on 1-9 or 1-E. Q: "Why is X or Y nerfed/buffed?" A: Keep in mind that the number/balance tuning has been redone from the ground up. Any similarities to the original game in this regard would be pure coincidence as a result. Numbers as a whole have shifted to be more in line with FE9 or other FE games (so reduced as a whole to create more consistency between games). A base SPD of 10 would now be the equivalent of 12-13 SPD in the original game, which is affected further by additional class changes. This goes for almost all statistics in the game. So essentially, comparing values to the original game doesn't really factor here. Some units are definitely designed to perform better/worse compared to the original game, but the numbers don't necessarily correspond to that. This isn't a balance hack, although the balance itself is obviously completely different to the original game on the basis of so many other aspects of the game changing as well, including unit design/archetypes. Q: "Why are promotion bonuses extremely high in return for lower growths and stat caps in some areas?" A: This makes certain units less reliant on EXP or levels in order to scale well, as well as making early promoting a lot more valuable (which is helpful when many units have less availability than others). Nolan's STR or Edward's SPD are good examples. Less reliance on EXP or levels also encourages the player to use a larger roster of units over the alternative of focusing on only a few units at a time, and the maps/difficulty play into this. Q: "Why do Laguz seem to be even worse now?" A: Laguz are now often a lower level with lower base stats appropriate to that (in order to better match your Beorc units earlier in the game). However Laguz's EXP curve and scaling have completely changed, as well as many other benefits they now have. Laguz on average (based on type) gain 2.5x weapon EXP compared to the original, now have a viable 2-range option in magic cards, overall have better transform gauges (with some types like wolves and cats able to retain their gauges indefinitely when used a certain way), they now retain some extra stats when untransformed (leaving them less vulnerable), have additional properties in some cases (cats having 'Canto' and ravens having high innate crit for example) and also scale better into the lategame when given investment (as well as stat boosters being a lot more common now, where Laguz benefit more from than Beorc). As a whole, most Laguz perform more consistently as the game progresses and scale similarly to Beorc, while having many quality of life improvements to make them feel better to use. Q: "I don't understand X or Y mechanical change or addition. Why did you feel this was needed?" A: This hack is designed to challenge new concepts and gameplay in order create a very different experience to the original (and possibly FE as a whole) and in earlier development had undergone a huge amount of experimentation to explore new mechanics/design (through new unit/class archetypes, weapon types, map overhauls etc...). Some of which worked well in practice, while others did not. For example, newer elements such as 1-range magic create further opportunities for unit archetypes and improvements to map design (i.e allowing a higher density of mage units to exist without negatively impacting enemy phase in terms of countering at melee). The original Radiant Dawn offers traditional FE gameplay and can still be enjoyed in that form (and if you have not yet played the original game, I highly recommend you do before playing this hack!). This hack is not designed to replace that although there's always going to be a level of subjectivity to certain changes. If you have any feedback/concerns regarding any of these then I would encourage you to create discussion for that. After all, this is still very much in development! Provide any feedback you can. Enjoy! CHANGELOG PATCH 0.8.72 (CH 2-2) Spoiler [GENERAL] - Magic WTA effectiveness removed against weapons (such as Anima > Swords) - The [Aura] passive now reduces damage taken by 6 (down from 7) - All Laguz weapons now have +1 MT and +5 HIT - Some Laguz weapons take slightly longer to reach SS [UNITS] [MICAIAH] (Rework) - Base MAG increased by 3 - Base LCK increased by 2 - STR growth increased by 5% (now 20%) - MAG growth increased by 30% (now 90%) - SKL growth increased by 10% (now 35%) - RES growth increased by 15% (now 65%) - SPD growth reduced by 20% (now 40%) - MAG cap increased to 25/45/60 - SKL cap increased to 12/24/34 - RES cap increased to 14/25/36 - SPD cap reduced to 14/24/34 - Promotion bonuses adjusted - Now gains Fire/Thunder/Wind (all rank C) in 2nd tier - No longer gains Staves (D rank) in 2nd tier - Now gains Staves (C rank) in 3rd tier - No longer gains Fire/Thunder/Wind (all rank A) in 3rd tier [EDWARD] - Base SKL increased by 2 - SKL promotion bonus increased by 1 [SOTHE] - Base STR increased by 1 - Base SKL increased by 2 [MEG] - MAG growth reduced by 5% - RES growth reduced by 10% [WEAPONS] [THANI] - MT increased by 3 - HIT reduced by 5 - WT increased by 3 [ELLIGHT] - HIT increased by 5 [RUIN] - MT reduced by 1 [CARREAU] - MT reduced by 2 [BLIGHT BOW] - Now called 'Cleave Bow' - Now deals effective damage to armors - No longer deals effective damage to fliers - Is now physical based - Stats have been modified overall - No longer inflicts poison [MAPS] [1-E] - Top floor of the map has now been reworked slightly - Some snipers with Steel Bows / Crossbows are now equipped with Cleave Bows CHANGELOG PATCH 0.8.7 (CH 2-2) Spoiler [UNITS] [GENERAL] - All tier 1 to tier 2 promo bonuses now provide 1 less HP and RES with the exception of Micaiah (and partially Fiona; losing only 1 HP) [FIONA] - Base increased MAG by 3 - Increased SPD growth by 5% - MAG growth reduced by 5% - Reduced MAG promotion bonus by 1 [ZIHARK] - Base HP increased by 2 - Base RES increased by 2 [ELINCIA] - Base STR increased by 1 - MAG growth increased by 5% - Base MAG reduced by 2 - STR growth reduced by 10% [MARCIA] - Base STR increased by 1 - Base MAG increased by 3 - HP growth increased by 15% - MAG growth reduced by 25% [HAAR] - Base SKL increased by 3 - Base LCK increased by 2 [BROM] - Base LCK reduced by 5 [MAPS] [1-3] - Boss's Wind Edge is now a droppable [1-4] - Seraph Robe in the top right chest has now been replaced by a Speedwing - Energy Drop is now is a hidden treasure rather than a Master Seal [1-5] - Ashera Icon is now stealable rather than a Master Seal - Arms Scroll is now is a hidden treasure rather than a Ruin tome - Added a droppable Red Gem on a Seer - Seers with Light Tomes now replaced with Ellight [1-6] - White Gem now drops instead of a Red Gem - Statue Frag is now is a hidden treasure rather than a Master Seal - Howl Scroll is now is a hidden treasure rather than a Coin [1-7] - Dragon Fang is now is a hidden treasure rather than a Master Seal [1-E] - Has now been updated! [FORGING] - Coin bonuses changed overall. - Vine no longer appears. - Chances to retrieve each type of bonus has been adjusted for higher varience. [MISC] - 'Elite' enemies (indicated by their name) are stronger enemy variants that should be treated as mini-bosses. Edited October 3, 2018 by Dunal Quote Link to comment Share on other sites More sharing options...
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