Zihark72 Posted October 3, 2018 Share Posted October 3, 2018 Love the casual, standard, intermediate and advanced modes! I think its a great idea to separate the difficulty tiers and have people ease into this new game. Cuz i'll be honest this is pretty different than any of the fire emblems that ive played but i enjoy it a lot. 5 hours ago, Dunal said: On a related note, I do wish that those who have found the hack too difficult (at least on a blind run) would be more open about it in terms of feedback (it's harder to admit that the average skill level may be below what the hack demands (or expectations to play it much the same as any other FE) rather than the hack being completely at fault). I don't mean that as derogatory but... To be fair though it's partially my fault for not providing a more entry-level difficulty for blind runs in particular. Granted, there will be improvements to some maps in the future update so specific criticism in regards to difficulty are certainly not without merit in some places. The baseline difficulty for the default mode (intermediate) isn't being changed though. this is unfortunate and i think the source for this lies in the misconception of this being a balance of the original game and not a new hack entirely. The disclaimer at the top should definitely help with this, I hope. Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 3, 2018 Author Share Posted October 3, 2018 3 hours ago, Mr. Mister said: Come to think of it, most of the difficulty differences allow for swapping between difficulties at beggining-of-chapter saves by just swapping the iso, right? Except maybe the extra player authority stars and BK's stats, if those are set at the moment of recruitment/first map appearance Nope, stats will automatically change to reflect the mode being played. I'm pretty sure authority stars will as well. It's the same as balance updates -- resuming a save file will modify base stats; so in the next update, you'll see Nolan's SKL increase by 2 (unless he's already capped) when resuming. 3 hours ago, Mr. Mister said: Another prettier table. Nice! I appreciate you making these. Added to OP. Quote Link to comment Share on other sites More sharing options...
Mr. Mister Posted October 3, 2018 Share Posted October 3, 2018 Oh, then if the difficulties are completely swappable inbetween chapters, do definitely do mention that in the OP - something like "Finding a particular chapter too tough? Found a map particularly interesting and want to play a more challenging version right now? You can swap without breaking your save in any way and swap them back later, or never!" Quote Link to comment Share on other sites More sharing options...
Renigade Posted October 3, 2018 Share Posted October 3, 2018 Question about advanced, I know this is a-ways away but when you say mastery skills will be replaced by a crit bonus do you mean every single character will get the crit+5 skill? And how does that work with satori signs? Those are still things in this hack right? Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) 21 minutes ago, Renigade said: Question about advanced, I know this is a-ways away but when you say mastery skills will be replaced by a crit bonus do you mean every single character will get the crit+5 skill? And how does that work with satori signs? Those are still things in this hack right? Either crit+5 or +10 depending on mastery. Satori signs no longer exist but Laguz will typically get +5 crit on their SS weapon. However some masteries will likely remain. Corona, Aether and Bane for instance (less powerful ones, and/or in respect to Ike). Of course, not all units have mastery skills to begin with which will be left unchanged. Meg/Heather get Canto or Kieran gets Butcher for instance. Those won't be affected. In fact, there isn't many units affected by this to begin with. I suppose Laguz are affected the most? Casual mode does give masteries to everyone though. One detail I did miss out before. Standard/Intermediate drops a lot of those in favour of non-RNG skills. Edited October 3, 2018 by Dunal Quote Link to comment Share on other sites More sharing options...
Renigade Posted October 4, 2018 Share Posted October 4, 2018 Ah ok, I just read the bit on characters that mentions Nolan getting crit+20 and Leo getting range+1, wasn't aware you'd done so much tweaking to tier 3 skills, excited to see how those play out :p Quote Link to comment Share on other sites More sharing options...
Renigade Posted October 4, 2018 Share Posted October 4, 2018 Welp I've officially finished my Radiant Dawn Redux stream playthrough and it was quite a silly note to go out on, for starters I now have video evidence of soloing 1E with Tormod, but that's only the tip of my silliness iceberg :p Until the next patch~ Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 5, 2018 Author Share Posted October 5, 2018 Nice! I've watched some of the VODs so far -- it's good to have some extra footage. I see you struggled a bit with 1-E... yeah you do have to massively prepare for that map. Granted, it's slightly more difficult than eventually intended for the purposes of ending the current demo. And of course, Standard Mode will be more forgiveable on top on that. Also, there's more leeway for me to tweak things further based on BEXP incentives, where a lower baseline difficulty can still provide a significant challenge in regards to playing efficiently. As it stands you just need to plan things in advance. Shoving strats with Rafiel are typically the way to go, while preparing to use specific units for certain enemies. Leonardo is by far the best way to deal with the Tornado user if baited out (although anyone works for that if they have Heaven support, Leo just happens to have great HIT by default). So it's things like that to keep in mind. I saw some comments on Ilyana being weak (@Rengor1997) and while she's getting some minor tweaks in the next update, I have no intention of buffing her further. Keep in mind that she is a specialist unit entirely designed to counter specific enemies, who otherwise provides support with bolting. And her stats are better in context to part 3, where competition is lower in that regard. The Dawn Brigade just outright have better stats (at similar levels) than units with much higher availability in part 3, since by the time part 4 rolls around someone like Ilyana will be much higher levelled than a DB unit. Unlike the original game you can't just low-man with a couple units in their maps either (like double earth shenanigans or Jill) so anyone you intend to use coming into part 4 is designed with that in mind. Ilyana's stats are in-line with this but in part 1 she's still great for specific purposes. With an Arcthunder she solidly 2HKOs dragons in 1-8 and as long as she has 13 SPD to not get doubled it literally doesn't matter what any of her stats are aside from enough HP to survive a hit. Then you use Rafiel to get another attack in. She's otherwise just a great overall tank with a pure wWater and thunder forge. Throw in a Leo/Fiona support on top of that and she suddenly has ~17 RES which mitigates her worst problem. She doesn't deal a huge amount of damage but once you get to mid/lategame, a Thoron, her passive +15% boost, plus her SKL of ~30 will give her 55 crit with zero accuracy issues. Her MAG/SPD aren't great but it gets to the point where she's dealing 3/4 of an enemy's health often enough where her overall damage is definitely good, if not consistent. Taking all parts of the game into account she's been labelled as being in the top 5 units in this hack for quite a while now but specifically from people who play for maximum efficiency or taking advantage of everything the player is offered. Basically, she might not seem too great if you're playing casually or min/maxing and/or not utilizing everything she's capable of doing. Also, because of her availability she has Leif syndrome when it comes to resource allocation, where there are more opportunities or relevance to actually take advantage of making her stronger above others. In part 3 her averages at 16/6 are closer to other units and there's no shortage of dragons either at that point. Aside from transferring the wyrmslayer, you only have Rhys or T3 Titania with effective damage otherwise. Red Dragons are also designed to have mixed bulk so that non-effective magic isn't as powerful, mostly for the purposes for mid/lategame. Later on, a spell like Thoron is dealing 60-70 damage to them so no amount of RES is changing the fact they are 2RKOed. However, by making other magic weaker and to therefore give more incentive for effective damage, it indirectly makes units like Ilyana/Rhys/Lucia etc... better units beyond stats. Again, with Rafiel, Ilyana can solo a dragon which turns out to be extremely efficient and that doesn't change in part 3. 1-8 is meant to be an introduction to them and teaching the player how they should deal with them, as part of Rafiel joining on this map. Granted, I can understand that having to fight two of them in quick succession shouldn't be forced on the player so that it changing in the next update. Their stats aren't the problem if you know how to deal with them. Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 5, 2018 Author Share Posted October 5, 2018 (edited) Also, here's a recent tier list made from long time playtesters (based on the upcoming Part 1 build), taking into account maximum BEXP, overall efficiency and reliability: Spoiler PART 1 1|Nolan, Sothe, Tormod, Rafiel 2|Micaiah, Ilyana, Meg, Fiona, Aran 3|Black Knight, Tauroneo, Muarim, Jill, Zihark 4|Volug, Laura, Leonardo, Vika, 5|Edward PART 2 1|Nealuchi, Elincia, Leanne, Danved, Calill 2|Geoffrey, Lucia, Lethe, Heather, Makalov, Haar 3|Marcia, Mordecai, Brom, Kieran 4|Astrid, Nephenee PART 3 (Up to 3-10) 1|Titania, Ilyana, Lethe(A), Kyza(B), Reyson 2|Ranulf, Lyre(A), Brom, Rolf, Mordecai(B), Heather 3|Ike, Shinon, Mist, Nephenee, Lethe(B), Ulki 4|Soren, Kyza(A), Boyd, Oscar, Gatrie 5|Mordecai(A), Haar, Rhys, Janaff 6|Mia, Lyre(B) A Route = Lethe/Lyre joining in 3-1, Mordecai/Kyza joining in 3-4 B Route = Mordecai/Kyza joining in 3-1, Lethe/Lyre joining in 3-4 Ilyana is considered really great in max BEXP runs. And until recently even I was underrating her utility with Bolting until someone showed me what you can pull off with it (without crits) on some maps. Edited October 5, 2018 by Dunal Quote Link to comment Share on other sites More sharing options...
Renigade Posted October 5, 2018 Share Posted October 5, 2018 Poor Edward and Mia, I'd bring up the sword-locked curse but they've got a few 2-range options so I guess that's not really the cause :p Yeah I was starting to play really fast and loose towards the end of my streams, normally I'm very meticulous in planning things out but for the entertainment of the stream I started to throw caution to the wind more than I usually would, also the damage increase from having ledge advantage really tripped me up with that Tornado guy, I feel like that's not in Vanilla RD, or am I wrong? I know you get like +50 hit from ledge advantage but I don't remember getting a damage increase, not saying I have a problem with it but if it is exclusive to this hack then you may want to put it in the OP, and if it's not then I guess I don't know vanilla RD as well as I thought... Quote Link to comment Share on other sites More sharing options...
Mr. Mister Posted October 5, 2018 Share Posted October 5, 2018 Dame increase fro. Ledge advantage is indeed in Vanilla IIRC. However, I got the impression from a stream a while back that it might not apply to all weapon types, though I might be wrong here. Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 5, 2018 Author Share Posted October 5, 2018 (edited) Only reason Edward is in his own tier is because for about 5 consecutive maps in a row (1-1 to 1-6) he's generally your worst unit so it's just based on average performance. But with enough investment in those maps and after promotion, his performance is great: 1RKOing anything with a crit. Caladbolg in part 3 then turns him into a tank on top of that. He doesn't really have any problems past a certain point, beyond having weaker 2 range (which isn't too relevant in part 3). Mia is a glass cannon with high mixed damage but doesn't really have an enemy phase (is usually 2HKOed). Her T3 promotion is relatively great (mostly to Lucia's benefit) which doesn't come into play until later on. Still, the tiers don't really represent huge gaps in unit performance; Mia being bottom doesn't necessarily mean she's 'bad', just has less opportunities to contribute without taking risks. Between moderate chances for critting, dodging or proccing vantage, her performance varies pretty wildly. So while she has more damage than say, Nephenee... the latter has less reliance on dodging in order to survive (which can make a big difference when you're relying on a specific strategy). Ledge advantage is +2/-2 damage but doesn't apply to things like siege tomes. Edited October 5, 2018 by Dunal Quote Link to comment Share on other sites More sharing options...
Renigade Posted October 5, 2018 Share Posted October 5, 2018 It was in Vanilla as well? I never noticed... I guess cause I never had to deal with any 4-range Tornado-using ledge-advantage enemies in vanilla :p Quote Link to comment Share on other sites More sharing options...
Mr. Mister Posted October 5, 2018 Share Posted October 5, 2018 Is it really just siege tomes (and cards too I guess) that ignore ledge advantage? I could’ve sworn I saw a streamer test something else negative. Resire maybe? I know it doesn’t suffer the lonbow-esque penalty at range 3. So you have a version where the tigers and the kitties swap recruitment places? I assume it’s from different patches, and not based on in-game triggers, like Micaiha’s SS rank? Please tell me in that version youd’ll swap lethe/lyre/mist’s “disguise” portraits with mordecai/kayza/boyd’s, as I guess they will be the ones seducing the guards into getting drugged. Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 5, 2018 Author Share Posted October 5, 2018 (edited) 2 hours ago, Mr. Mister said: So you have a version where the tigers and the kitties swap recruitment places? I assume it’s from different patches, and not based on in-game triggers, like Micaiha’s SS rank? Please tell me in that version youd’ll swap lethe/lyre/mist’s “disguise” portraits with mordecai/kayza/boyd’s, as I guess they will be the ones seducing the guards into getting drugged. Someone had offered to implement code from GBA FE that replicates the Ilia/Sacae or Jerme/Kenneth split where the game checks EXP/levels gains for various units and runs a script based on that. It's planned so that Lethe/Lyre joins in 3-1 if Lethe gained more levels than Mordecai in Part 2. If the opposite, then Mordecai/Kyza joins. Wasn't planning on changing the cutscene since it's implied that all four Laguz are with you regardless, same as how it's never confirmed whether they actually leave you or not after 3-1 (it is to be assumed that they leave with Ranulf but it's equally valid if Ranulf just commands a couple of them to stick around to help Ike's squad). Either way, the variety in gameplay is what matters the most here. Chances are they'll be a separate patch for the time being if you want Morde/Kyza instead. On 04/10/2018 at 8:41 AM, Renigade said: Ah ok, I just read the bit on characters that mentions Nolan getting crit+20 and Leo getting range+1, wasn't aware you'd done so much tweaking to tier 3 skills, excited to see how those play out :p Here is a list of tier 3 skills in order of associated units: Spoiler Chaos Incarnate - Aurora Trueblade(M) - Astra Marksman - Sagittary Reaver - +20% Crit Saint - Corona Whisper(M) - Bane Justicar - Flare Sentinel(M) - Impale ??? - Canto Marshall - Luna Dragonmaster(F) - Focus Templar(LanceF) - Maelstrom Archsage(M) - Wrath Queen - Stun Seraph Knight - Stun Dragonmaster(M) - Disarm Sentinel(F) - Vigilance Baron - Resolve Whisper(F) - Canto Trueblade(F) - Astra Templar(LanceM) - Sol Champion(AxeM) - Butcher Champion(Sword) - +10% Crit Templar(Bow) - Blessing Archsage(F) - Corrosion Vanguard - Aether Grandmaster - Disarm Champion(AxeF) - Slayer Valkyrie - Sol Empress - Flare Assassin - Lethality Chancellor - Corona Also, the reason why Tormod lost light magic is because some T3 classes are not finished. Only promo bonuses and caps would be implemented for his class. Edited October 5, 2018 by Dunal Quote Link to comment Share on other sites More sharing options...
Rengor1997 Posted October 5, 2018 Share Posted October 5, 2018 I do stand by the opinion that Ilyana is bad but I will not pursue the topic for now before the new patch releases. I plan to do streams of Intermediate mode once the big update hits and give my opinions on the things in the hack during it. I will say that I don't plan to criticise things just because they're "different", the plan is to ascertain how well the design decisions work within the context of the hack itself. Three questions: Is there an estimated date of release for this big update? How far will it go, up to 3-10? And lastly, for the OP could you include all the changes to Laguz Gauges? The last one is important information for people picking up the hack. Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 5, 2018 Author Share Posted October 5, 2018 (edited) 2 hours ago, Rengor1997 said: Three questions: Is there an estimated date of release for this big update? How far will it go, up to 3-10? And lastly, for the OP could you include all the changes to Laguz Gauges? The last one is important information for people picking up the hack. Shortly after the release of FEE3 which goes up to 3-2 (including minor to moderate changes to most prior maps), with very regular releases after that (which was the plan after the previous release, but circumstances at the time changed). Laguz gauge info will be included, as well as non-transformed stat retention. Here is a preview of Volug for instance: 2 hours ago, Rengor1997 said: I do stand by the opinion that Ilyana is bad but I will not pursue the topic for now before the new patch releases. I suppose that's fair. It's just that when it's the 0% growth fanatics that are rating her highly (with solid arguments for it) then buffing her would take some convincing. I think someone described it best when she is "the least stat reliant combat unit in the entire game". But that's also taking into account part 3 (where unit/enemy quality is worse) so it's probably worth waiting for that. Put it this way, if wyverns were less common, and Ilyana stayed with the DB in part 3, then I can almost guarentee she would be buffed. Also, regarding your comments on BEXP with >100% growths, I don't think it's really gamebreaking at all when you consider that: A) It's no more so than to keep resetting for better stats, like re-loading the game for STR/SPD on Volug over HP/SKL/LCK (considering he's bad with BEXP due to his growths, you could technically overcome that with enough attempts). Resetting to gain 4 stats over 3 isn't nearly as meaningful as that. For instance, let's say you got STR/DEF/LCK on Danved. Would you reset so you could score LCK+2? But what if you end up getting HP/SKL/LCK+2... Is that better? Nope, should have stuck with the first one. Sure, you could just keep resetting until you get STR/SPD/LCK+2 or something... but that's no different than the Volug example. In other words, there's always an opportunity for you to reset for optimal gains. B) In any scenario it's still a version of FE9's BEXP that has significantly less variance. In FE9 you could gain between 0 stats and 8 stats. Here? 3 or 4 stats for some units. Although, I'm not assuming you're saying that it is gamebreaking, more that it seems like an oversight. Not really though, since rigging for these does less than rigging for better stats in general. I think this makes more sense in practice: if you ever try to take advantage of it, you usually just end up paying more attention to the other two stats you end up getting. Edited October 5, 2018 by Dunal Quote Link to comment Share on other sites More sharing options...
Rengor1997 Posted October 5, 2018 Share Posted October 5, 2018 (edited) 36 minutes ago, Dunal said: Also, regarding your comments on BEXP with >100% growths, I don't think it's really gamebreaking at all when you consider that: A) It's no more so than to keep resetting for better stats, like re-loading the game for STR/SPD on Volug over HP/SKL/LCK (considering he's bad with BEXP due to his growths, you could technically overcome that with enough attempts). Resetting to gain 4 stats over 3 isn't nearly as meaningful as that. For instance, let's say you got STR/DEF/LCK on Danved. Would you reset so you could score LCK+2? But what if you end up getting HP/SKL/LCK+2... Is that better? Nope, should have stuck with the first one. Sure, you could just keep resetting until you get STR/SPD/LCK+2 or something... but that's no different than the Volug example. In other words, there's always an opportunity for you to reset for optimal gains. B) In any scenario it's still a version of FE9's BEXP that has significantly less variance. In FE9 you could gain between 0 stats and 8 stats. Here? 3 or 4 stats for some units. Although, I'm not assuming you're saying that it is gamebreaking, more that it seems like an oversight. Not really though, since rigging for these does less than rigging for better stats in general. I think this makes more sense in practice: if you ever try to take advantage of it, you usually just end up paying more attention to the other two stats you end up getting. It's just a weird interaction I noticed with how BEXP and >100% growths work. But yes I would reset for the +2 luck proc if only to cap the stat quicker so that other stats could raise sooner once luck caps. I don't deny it's probably better to level up with regular EXP. Again, it's just something janky I noticed about how the RD engine handles these and thought to report it. WRT Ilyana, I'd seriously need to see a lot of part 3 to be convinced of her being good, because based on part 1 enemy scaling she seems bad on pretty much everything she's not effective against. I haven't seen part 3 yet so it could be way more jank up there in terms of enemy stats and exactly how many dracos are thrown at you, but on merits of part 1 alone she's pretty bad after 1-5 vs non-effective targets. But again, this is lacking the picture of her future part 3 prospects, so it's subject to change. Edited October 5, 2018 by Rengor1997 Quote Link to comment Share on other sites More sharing options...
Renigade Posted October 5, 2018 Share Posted October 5, 2018 2 hours ago, Dunal said: Question: when you say Volug's str is 7(+4) and his spd is 12(+8) does that mean that no matter how high those stats get he'll have (+4) and (+8) to str and spd respectfully when untransformed? Or is is percentage based and the amount added changes as the base stat increases? Also if I remember right you said that you removed the cut to transformation gains when Wildheart's equipped correct? In my vanilla playthroughs I would immediately sell it due to its halving of experience points, which isn't actually a thing but I didn't know that the game was lying to me at the time, still though halving transformation gains is also pretty bad since you're already paying for it with capacity cost and the money you would get from it if you sold it :p Quote Link to comment Share on other sites More sharing options...
Mr. Mister Posted October 6, 2018 Share Posted October 6, 2018 Wildheart only halves tranformation gains when you use the half-shift command. You can have the skill equipped and still transform completely if your gauge is full, so the skill itself doesn’t do anything detrimental by just having it equipped - it might save you in a pinch whne you really need a non-ready laguz to transform and attack in the same turn. Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 6, 2018 Author Share Posted October 6, 2018 (edited) 15 hours ago, Rengor1997 said: WRT Ilyana, I'd seriously need to see a lot of part 3 to be convinced of her being good, because based on part 1 enemy scaling she seems bad on pretty much everything she's not effective against. I haven't seen part 3 yet so it could be way more jank up there in terms of enemy stats and exactly how many dracos are thrown at you, but on merits of part 1 alone she's pretty bad after 1-5 vs non-effective targets. But again, this is lacking the picture of her future part 3 prospects, so it's subject to change. Maybe this will help? A RUN OF CH 1-7 Spoiler This is a 16/1 Ilyana with exactly average stats, and one stat booster (Spirit Dust) which didn't really come into play here (it's a fail-safe if she gets MAG screwed though). Had a couple lucky crits (which is par the course for her really) but also some very unlucky misses as well considering her hit-rate. Either way, there isn't anything inherently bad about her performance here (she easily 2RKOs most enemies without the booster and outright has a ~25% chance to 1HKO anything) and isn't even showing off her main niche(s) (effective damage and bolting utility -- which are exclusive to her for most of part 1). Keeping in mind that this is also a unit that intentionally has lower growth due to availability in part 3. I mean really, Ilyana's only main problem past promotion is that the Arcthunder will weigh her down to ~11 AS. But that's a a short term issue and she'll hit 14 AS with it by 16/6 (in time for 1-E) and pretty much only swordmasters have AS higher than 17 on that map aside from the Elite Sage. Doesn't matter anyway since the Brave Sword Elite does ~4x4 damage to her if she has a support. She'll hit 24 DEF with Leo/Fiona so her only concern is being doubled by some other enemies and she should be safe from that happening. (Also... why did I drop that one soldier with Muarim when I did? That was an easy turn 9 clear haha. Would have been turn 8 had I just released them earlier as well) 12 hours ago, Renigade said: Question: when you say Volug's str is 7(+4) and his spd is 12(+8) does that mean that no matter how high those stats get he'll have (+4) and (+8) to str and spd respectfully when untransformed? Or is is percentage based and the amount added changes as the base stat increases? Extra stats that Laguz retain when untransformed are fixed. It's usually enough to not leave them completely helpless but still leaving an incentive to stay transformed. 12 hours ago, Renigade said: Also if I remember right you said that you removed the cut to transformation gains when Wildheart's equipped correct? In my vanilla playthroughs I would immediately sell it due to its halving of experience points, which isn't actually a thing but I didn't know that the game was lying to me at the time, still though halving transformation gains is also pretty bad since you're already paying for it with capacity cost and the money you would get from it if you sold it :p Wildheart has not been changed, it still functions the same as the original. It's still has situational use especially if you just want to use a Laguz for shoving/rescuing etc... Edited October 6, 2018 by Dunal Quote Link to comment Share on other sites More sharing options...
Renigade Posted October 6, 2018 Share Posted October 6, 2018 11 hours ago, Mr. Mister said: Wildheart only halves tranformation gains when you use the half-shift command. You can have the skill equipped and still transform completely if your gauge is full, so the skill itself doesn’t do anything detrimental by just having it equipped - it might save you in a pinch whne you really need a non-ready laguz to transform and attack in the same turn. OH, see I've never used it due to thinking it cut EXP in half so I was making a lot of assumptions about how it worked, I though "halving transformation gains" meant halving the rate at which the gauge filled up, my bad. I was thinking this whole time that the stats they retained while untransformed were percentage based, little worried about some of them becoming to squishy towards the end with fixed retention but I guess I'll have to wait and see how it plays out for myself. Quote Link to comment Share on other sites More sharing options...
smgrinus Posted October 7, 2018 Share Posted October 7, 2018 (edited) @Dunal I really like what you have done with this. What tools did you use to make alterations to the iso? I'm interested in making some simple balance changes to it. I just got to 1-7 and ran into the little surprise you created for that chapter. It certainly does raise the urgency of the mission. lol Actually all of the chapters so far have surprised me and for the most part, the changes are all very interesting, fun and logical. I do think that longbows need to have their range cut down to 2-4 as that leaves enemy archers extremely susceptible to everyone. I think the bowgun is a bit too powerful than it needs to be. I was just looking for a hack that made Meg and Fiona more usable without too much of a grind but I found so much more and I wanted to thank you for taking the time to create this. When do you think you'll be getting to finishing the novice mode and redux +. I'm very interested to see what you do with those. @Mr. Mister Hey, thanks for answering. I'll do some research. Edited October 7, 2018 by grinus answering response Quote Link to comment Share on other sites More sharing options...
Mr. Mister Posted October 7, 2018 Share Posted October 7, 2018 (edited) 54 minutes ago, grinus said: What tools did you use to make alterations to the iso? There's an old thread (just google Radiant dawn hacking notes) where the preparation steps (file extraction/decompression) are explained, and which covers the basic stuff (and includes a couple of nighmare modules). However I'm pretty sure Dunal is the current RD hacking eminence (not that you couldn't count the candidates with one hand), and thre's more that he has uncovered that I'm sure he'll release once ReDux sees 1.0. The biggest hurdle to hacking (besides trying to figure out how stuff not documented yet works) is map data expansion. The way RD's map files work is that they are hex files where at some point the stuff included in the map (enemy types, items, new characters; it'd be more precise to say what is to be loaded rather than included, besides what you bring from convoy) is first listed by name IDs, and then through the part of the file where the map contents are listed, such stuff is indicated by the pointer of its name ID in the file (for instance, where you list the inventory of an enemy, if you want him to have a ilver lance you write the pointer (with offset) of where in the file it said "silverlance_id" or something. The problem comes when you want to add stuff to the cahpter that in vanilla isn't in the "stuff to load" list, as adding it displaces the rest of the file, and so pointers to the displaced stuff have to be changed to their new values. In particular, I think adding new army data (like Elites; note that they're counted separately from other enemies in the Status screen) displaces more stuff than just adding new items or enemies/classes. What I don't know at all is how to edit placement of map tiles/terrain (besides positioning/deployment; Dunal has that figured out), like where the bushes at. 54 minutes ago, grinus said: I do think that longbows need to have their range cut down to 2-4 as that leaves enemy archers extremely susceptible to everyone. An argument can be made there, though keep in mind their Hit is balanced around the -30hit penalty they already take at their mon range of 3. 54 minutes ago, grinus said: When do you think you'll be getting to finishing the novice mode and redux +. Reread the OP; there are now four planned difficulties, and each will be a separate patch to be played on Normal Mode as to keep the WTA (and without it dark magic's Aura doesn't work either). Also IIRC many map data is shared (file-wose) between Normal and Hard modes, so you can't really balance both at once very well if you already make NM a good challange. Edited October 7, 2018 by Mr. Mister Quote Link to comment Share on other sites More sharing options...
Dunal Posted October 7, 2018 Author Share Posted October 7, 2018 (edited) 8 hours ago, grinus said: I'm interested in making some simple balance changes to it. To the original? If so I do have a minimalistic patch/hack (just modifications to the vanilla game's balance rather than an overhaul like ReDux) that is unreleased so far (don't mind releasing it though if there's demand for it). It depends on the scope you're looking for but really, if you have any suggestions for that changelog below then I could make some further alterations. I don't mind making personal patches/hacks either so long as its not too extensive. Of course, feel free to make your own, but it might be easier to make slight modifications to one I've made already and then it's pretty much done. FE10 MINIMALISTIC BALANCE PATCH Spoiler Unit Changes Micaiah - Higher growths, improved promotion gains, +1 authority star Edward - Slightly higher bases/growths, improved T2 promotion gains Leonardo - Higher level/bases/growths, improved T2 promotion gains Nolan - Improved T2 promotion gains Laura - Higher level/bases, changed stat caps, improved T2 promotion gains Sothe - Slightly lower bases, higher growths, changed stat caps, improved promotion gains Ilyana - Slightly higher bases/growths, improved T2 promotion gains Aran - Slightly higher level/bases, improved T2 promotion gains Meg - Higher level/bases, changed stat caps, improved T2 promotion gains Volug - Slightly lower bases, lower base level Tauroneo - Improved promotion gains Zihark - No changes Jill - No changes Fiona - Higher bases, +1 movement, improved T2 promotion gains Tormod - Higher growths, significantly higher promotion gains Muarim - Lower level, higher growths Vika - Lower level, higher growths Nailah - Lower level/bases Rafiel - Higher level (More galdrs unlocked) Black Knight - No changes Elincia - No changes Marcia - Higher level/bases Nealuchi - Lower level, slightly higher growths Leanne - Higher level/bases (More galdrs unlocked) Haar - Lower level/bases Nephenee - Slightly higher level/bases Brom - Slightly higher level/bases/growths Heather - Higher bases, improved promotion gains Lucia - Higher growths, improved promotion gains Lethe - Slightly lower bases, significantly lower level Mordecai - Slightly lower bases, lower level Geoffrey - Lower level, higher growths, improved promotion gains Kieran - Slightly higher bases, improved promotion gains Makalov - Higher bases, improved promotion gains Astrid - Higher bases/growths, improved promotion gains Danved - Higher bases/growths Calill - Higher level/bases Ike - Lower level/bases, Ettard buffed, -1 authority star Titania - Lower level/bases, Improved promotion gains Soren - No changes Mist - Higher bases, Florete now deals magic damage Rolf - Slightly higher growths Boyd - No changes Oscar - Lower level/bases, improved promotion gains Shinon - Slightly lower level/bases Gatrie - Lower level/bases, improved promotion gains Rhys - Slightly higher growths Mia - Slightly lower bases, improved promotion gains Ranulf - Lower level, slightly higher growths Kyza - Lower level, slightly higher bases Lyre - Significantly lower level, slightly higher bases Reyson - Higher level (More galdrs unlocked) Janaff - Slightly lower bases, lower level Ulki - Slightly lower bases, lower level Sigrun - Slightly higher bases Tanith - Slightly higher bases Skrimir - Lower level Tibarn - Lower level/bases Naesala - Lower level/bases Pelleas - Higher level/bases Stefan - No changes Oliver - Slightly higher bases Bastian - No changes Volke - No changes Kurthnaga - Higher bases/growths Ena - Higher bases/growths Caineghis - Lower level/bases Giffca - Lower level/bases Renning - No changes Gareth - Higher bases Nasir - Higher bases Lehran - No changes Misc Changes - Overall MT buff to thunder/dark magic - Higher tier magic tomes and daggers have increased MT - Longbows (higher MT/HIT) and Crossbows (higher MT) are buffed - Laguz weapons now grant more WEXP (usually double, sometimes more) and Laguz gain more EXP at higher levels (past level ~15) - Laguz gauges buffed overall - Non-royal Laguz have increased capacity to match royals - Magic cards have more MT - Earth affinity nerfed (same as in ReDux) - T3 caps modified for some classes (for example, Makalov having a higher SPD cap to accommodate growths). - Some skill capacity cost changes (examples being Canto is down to 5, Resolve is up to 25) - Costs changed for some items (secret book is significantly cheaper for example) - Enemy stats slightly modified based on class (SPD is more varied for example) or buffed in individual cases (Ludveck) Depends what you mean by 'minimalistic' but it could certainly be considered that compared to ReDux. And since the balance is in context to the original game, anyone should feel free to offer suggestions before/if I do release it. There's going to be a level of subjectivity to certain changes (not everyone agrees with the balance of the original to begin with) but as a starting point, the above changelog is in accordance to casual play, LTCs, tier lists for any difficulty etc... That I've followed discussion for (for many years). I mean, some would argue that Jill should be nerfed, but honestly her stats are fine in context to anything other than low-manning with her, which is always going to be powerful anyway by virtue of her class. Meanwhile, Haar is a different scenario where is bases are a little too good for the maps he's available in, regardless of his class (not to say it wouldn't be different if he were a general or something, but you get the point). It's not meant to perfectly balance the game though (just to generally improve it enough to the point where it's not a detriment to the game). For example, the royal laguz still have Formshift and better caps so they're still almost strictly better.. but a trained non-royal is now far closer to them in usability. Lucia is still harder to use in Part 4 compared to other trueblades (but easier than the original game) etc... 8 hours ago, grinus said: I do think that longbows need to have their range cut down to 2-4 as that leaves enemy archers extremely susceptible to everyone. Longbows have been tested in many forms and 3-5 both offers good flexibility for the player and enough counterplay for the enemy. It makes more sense in context for later parts of the game (where enemies with Longbows are more securely positioned and harder to deal with, so their lack of 2 range is an acceptable weakness). 8 hours ago, grinus said: I think the bowgun is a bit too powerful than it needs to be. Crossbows do not scale with STR so early game they are definitely quite powerful but fall off over time when your units gain more STR to perform better with other weapons. They also aren't amazingly accurate compared to other options (so Rolf/Boyd aren't great with them typically). By mid/lategame only Nolan/Shinon are optimal with them and that's because of their lower STR. Meanwhile, they are at their strongest (early game) when you cannot buy them freely, so are limited in that sense. The higher tier ones later into the game are also limited. Edited October 7, 2018 by Dunal Quote Link to comment Share on other sites More sharing options...
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