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Fire Emblem: Origins v1.0


Strict_Gryphon90
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Fire Emblem - Origins v1.0

A Blazing Sword ROM hack by Strict_Gryphon90

Foreword:

Exactly 3 months ago (July 19th 2015) I started working on this hack knowing absolutely nothing about ROM hacking. And now, with great joy, I present to you the fruit of those 3 months of work. I hope you enjoy playing this hack as much as I enjoyed making it.

As of this release the prologue through chapter 3 has been fully completed. The maps for chapters 4 and 5 are complete and in the game but do not contain any dialogue. I wanted to have chapters 4 and 5 finished for this release but I wasn't able to do so before my deadline. This upcoming school week (week of Monday 10/19/2015) is midterm week, and I also have a long paper due shortly after, so after today I won't be working on this hack for about 2 weeks. I decided to release whatever I had done before then. After my busy time is over, I will resume work on this hack with all the same dedication as the past 3 months.

Quick Note About the Mugs and Animations:

As of yet I do not have any custom mugs or animations, and so I am using default resources as placeholders. I do have someone working on the mugs, but they've been feeling ill the past couple of weeks and haven't had the chance to get them done. Rest assured I will insert the custom mugs as I receive them, and also the custom animations as soon as I find someone who can do them.

Story:

The following backstory synopsis may seem short, but that's only because I am trying to avoid spoilers. The game's backstory will mostly be told in-game.

For as long as anyone could remember the kingdom of Ulverheim and the kingdom of Falkenheim were at war. Nobody knows how or why that war began, But it came to pass that the kingdoms grew tired of the war, and decided to form a peace treaty. That was one year ago. The people of each kingdom have been enjoying a life of security and prosperity. Yet something is about to happen that will challenge that peace. Can true peace ever be achieved, or will conflict always be part of human nature?

The story starts in a small village deep in Ulverheim, where two young soon-to-be heroes dwell. Besides the occasional bandit attack, they've led an easy life. But they could never have expected what would happen next.

Main Characters:

Percival

Class: Defender (Lord)

Background and Personality: Ever since he was a child Percival has had strong protective instincts. He is especially protective of his younger sister Ingrid. However because he spent most of his life in a small, secluded village, he is inexperienced in the ways of the more densely populated areas. He tends to be quite sensitive, but doesn’t show it. Most of the time he is calm, but is easily swayed to anger when someone threatens Ingrid, or sadness when he is unable to protect someone. He lets Ingrid call him “Percy,” yet is highly irritated when someone else calls him the same.

Ingrid

Class: Prodigy (Lord)

Background and Personality: From a young age it was clear that Ingrid is a prodigy, and has excelled in anima magic. But because of her intellect, she sometimes has difficulty connecting with other people, and often feels guilty about it. She can be quite timid, and stays near Percival at all times. She can be very generous, and is very fond of teaching.

Screenshots (Thanks to Pixelman):

2KflFCm.png68rTX8U.pngPOJvdhE.png

1JuJjtp.pngGYXhzSV.pngOI6OVIN.png

RSJr72Y.png

Chapter Maps:

Prologue

post-18372-0-47429600-1445399387_thumb.png

Chapter 01

post-18372-0-91302900-1445399400_thumb.png

Chapter 02

post-18372-0-44496700-1445399410_thumb.png

Chapter 03

post-18372-0-91931800-1445399420_thumb.png

Chapter 04

post-18372-0-84981900-1445399430_thumb.png

Chapter 05

post-18372-0-88222500-1445399442_thumb.png

Changes:

Game Mechanics:

  • Critical hits now do 2x damage instead of 3x

Classes:

  • Base stats and growths for all classes have been reworked to make generic enemies tougher (see attached document for details)
  • Many classes have been renamed (Myrmidon -> Swordsman/Swordswoman, a distinction is now made between Swordmaster and Swordmistress, Mercenary -> Bladesman/Bladeswoman, Hero -> Destroyer, Fighter -> Axeman, Soldier -> Spearman, Cavalier -> Horseman/Horsewoman, Falcon Knight -> Pegasus Lord, Wyvern Rider/Lord -> Dragon Knight/Lord, Sage -> Sorcerer/Sorceress, Monk -> Light Mage, Cleric -> Priest/Priestess, Bishop -> Patriarch/Matriarch Shaman -> Dark Mage, Druid -> Warlock/Witch, Troubadour -> Shield Maiden)
  • The class Halberdier has been added as a promotion for Spearmen
  • Axemen now promote into Berserkers
  • Dark Mage MOV has been reduced to 4 for balance, because I gave them better defenses as well as good power
  • Several classes have been removed (Warrior, Brigand, Pirate, Assassin, Nomad, Nomad Trooper, Knight, General)
  • Halberdiers, Sorcerers/Sorceresses, Snipers and Warlocks/Witches have +15 critical
  • Sorcerers/Sorceresses and Warlocks/Witches can no longer use staves
  • Pegasus Knights can use swords
  • Dragon Knights/Lords now use axes instead of swords
  • Horsemen use swords and axes while Horsewomen use swords and lances
  • Priests/Priestesses can now use light magic
  • Shield Maidens can now use anima magic

Items:

  • Item costs have been reworked for better balance
  • Reaver weapons now have no critical bonus and 30 uses
  • Bows are now 1~2 range, but have been weakened accordingly and are no longer effective against fliers
  • Ballistae now have 15 shots and 12 might
  • Light magic damage has been buffed and hit rate reduced
  • Luna now has 5 might and 5 critical
  • Barrier now has 20 ueses
  • Vulneraries now have 5 uses
  • Mines now have 5 uses

New Items:

  • New sword: Ghost Sword, 5 might/critical/weight, 20 uses, ignores target defense
  • New bow: Sky Piercer, 12 might/weight, 20 uses, effective against fliers

Plans for v1.1:

  • Add in custom mugs
  • Finish dialogue for chapters 4 and 5

Plans for v2.0:

The 6 chapters appearing in this hack are actually going to be the first 6 chapters of Percival (Eliwood) mode. Don't worry, v1.0 does not contain any major spoilers. It contains a very small one but it shouldn't impact your enjoyment of the story

  • Completed "Lyn Mode" which will be 8 chapters with new characters
  • Support conversations for characters appearing in v1.0

Things You Should Know About Chapters 4 and 5 (because of lack of dialogue):

  • Chapter 4: Reinforcements (4 Horsemen/Horsewomen) appear in the northern forts on turns 10 and 18
  • Chapter 5: Recruit Violet with Einar, Richter with Percival
  • Reinforcements (3 Horsemen/Horsewomen and a Paladin) appear from the northwest on turn 12
  • A Level 5 Bladesman appears on turn 12 in the room where Violet is and will attempt to kill her

Credits:

If I forgot anything I'll add it as soon as I remember. If I forgot something or gave the wrong credit, let me know and I will fix it.

Custom Animations:

  • Female Mercenary by The Blind Archer
  • FE10 Style Fighter by Mageknight404
  • Berserker Reanimated by BwDYeti and SoC
  • Halberdier 2.0 by The Blind Archer
  • Axe Cavalier by Primefusion or eCut and Skitty of Time (I forgot which one I used)
  • Pegasus Knight w/ Sword by Mageknight404
  • Wyvern Rider w/ Axe eCut and Skitty of Time
  • Wyvern Lord w/ Axe by The Blind Archer
  • Sister by oracle_of_fire and aviv
  • Troubadour w/ Magic by Lisandra_brave
  • Matriarch/Patriarch by MrNight48
  • Female Shaman by MarkyJoe1990 and Feaw

Ripped Animations:

  • Female Cavalier from FE8
  • Female Thief from FE6
  • Female Hero from FE6

Map sprites taken from this thread: http://feuniverse.us/t/map-sprite-class-card-repository/186

Programs Used:

  • Nightmare
  • Event Assembler
  • FEditor Adv
  • FEMapCreator
  • MAR Array Inserter
  • GBA Graphics Editor
  • HxD

Download link:

https://www.dropbox.com/s/frghe8jlrjga2lh/FEOv1.ups?dl=0

Base Stats/Growth Rates for Player Characters and Generics:

The player character section on base stats is not entirely up to date, but the growth rates are. Also, I use Apache OpenOffice instead of Excel, so you'll need that program to open it. Don't worry it's free.

https://www.dropbox.com/s/frjr0s32vcde5ui/Character%20Stats.ods?dl=0

Original Post:

Greetings everyone!

I just joined the forums today and I'm happy to be here. It's great to be a part of this community.

About a month ago I started working on a hack for Blazing Sword. So far I've only completed 3 chapters, but without dialogue or custom characters/animations. I plan on adding these later however, as I already have an original story and characters planned out. For now I'm just working on map design. I've altered the Blazing Sword characters stat and growth wise to what my custom characters will have.

Here's a list of changes I've made so far:

  • A lot of classes have been reworked, making them more powerful. I want to keep the finer details of this a secret for now. Let's just say that enemies won't be as weak now.
  • Durability on Lancereavers and Barrier staves has been increased.
  • Bows can now fire into melee range. (Please hear me out! I've often heard people saying that archers are a gimped class, and I agree. Allied archers are often a burden because they need to be protected and leveling them can be a pain, and enemy archers are more of an annoyance than a threat unless they wield a brave or killer bow. I hope that making bows range 1~2 will fix these problems.)

Here are changes I plan on making:

  • The following classes will be removed: Knight, General, Nomad, Nomad Trooper, Assassin, Warrior, Pirate, Brigand.
  • The following classes will be added: Rogue, Mystic (more on this later), Halberdier
  • The following promotion changes will be made: Fighter -> Berserker, Thief -> Rogue, Monk -> Mystic
  • Various adjustments to item stats

Now I want to list some specific changes I'll be making to individual classes and some explanation for the mystic class.

Shaman

  • Movement reduced to 4

Sage and Druid

  • Can no longer use staves
  • gains +15 critical

Cavalier

  • Can use axes

Pegasus Knight

  • Can use swords

Wyvern Rider and Wyvern Lord

  • Can use axes
  • (Wyvern Lord) Can no longer use swords

Priest/Cleric

  • Can use light magic

Troubador

  • Can use anima magic

Halberdier

  • Can use lances only
  • 15 critical

Mystic

  • Can use light magic only
  • +15 critical

The above changes to various classes are meant to create "specialist classes," or classes that are for characters who have dedicated their study to one specific weapon. There is one specialist class for each weapon type, and each of these specialist classes gets the +15 critical ability.

Now I'd like to explain why I'm removing some classes.

Knight and General

I feel this game has too many lance users, and with the addition of halberdiers, I feel that having knights and generals will be redundant.

Nomad and Nomad Trooper

Because I'm giving bows a range of 1~2, I feel that having mounted archers will be a bit overpowered. Also, in my game's setting, there isn't going to be any tribal people.

Assassin

Silencer is dumb, and I want thieves to promote into rogues.

Warrior and Pirate

Fighters now promote into berserkers, so there is no place for warriors anymore. I feel they're just berserkers with no critical bonus and the ability to use bows (yay...). As for the pirate, well, there aren't any in my setting, and now a different class gets their promotion.

Brigand

I'm making my bandits mostly fighters. That and I just think brigands are annoying.

Just one final note. I attempted to make this hack challenging but fair. You won't find any ambush spawns (if you do it's a bug or a mistake, please tell me) and I tried to remove RNG dependence on victory. The RNG can still make the game more difficult if you get unlucky, but hopefully winning won't be dependent on it. In the prologue, a game over is caused if a bandit enters the village makes it through the openings in the wall. And although it currently isn't programmed, if Lyn or Nino dies it should cause a game over (the characters they represent are lords). Oh, and I used female player characters wherever possible, because who doesn't like Fire Emblem girls? :smug:

UPDATE 09/13/2015:

I've made some progress on the hack and I'd like to release an updated version. Here's some things that I've done since the last release:

  • Chapter 01 boss now has a steel lance and javelin instead of silver lance and spear.
  • Chapter 02 boss now has a silver lance instead of a brave lance.
  • Lyn, Nino, and Rebecca now get an extra vulnerary at the beginning of chapter 01.
  • Lyn and Rebecca get an extra weapon at the end of chapter 01.
  • Character base stats and growth rates have been adjusted for better balance.
  • Priscilla no longer starts with a barrier staff.
  • Eclipse has a hit rate of 60 instead of 30.
  • Reaver weapons now have 0 critical instead of 5 critical, and 20 uses instead of 15 uses.
  • Added chapter 03.
  • Added several animations.

If you find chapter 03 to be difficult, try these tactics:

  • Make good use of Serra's barrier staff. It helps tremendously against the magic units.
  • I designed the reinforcement placements so that you have two turns to reposition your units. Don't try to take on the reinforcements the same turn they appear.
  • Don't try to take on all four of the promoted units at the end. Instead, focus on one or two and avoid the others

Update 09/28/2015:

I've added two more chapters to the game; 04 and 05. I've also made some adjustments to the previous chapters to make them what I think is more fair. I have also finally made a request in the spriting forum for custom mugs, and I think I have found someone for the job. That being said, the next update will contain custom characters and story and will be the first official release.

I've designed this hack to (hopefully) be a fair challenge. The game is difficult, or at least I tried to make it so, but not in the sense that sometimes it just gives you the finger. If I can get some feedback on map difficulty that would be greatly appreciated, especially if you think something is unfair. If you tell me why something is unfair, chances are I'll change it. Granted I may try to defend my design choices, but that doesn't mean I'm not listening to your advice. It means that I am putting forth an idea or strategy you may have missed.

Here is the link:

https://www.dropbox.com/s/dkoz5v5bc5usk3f/FEO_Ch5v2.ups?dl=0

Thank you,

Gryphon

Gryphon

Edited by Strict_Gryphon90
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Many people like to make Short Bows 1-2 range because of the name, not sure how I feel about all of them being 1-2 because the 1 range allows Flying units to take them on 1v1 without getting deleted. Plus, Archers are given a lot of things to compensate for their range-- strong weapons, decent defenses, effectiveness against fliers, very high accuracy-- but hey, it's up to you

I played the first chapter and a mercenary went past the walls by one square and it was an instant game over, caught me completely off guard because I thought you meant if they enter the actual village like the one you can visit, but that's my own fault. Lyn has CRAZY high defense but no res and on the second chapter she gets destroyed by a mage she can't double. Also, a cleric just destroyed a village on the same chapter, but it was still visitable, lol... and there are almost too many enemies to handle, I ran out of Vulneraries almost immediately.

46990ce4db.png2b916c4c61.png9f78c4bceb.png

there's no reason for longbows, brave/silver lances, or spears, these are the second and third chapters D:

and there are soooo many enemies on the 3rd chapter, it's crazy

Other than that, if you made these maps they're pretty nice, they're just over-saturated with too many strong enemies and weapons.

Sidenote, there's no game over so I let everyone die and now I'm stuck in infinite Enemy Phase looping :o: but that's just because you're nowhere near done with the game, i just found it funny

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Thank you for giving the hack a try! :D:

I played the first chapter and a mercenary went past the walls by one square and it was an instant game over, caught me completely off guard because I thought you meant if they enter the actual village like the one you can visit, but that's my own fault.

Whoops, I guess my choice of words left things unclear. I'll edit that right away.

Lyn has CRAZY high defense but no res and on the second chapter she gets destroyed by a mage she can't double. Also, a cleric just destroyed a village on the same chapter, but it was still visitable, lol... and there are almost too many enemies to handle, I ran out of Vulneraries almost immediately.

The character Lyn represents wears heavy armor and carries a shield; that's why I gave her the defense and resistence you see. As for the mage, try this:

Use the torch with Isadora before doing anything else, then use Nino and Rebecca to take out the mages, Nino should kill one,and Rebecca should wound another. If they attack from behind the wall, they should be out of range of the mercenary in the northwest.

LOL about the cleric. I thought I gave her the "Heal Units" AI, but it's right below "Destroy Villages" and I probably read the wrong row.

I can give each character another vulnerary before the first turn. I hope that will solve the vulnerary issue.

there's no reason for longbows, brave/silver lances, or spears, these are the second and third chapters D:

and there are soooo many enemies on the 3rd chapter, it's crazy

I was planning on adding two bolting mages in the next chapter :>_<: . The reason for the strong enemies is I want the player to stop and assess the situation before taking action each turn. It is possible to complete all three maps without losing a single character, I promise. Try these tactics:

In chapter two, use Isadora to scout. All of the enemies in this chapter won't attack until you move within range (the boss and mages/longbow archers stay stationary), so if nothing attacks you during a turn, you won't get attacked in that position at all. Have Isadora move 4 squares, use the torch, then move back to where she started. Then position everyone else so that they can close in and attack on the next turn without being attacked first.

For Eagler, defeat all his guards first without ever stopping in his range (this keeps the silver lance equipped). You may have to use Isadora to do some rescuing. Then once Eagler is alone, have Nino and Rebecca attack him from range, and use Isadora/Lyn to pick them up and set them down somewhere else. Then he will always keep his silver lance equipped and you can attack him safely.

In chapter 3, Don't worry about the fighters on the first turn. Move your army south but not in range of the wyvern riders. Have Isadora block the bridge. If you use the steel sword she may even double the cavaliers, but if you want to try and save some experience for the others, have her use the steel lance. Raven and Rebecca should be able to kill the wyvern riders on turn two before they can attack, and once the fighters have crossed the bridge, send Lyn back north to deal with the fighters. Move the weaker units out of range of the remaining wyvern riders if you can. Once you cross the middle bridge the northeast wyvern riders will advance, so don't split the party, and when you get within 4 rows of the top bridge, the boss and northwest wyvern riders and cavaliers will advance. The wyvern riders and cavaliers move much faster than the boss so you can retreat a little to kill them before dealing with the boss. As for the boss himself, use ranged attacks and rescues, like you would do for Eagler.

I admit those tactics are a bit unorthodox. If players don't find this style of play fun I can change it, and save these ideas for an unlockable, optional crazy death mode. Fun is more important than challenge anyway. As for bows, I figured most people wouldn't be too keen on this at first but I'd like to keep it for now and continue to design my game around it. If people don't warm up to it then I'll change it.

Thanks again for playing the hack. it means a lot to me and I hope you had fun. I will take your advice to heart when I design more chapters.

EDIT: I recorded myself playing chapter 02 to demonstrate one way in which it might be approached. Here it is for anyone who would like to take a look.

https://www.youtube.com/watch?v=s2czOJEfycg

Gryphon

Edited by Strict_Gryphon90
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Greetings everyone,

Time for an update

I've made some changes to the hack and I'm almost done with the next map. I would like to start adding in the dialogue and custom characters now too. In order to do that I need some custom mugs and animations (only two), and I am no artist. Would someone be willing to help with these? I can provide you with detailed character descriptions of both physical and personality qualities.

Thanks to everyone who tried the hack. It means a lot to me.

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Greetings everyone,

Time for an update

I've made some changes to the hack and I'm almost done with the next map. I would like to start adding in the dialogue and custom characters now too. In order to do that I need some custom mugs and animations (only two), and I am no artist. Would someone be willing to help with these? I can provide you with detailed character descriptions of both physical and personality qualities.

Thanks to everyone who tried the hack. It means a lot to me.

There's a whole topic dedicated to open source sprites, y'know

And if those don't suit your fancy, Toa has some free to use sprites as well

EDIT: NickT has a whole package of sprites too

the download link is in his sig

Edited by PixelmanFE
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  • 2 weeks later...
  • 3 weeks later...

So I had a really bad day today and because of that my filter has been turned down just enough to allow me to post this. Don't worry, I'm not attacking anyone or being rude in anyway (at least I hope not). I just feel extremely disheartened and I want to get this out.

So I've noticed that practically no one has commented on hack, except for one person, who told me that I made the game too hard. That's fine, I respect their opinion, and I appreciate their feedback. It's just very discouraging when you put almost three months of effort into something and only one person bothers to give feedback, and their feedback is mostly talking about what's wrong with the game. So, I can come up with four reasons why almost no one has responded:

  • They don't care
  • They think I'm a horrible person
  • They think it's so horribly bad that they just ignore it
  • They want a story and don't want to just look at map design and gameplay

For those people who fall under the fourth category, I PROMISE you that I have a story written, I'm just waiting until I have my custom mugs before I add it in. For the people in the third category, if you think my game absolutely sucks, I'm fine with that. Just please, say something. Tell me why it's bad. For the people in the first two categories, well, not much I can do about that.

That's pretty much it. I'm not going to give up on this project. I'm determined to finish it. And if there's just one person out there who enjoys it, then my time wasn't wasted.

And one more thing, to the other two people who have made posts here, I appreciate the help you've given me.

You guys have a good night,

Gryphon

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It's not a reflection on you, so there's no need for the second point.

As for the others, remember that the population of the boards, at least the creative ones are thin at the best of times, people are on and off so you'll see lapses in time where there's little activity, again, not a reflection on you.

Also, I, maybe akin to others as well, aren't really phased by gameplay changes and things in that regard. Personally I'm more fond of story hacks and I typically prefer looking at screenshots rather than reading because, well, it's the actual game, y'know? I can read many plot points but it counts for naught because it's not the actual thing.

So in that regard, you've got nothing currently that interests me in particular, now I can't speak for others but it may be a case for one or two others.

So maybe once it gets a little bigger, or some screens and videos then maybe it'll rollout a little better.

At the end of the day though, do it for yourself, no one else. Once you start expecting things of other people in response and reaction, you'll just break your own heart when nothing happens.

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It's not a reflection on you, so there's no need for the second point.

As for the others, remember that the population of the boards, at least the creative ones are thin at the best of times, people are on and off so you'll see lapses in time where there's little activity, again, not a reflection on you.

Also, I, maybe akin to others as well, aren't really phased by gameplay changes and things in that regard. Personally I'm more fond of story hacks and I typically prefer looking at screenshots rather than reading because, well, it's the actual game, y'know? I can read many plot points but it counts for naught because it's not the actual thing.

So in that regard, you've got nothing currently that interests me in particular, now I can't speak for others but it may be a case for one or two others.

So maybe once it gets a little bigger, or some screens and videos then maybe it'll rollout a little better.

At the end of the day though, do it for yourself, no one else. Once you start expecting things of other people in response and reaction, you'll just break your own heart when nothing happens.

Well said NICKT, well said.

Contextually speaking its also hard to get into hacks that don't have custom characters yet. Its not really tangible, a lot of gameplay at least to me) makes a lot more sense and is much easier to provide feedback when I understand who and what I'm working with. Using vanilla characters and giving them non vanilla stats is very confusing (lyn being lyn with lyn's sprites even though she's supposed to represent a defensive character in your context) is confusing.

A lot of feedback can be incorrect or missed without your own context to fill the gaps. And its not really attractive, people are still waiting on your story and characters which makes hacks appealing in the first place, and i understand that they will come, and once they do then people will come play it as well.

You'll get yours in time.

i can respect the heart, too.

Like I said, I'll give it a rip post fee3

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1. I'm busy with other stuff. I'll give this a shot. . .MUCH later. I owe one to Blademaster, so Sun God's Wrath is up before yours (along with some other unfinished business in-between).

2. I don't think I can give you very good feedback with five chapters. I might be able to pull it off with eight.

It's not because we hate you. . .some of us are busy!

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You could do with at least some screenshots to give us an idea of what the hack is about

Later this evening I can make a video commentary of one of my chapters.

1. I'm busy with other stuff. I'll give this a shot. . .MUCH later. I owe one to Blademaster, so Sun God's Wrath is up before yours (along with some other unfinished business in-between).

2. I don't think I can give you very good feedback with five chapters. I might be able to pull it off with eight.

It's not because we hate you. . .some of us are busy!

No worries. I appreciate any feedback you can give.

I understand the busy part; I've been a college student for 4 years. :) Whenever you get the chance, thank you.

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Later this evening I can make a video commentary of one of my chapters.

honestly screenshots could probably be more effective. I'd personally rather see screenshots with custom stuff in it

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honestly screenshots could probably be more effective. I'd personally rather see screenshots with custom stuff in it

Is that a fact? In that case I can take some screenshots of chapter maps and maybe animations. So far those are the only custom stuff I've got. I can add captions to the maps explaining my goal with each map.

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Screenshots are an easy glance, gotta think quick an' snappy.

Maybe the commentary for people who are up for it, but generally people are more in an' out and don't want to spend 10 minutes listening to something that may or may not be interested in.

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if you want a better, lasting impact. Why don't you wait for your artwork to come in and insert your story? I don't see how yuo can't construct your cutscenes or anything while you wait for your assets to come in

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  • 3 weeks later...

Glad to see this come out! However, I'm confused about this statement:

Critical hits now do 2x damage instead of 3x (I don't know how, but this made the weapon triangle str/def bonus/penalty for reaver weapons 2 instead of 1, so take this into account when calculating damage)

As far as I know, reaver weapons have always doubled the effects of WTA/WTD. Or did you mean it's been doubled again?

Looking forward to playing this, though.

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Now that this project has a patch out, I've moved it out of Concepts. Welcome to the big show.

Also, I realize you're waiting on portraits before posting screenshots. However, a lot of folks want to see screens of something before they try it. I suggest just using some recolored portraits for the moment and getting a handful of pictures up to help sell your project.

Edited by Primefusion
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Glad to see this come out! However, I'm confused about this statement:

As far as I know, reaver weapons have always doubled the effects of WTA/WTD. Or did you mean it's been doubled again?

Looking forward to playing this, though.

Thank you! Hope you have fun.

If the reaver weapon bonus/penalty has always been 2 I guess I just never noticed >.<. Nope, it hasn't been doubled again it's still only 2.

Now that this project has a patch out, I've moved it out of Concepts. Welcome to the big show.

Also, I realize you're waiting on portraits before posting screenshots. However, a lot of folks want to see screens of something before they try it. I suggest just using some recolored portraits for the moment and getting a handful of pictures up to help sell your project.

Thanks! Good to be playing with the big boys and girls now.

I understand what you mean. I don't know how soon I'll be able to do it though because I have some tests to study for and a paper to write. But I'll see if I can do a little bit tonight.

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