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I've done a quick patch for TSS.

This includes:

- Bow range changes and longbow is a semi-siege weapon

- Bows are not anti-air except short bow, renamed Anti-air Bow

- Staff range changes

- Weapon stats and price changes for better balance

- Swords are called Blades and blades are replaced with knives/daggers with stats equivalent to javelin/short spear/spear for the sword line

- Better class distinction without altering the way they work

- Nerf to mounted units (caps and fliers get 6-7 movement instead of 7-8), most of them can't double the final boss except Eirika/Ephraim (late promo), max def/res nerfed too (+5 from unpromoted class with tweaks due to branched promotions

- Great Knight 8 movement, paladin is more like silver knight (lance) while GK is gold knight (axe)

- Seth's bases untouched but he falls off towards the end of midgame even at level 20

- Promo gains drastically improved (more like Fates promo bonuses, some are Awakening level like trainees into t1 and knight into general, although the base used is closer to Radiant Dawn t3 promo gains)

- Trainees have 5 base move and usable bases (Ewan's bases untouched but he gains better stats on promo to make up for that)

- Mage Knight is now a frontline class

- Most units got base stats changes due to their class bases improving and some got personally buffed (pegasi mostly)

- Lgd weapons give +3 instead of +5, bow gains str instead of luck, Vidofnir is now correctly between Audumla and Garm, Wt is similar to iron/E rank, no monster effectiveness

- Naglfar weighs 6, so Lyon doesn't lose spd anymore

- Spd capped general with Garm can still double endgame boss (from 19 spd with Garm's +3)

- Enemy growths are more balanced, following their class theme (expect promoted enemies to be closer to Fates proportionally to the stat caps of TSS)

- Monsters have better bases and follow the same growth pattern as humans (beware of fog maps)

- Rogues have 7 movement since thieves have 6

- Everyone is usable, some units fall off (Seth, Forde is what the womanizer cav from FE6 should have been, Garcia but he has a longer lifespan)

- Changed the dragonstone a little, now Myrrh is better for the time it lasts

- Soldier is now more like Radiant Dawn soldiers, bases and growths (don't put weaklings in their range)

- Formortiis has -5 def/res since you don't have effective weapons anymore (except...TA-DAAA! Myrrh's dragonstone! And now she can even double him)

- Try different promotions, mounted promotions give less stats than unmounted to classes that don't have a mount in t1, making up for the advantage in mobility and they fall off anyway

Link for download (patch US clean ROM with an UPS patcher):


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Thanks, Seth's bases are unchanged, just the enemies scale better and he scales less (like FE7 Marcus or RD Geoffrey). He has 60% HP 40% str/skl 30% spd/def 20% res 15% luck, with stat boosters he still caps spd and def (19 and 18) and he should reach 22 str on average at 20 (25 cap). That's enough for the first 13 chapters of the game, then he starts to fall off. If you give him brave weapons he can continue doubling though and only Kyle is strong enough to catch up with Seth in strength (+2 str over Franz at level 15) while Franz will likely have as much speed after promotion as a level capped Seth if he goes paladin. Overall cavaliers are more similar to FE6, they don't double everything at base or after 1 or 2 levels and they don't ORKO everything.

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