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jedyobidan

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Posts posted by jedyobidan

  1. Sorry I haven't responded lately, on a trip during spring break.

    For everyone who has a bug related to Ike using an axe: Don't give Ike an axe. Even though the game says he can equip it, he has no animation and the game will definitely crash if he tries to attack.

    When a flier attacks from a "NONE" square, their tile in the battle animation is white and glitchy. If they are attacked on the opponent's turn, the entire background is white and glitchy.

    It's a graphical bug that happens because we don't have a "NONE" terrain type. Once we release 1.0, we'll fix the maps to not have "NONE" tiles.

    I will look into the heal issue soon. EDIT: Heal issue has been fixed.

  2. Sorry, Don't.

    When it happened, everything was working fine on my end; it was Makaze who froze and glitched out in that.

    Interesting...

    Did you get to see the battle between Joshua and Gilliam?

    Makaze - can you post your server logs? They're found in the "logs" folder in the same directory as FEServer.jar

  3. It was a Wo Dao.

    I was the one attacking as Joshua, he had his Gilliam on the right throne.

    Seems like everything works fine on our end; do you have a way to reproduce the bug reliably?

    If not, can you post the server log of the battle in question? Server logs can be found in the logs folder in the same directory as the jar.

  4. Oh, that reminds me.

    I was doing the draft mode (on accident) and towards the end I got a bunch of extra units (I picked two, and then I got two more randomly or some such) and my opponent lost some of their picks or something. I don't have any more detailed information and the game didn't crash; it doesn't look like there's anything in the error logs either.

    So, just a heads up that something is going on.

    That's pretty weird; if it happens again, see if you can figure out how to reproduce it.

  5. I was attacking Joshua. It was not ranged. I was attacking from the right throne with Joshua on the space to the left of the throne using Gradivus.

    So, if I'm getting this right, you attacked Joshua with Gilliam using Gradivus, and the game froze (but didn't crash).

    Do you, perhaps, remember what Joshua had equipped before you attacked?

  6. One count of the game freezing when attempting to attack with Gilliam using Gradivus from the right throne in the Fort map.

    Two counts of the game crashing for both players. Once on Town and once on Decay. Both times the game had barely started.

    Please add some kind of verbose error output for these types of situations.

    Do you have any error logs? they should be found in the same directory as the JAR file. If you have a file called error_log_server*.log, also post the server log, found in the logs directory, and we'll see what we can do.

    EDIT: Also, if you can, describe the steps up to the crash. For the freezing, did the game freeze once you confirmed the attack? For the game crash, had any turns gone by at all?

  7. One more thing from me. I have found that when at the unit selecting screen every once in a while I accidentally press start. Is there any way you could add a "Are you sure?" kinda thing for pressing start? That'd be helpful in case of a key pressing slip up.

    We could probably add that with a bit of effort.

    Dunno if this has been reported yet, but Hammer is effective on Paladins.

    Also, Lancereaver doesn't seem to be effective on Swordreaver.

    Paladins are considered armored units for now, but that may change if we ever add great knights (otherwise only generals are armored). I will check out the lancereaver swordreaver thing right now.

    EDIT: Found the reaver bug; I forgot to unreverse the triangle for two reavers.

  8. Oh, thank you. Also, may I suggest a feature (Once more if it wasn't already mentioned)? Me and my friends noticed that multiple people can be in one group. I was wondering if there was the possibility of Multiple players in one team mode kinda thing or something like that?

    That is something we have been thinking about for a while (actually that's why multiple people can be in a group), but is not a feature we plan on implementing before 1.0.

    EDIT: Also, with the current release, joining multiple players per team may cause strange game behavior, so we'd recommend not doing that for now.

  9. If this hasn't been said already. I suggest adding a chat or something in-battle... but then again there may be one that I'm not aware of. I'm still messing around with this.

    EDIT: Then again, that might be a bit needless. I've been using skype to chat with my friends over this.

    When you are in battle (on the map screen), you can press enter to chat. Yaay hidden features that we never mentioned! XD

  10. Thanks for the new version! Some friends and I have been playing it to see the balance changes. I agree with the Tana nerf because she was very OP before with her high avoid and Gradivus. But something that confuses me a bit is the Erk buff. Erk used to have 25 speed at level 20, but that's been increased to 30. With Excalibur, that gives him 35 speed. It seems confusing to me because it gives him permanent 1-2 range, enough speed to double nearly everybody in the game, and he hits res (which is generally lower than def). Also it seems to make the other Sages a bit worthless.

    Will definitely look into that for v1.0.

    While looking at the Lords, I noticed that Eliwood has 6 Move despite having a horse. Marth meanwhile seems to have been taking morning jogs and has improved his Move to 7. Were these intentional?

    If not, IMO Marth could probably keep his Move change considering he's otherwise outclassed again by the Swordmasters, while Eliwood wants that pony movement for obvious reasons (and to at least try to keep pace with the Sacred Stones twins).

    Lol at the morning jogs. XD But yes, the increased move on Marth is intentional, due to his lack of a ranged weapon and general stat inferiority to Ike (even after nerfing him). Eliwood's 6 mov is probably an oversight on my part, and will be changed to 8 in 1.0.

  11. Also, when you would be no more in Beta version, are you planning to add new characters ? And new weapons ? ( Because I found quite weird that the Audhumla was in the sword weapons, without the Vidofnir in the spears. ^^ )

    New characters will be forthcoming, particularly from Marth's and Ike's games. As far as weapons are concerned, there will probably not be many more; we can only have one regalia of each weapon type for balancing reasons, and we already have Gradivus (which is arguably better due to its 1-2 range).

  12. But ( because there is always a but :( ), I was on enjoying it with a friend of mine, however, when I want to choose a weapon and "click" it, the game crashes... even in version 0.4.2...

    Can you describe the situation in which you chose the weapon? Were you in the shop/trading/selecting a weapon for battle/etc?

    Also, if the game crashes you should get some error logs. They would be found in the same folder as the jar, called "error_log_client" or "error_log_server" followed by a bunch of numbers. Can you post the contents of those logs?

  13. Are staffs working as intended? Recover doesn't heal all HP it seems, and Physic seems even more bugged. The first time I used it with a level 1 Artur on a Level 20 Ike it healed 5 (22 to 27) and the second time it did 0 (No Damage came up).

    Do you, by chance, remember what happened in the battle previously? We suspect it has something to do with a server/client desync in hp, so we need to know what hp changes happened.

    EDIT: We believe we know the cause of the issue. The desync was happening because our server code was not breaking weapons properly. Hopefully will be fixed by the next release.

  14. So I did what Forte said, but I have yet to test it.
    Though I have an idea. How about adding official servers? Because it's hard for me to find someone to play this with.

    Official servers would be interesting and probably pretty helpful; however, at the moment the server can only support one game at once. Also, we don't have servers. :(

  15. I know it's not a priority right now, but for characters going with direct average stats is likely a bad idea. You've obviously caught it for FE10, but between most games, the way stats are distributed (bases, growths, (caps if you implement them) tend to vary. This matters less for the GBA games, but if you're including FE9-10 characters, you might run into issues. My personal solution would be, stick to FE6-8 characters, but a good alternative would just be balancing characters aggressively. See what their strengths and weaknesses are and rebalance bases and growths to fit into that.

    We probably will continue to use the fixed stat growths (otherwise you could level up/down ad infinitum), but we will definitely be balancing stats in the future. Once we have a stable game working (we're almost there :D). Also, at the moment all caps are at 35 (hp at 60), but that may change later (maybe class caps).

  16. Probably not something that desperately needs looking into at the moment, but will there be character nerfing/buffing in the future? Out of curiosity, a friend and I checked the level 20 stats of all the characters in the game so far (and the level 10 stats for certain classes to see if the comparisons changed much).

    We will definitely be nerfing and buffing units in the future. These are just the stats I pulled off of serenes forest and plugged straight into the game, so I haven't actually looked at how the units stack up against each other (especially when they come from different games).

    Something's I noticed with the stats as well is that you're using the average levels for them which I completely agree with. However, you didn't include the promotion gains which I think would be more interesting. Although looking at it, it's probably intentional considering Lucius is now a Sage instead of a Bishop. I'm actually not sure the differences between promotions for each game, however I can see why you done it.

    In particular however, ignoring Lucius, will you be doing polls or something similar for other characters such as Marisa or Amelia? I personally make Amelia a General, however I think the majority prefer her as a Paladin. Similarly, I see Marisa preferred as a Swordmaster. I do think it's too much work to include both, so do you think a poll would be the best option or rather, just go with what you feel is right? A relatively minor thing for now though that I'm sure a few will say, will there be any recolouring the Fire Emblem 7 mugs to match the colours of Fire Emblem 8? It's odd seeing them together.

    Also what can we expect to be added? More characters from Marth's/Ike's universe? Or possibly even Leaf or Krom. I'm very excited for this, great work so far.

    Could possibly see tournaments held with this in the future.

    We will probably be adding promotional gains, if only to balance out stats a bit more (at the moment thats fairly low priority though).

    Hm... I was not aware most people prefer Amelia as a paladin (but I don't really use her anyway, but that's just me). A poll is an interesting idea though, we will play with it and see what we can do.

    We may end up recoloring the sprites to match FE8 colors, but since we'll be adding other characters from other games, things might look odd anyway.

    More characters will be added, especially from Marth's and Ike's games. Probably not anything before FE7 though, as most people have not played those games.

  17. I got the 'Java is not recognized as an internal or external command etc etc' message.

    If you're getting the 'java is not recognized as an internal or external command' message, see if you can find where java is installed on your computer, and type the full path to it in command line.

    For example, on my computer, I found java installed at "C:\Program Files\Java\jre7\bin\java.exe", so I would run:

    "C:\Program Files\Java\jre7\bin\java" -jar "Fire Embelm Multiplayer.jar"

    Note that the full path to java is in quotes and the ".exe" is left out. See if that works; if it does, see if you can get the game to crash again and post the exception output like Chu said previously.

  18. This okay. Just downloaded the latest release and it now works! Just one more thing, how do I build a team? When click "go to team builder" the game exits out. Is team builder still in the works?

    I'm having the same error... shouldn't have deleted the older download

    Thanks for catching this bug; I don't know how it slipped by us when we were adding the Max Units feature. I've posted a new release on the releases page, which should work. Sorry everyone for the very buggy 0.3.1 release; we will do a better job at testing in the future.

  19. I'll try to explain. I open the jar file called "Fire Emblem Multiplayer", it give my two unit which are Lute and Hector and Marth as an enemy. So I move Hector, make him wait, then the game crashes. Hope that helps.

    I looked into it, and it looks like you managed to catch us on a bad release. We forgot to remove our test code (which makes the game crash at various points because it's only testing a specific part of the game) then accidentally released. We updated the release, so if you download again, the game will work normally. Sorry bout that.

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