Jump to content

MrNight48

Member
  • Posts

    862
  • Joined

  • Last visited

Everything posted by MrNight48

  1. that and there are far more important candidates for very limited metis tomes
  2. list of failed ideas I made but just bombed: -change faction dragon, he would always glitch out no matter what I did to prevent it. -higher rate to trigger reversal devil weapons. -big map chapters, just can't make them work and they are horrible to event for. ideas I may or may never do due to pain in the ass eventing/annoying gameplay: - Ballroom Blitz, a room were swordmasters move in a circle like they are dancing and you have to navigate through them. it was a pain to event for so I gave up - Spike traps, basically step on tiles to load soldiers in a maze like line holding urber spears to stab units standing in the wrong tile. it was unreasonably cruel so I axed that idea. - Flooding; desert edition. tiles change to sand tiles during a sandstorm which would slow the player down so instead of instant slow like rain, the player would realize they was losing valuable cross-able terrain and should use it before it's gone and they are stuck in a slog. (might still do this one) - Sandman with a twist, it is a queen and she is a npc that randomly spawns around sleeping enemies. it was a way to allow players to sneak past the guard and steal keys. - sinking ship chapter or a moving ship chapter. yes a unit could go over board if the unit was standing at the back of the ship tile and it moved. (may still do this one later) - stack-able fire traps, they usually go unnoticed by the player. Those are the ones I can remember. edit: oh yeah, I had npcs walk around a town like map and the player was suppose to spot and catch a snitch. was suppose to be a kid that was secretly a grown man and everything. attacked the wrong npc and guards to elite guards would show up to subdue you. could not get npc death quotes to work back then using a code that only worked for blue units
  3. klok gave a good hint to do it but my way is for when you can't do the strat he suggested so here is my strat. Joshua + left path = dead shit. Have him backed by your strongest 2 ranger and you should be able to reach them right as the boss robs knoll for his heals. talk to mold to recruit knoll. While that is going on, it is important to bum rush the right side of with your high res units to draw most of the eyeballs over there. This is where myrhh fucking shines. If your joshua can't forge through the left side like a hot knife through ice cream, train at the tower and promote.
  4. Wew I'm back, to breathe some life into this thing. Ch 24-26
  5. I said I was going to get started on RFV early and I'm glad I did because my free time is shirking by the day. So I figure why not release it to get some testing while I do other stuff. The gameplay works and is polished enough to throw it into the field and there is some dialogue to give hints on what is going on. Since this hack is suppose to be multiple chapter based, the focus is tighter as well as not too ambitious to get confusing. So without further ado... Hack: Rage Emblem Story: You are a tactician with amnesia, according to your companions, your group just stole the legendary Rage Emblem from an old tomb you are still in. Your job is to navigate the tomb and it's obstacles to escape the guardians that want to add you to the pile of failed treasure hunters. Patch: RFV Demo Pictures To Do list: What to Expect: Will update with later chapters when I make them. (hopefully soon) As always, feel free to be brutally honest.
  6. congratz on making it, wish I could say that is the hardest chapter in this patch but.... hahahahahahaaha ah hahahahahahahahaha
  7. When is the due date for MAFC 2 exactly? Just got an story idea I can get motivated for to make something.
  8. or and this may sound crazy, don't move for the 1st turn so the mercenary runs down and attacks nemi, thus blocking the green units inside the fort.
  9. it's possible to save them all without savestate abuse, I remember writing the answer in the pm's. hint read the our group pm's
  10. just do fe3, your heart will always be split if you do anything else right now.
  11. Also fine with one but although I can talk I can't say it would be entertaining. Plus these comings months seem like there will be a lot going on for me that will take precedence over game stuff so timing can possibly be an issue too.
  12. one skill I think you need to have for certain bosses is a skill that cancels enemy skills because some of these are game breaking. However instead of the weird name nihil I propose "Pressure", "Aura of the Overlord" or for laughs "Emperor of the Night"
  13. the urge to quit FE hacking so I can get started on pokemon hacks I wanted to do for the older crowd is growing ever so strongly
  14. - Also the enemy AI on another note, that's innes growths?! holy fuck balls man I am so glad I gave him a tome. scary thing is he was my best unit out of my 3 drafted units.
  15. Not much to discuss really, can't say anyone would be surprised at this point on what you liked/didn't like and why. I also don't see anything to debate on either so I say your analysis pretty much covers everything and gives more feedback. Like I have said before, just means we have more tricks up our sleeves along with some idea on what works and doesn't work. On another note, will be posting the crap you missed soon after some editing. Took me an hour to do it the other ways while showcasing different methods you could have done if you would just visit houses man. Well two houses to be exact.
  16. That's the thing about slayer weapons. They don't do set damage but are instead multiplier, so it is entirely possible to out tank them as well. Vaida is a well known case for this because she brags about her defense in the face of such archers and man does she back it up. She can eat arrows for breakfast if the archer is not not strong enough which they usually not. It also doesn't help that the WTA can affect the accuracy of the slayer weapons which make them risky as well. Heal grinding comes for healing levels/poison. You can also barrier spam cause they require no condition to use unlike the other staves. The silence example is more to point out that it is another factor in dealing with mages to show contrast of how little you can do to physical units. You would be surprised how much the silence staff can help. Again, the focus here is not so much of "defense is the best stat ever" but to explain why it is always accepted compared to just luck/skill/hp gains because of how the overall usefulness of that stat. Skill by itself is more useless without str to make it meaningful. Luck only means I have a unit who can dodge if I forget to protect it for a few attacks but not everything. Hp is great but even better with def/res otherwise you have a meat punching bag.
  17. Glad you ask this, the reason why defense is usually desired more because they are viable for choke points or just throwing them into a mob to hold them off while the squishes go do more important stuff. Hp can only do so much especially capped at 60 without special buff weapons and without def/res to back that up, hp tanking can fall to pieces really fast the more dudes/doubling pile on your hp tank. Seth zombie is a great example of this, despite all that hp, he can only take 3 attack phases at the most while Joshua can tank all those knights and still have hp to spare. Not to mention when it comes to FE, the early game is the most dangerous. Mid and late game, that is more of the player's fault if they fail or RNG screwage but the player can still manage that. Early game is where you are at the mercy of the game designer. You have to hope they gave you all the tools to deal with the chapters until you can reach the point where your dudes are trained or can be trained. A good example of this is FE awakening manic mode, there is a strong reason fredrick's emblem is a valid meme when talking about awakening's manic mode because he is the only one you can rely on to get you through the early game while training chrom/MU to be beasts. Now res is a great stat to have, but you have to consider the ways to dealing with magic units. You can silence mages, thus rendering them useless. you can use barrier staff to raise your resistance by a whooping 7 points regardless of cap. You can even just buy pure waters for the same effect. Point here is having no res is not as bad as having no def because you can do nothing to buff def like you can res. You don't fear getting doubled when your unit takes 0 damage. You don't freak out about only having 23 hp when the unit takes 0 damage. You don't rig the rng for a dodge when you take 0 damage. You don't clench your buttcheeks against a 30% crit because it only does 0 damage. (except assassin, you only relax when you see their crit is 0 lol). 0 damage is one of the greatest things to ever see on the enemies numbers to wreck your shit. Dodge tanking is great and all, but it only matters when the enemies hit is, you guessed it, 0. Otherwise there is always the possibility of getting rng screwed and taking a lethal hit is always there can really screw you when you least expected. In other words, it is less reliable than pure tanking with def/res and usually the first thing that gets compromised in hacks/higher difficulties. More challenge will usually mean more accurate hits which means dodge tanking becomes less possible throughout the game. At least without extreme rigging. To summarize, a really good unit is a unit who is both strong and has really good defense because that is one more reliable tool to deal with more challenging scenarios. It is not a bad thing to have other units who specialize in other forms of tanking damage but their chances of death is more higher than the defense high units.
  18. I have already started on mine, got some ideas for both mechanics and story I want to do this time. Once again I say take your time, forcing things just makes things suffer in quality. Then again I am bumming around instead of finishing things I should so take what crap advice I give with a grain of salt.
  19. such beautiful words *cries in black and white film* As hollow as it feels to see how the voting turned out. Based on the trend, it just goes to show in the end, the audience is the real Cesar that decides our fate in the Colosseum that is Ragefest. Also means I shouldn't hold back with the real crazy shit I can come up with. Go big or go home or yolo as these young bucks would say. On another note, now that the contest is over, will post a video showcasing all the stuff Marc missed on my submission later.
  20. Funny you should say that, cause my boss insert is a type of swordmaster/assassin. Now that my plans for RFV/MAFC2 seem easy and doable, going to talk more about the boss I had planned to throw at you now that I have worked out some of the details. Boss Name: NS Class: Swordmaster (Would say Assassin but I am afraid their silencer would break some things unless this engine doesn't have that problem) Animation: Katars for melee and sword beams for ranged swords. (Will provide animations and if i don't, scrap this insert. Will also do the portrait) As for the weapons, Just have regular dummy swords or something as a stand in. Weapon icon doesn't matter much to me and as far as the player goes, as long as the stats are clear it should be fine because the bosses nature is a bit secretive anyway. Skills: wanted to add some but it seems you have a lot to add already so will pick existing ones once you are done adding them. 1 personal skill I want to add is called "psyche shift" but will understand if you can't add more. what it does: Basically shift the bosses stats/skills around for different "modes" of the fight. Type of Boss: Raid, I got some ideas I am playing around with and will get back to you if they work. Intended to be the second to last boss or a secret boss for a gaiden chapter because the fight is suppose to be intensely hard. There are no other units but my clones. Theme/Story: Guardian. Either guarding some dungeon that needs to be crossed to get to the final boss or guarding some powerful old weapon that makes the final boss easier. (like the Iris summon in golden sun) The bosses theme is the balance between light/dark, good/evil, war/peace, and right from wrong and will test the player accordingly. Still working this part out. The modes to give an idea of how the boss fight plays out and more of what psyche shift does. - Defensive mode, stats/skills set for defense and tries to tank the player's units (doesn't move during this phase and this is the default phase) - Aggressive mode, stats/skills set for attacking and relentlessly try to kill units. - Emo/Darkness mode, stats/skills set for self healing and tries to escape the player's units. (thief's escape/use healing item AI) - Ego/Light mode, stat/skills set to debuff stats while buffing his own stats while beating down the player with clones. (Attack in range) that's all I got for now. let me know if that would work or not. edit: I am planning to use this boss for my own plans but it won't have ego/light mode.
  21. *weeps into my 3rd place innovator cup* should have added more bread
  22. Actually forgot the main purpose klok had us playtest this until now so some quick final thoughts. MVPs: Joshua/Lute/Knoll/Innes made this patch bearable I swear Drafted units: Innes/Tet/ fucking marisa Innes and Tet turned out to be pretty damn great marisa however.... omg marisa, the serra spawn in fe8. She lucky I love her because I never wanted to bench a unit so hard. Honerable mentions: Myrhh Carried josh to greatness. The wise old teacher that trained him into the beast he is today. Now to talk about Klok's gimmicks: Weapons having more than one effect- Pretty cool and was always interesting to see what one would get. Although I would say you favored dark tomes way too hard only for there to be potentially 2 dark users. 8/10 Color Coded Stats- Some of the dopiest shit I have ever seen. This is one of the things fire emblem hacking community needs so bad to help players instantly tell what to expect from new units. I would say the actual games shouldn't need this because it's part of the fun but for hacks, it's a feature that helps tremendously. 11/10 9 Movement- Meh. It surprises me that concept turned out to be pretty meh. It ruins save the greenies/town missions but as far as enemy difficulty, it only makes them rush faster to their deaths. If anything, it makes bait n switch/turtling faster and better. It also ruins horse characters because you quickly realize they are bad classes without that gimmick. Like, really bad. Generals however become one of the best classes and finally get to shine under the sun. anyway meh/10 Special mentions, the tweaked final bosses- Lyon was perfect, Demon King however was just meh as well. I already said what I had to say in pm's but for the readers, do know I am biased when it comes to bosses like these. The expected way to beat the boss was to have the DK switch weapons. which in theory is not a bad idea, however the DK is one of the worst bosses to do this for due to his hard code scripted AI that can interfere with this strategy. I do not like AI manipulation to be a strat to win when it comes to fire emblem, as some of you have seen in my LP's with project dondon. I don't like them because they are never a guarantee, they can always do something a little different than what the creator intended. Especially now when the community is just now starting to seriously figure out what AI codes do and in what way to structure them. Of course it is possible to win without too much trouble (tested offscreen), but again it can get out of hand if the player did something in a way the creator didn't intend and happens to perfectly mess with the AI decisions. Anyway, it was a fun run. So see y'all at the next LP.
  23. pretty sure that 60 hp cap for blue units has been a bitch to coders for a long time and takes some serious asm hacking to do. the usual go to work around for it is to make the weapon give extra hp and even then you can't make it go past 127? I think before the game screams you are abusing it. Now to be fair, Klok was messing around with the randomizer to test future concepts and the results gave him the idea to let us play test it. He only tweaked the parts necessary to make it more challenging which was the final bosses and the metis tomes to make it more possible to win with shitty units we get in the draft. Other than that, what the randomizer did to the patch was left untouched so we could give our honest opinions on the concepts. (which reminds me I need to do that)
×
×
  • Create New...