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Chocolate Kitty

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  1. i just Wanted to Tell you that im doing something for you (in the form of extending and also doing some visual fixes to the Sacae and Ilia Maps i might do some more but thats what im doing for now)

    Uh

    Don't bother please

    Just finished playing up to the first interlude. Here are the units that I used:

    1de74c3fe5.png

    Roy: Pretty similar to vanilla Roy. Somewhat weak and not very durable, but not a terrible unit. I was going to use that Seraph Robe on him except I forgot and then it got stolen by a thief...

    Seems pretty standard Roy, albeit with pretty good levels outside of luck(weird for him)

    b59cc80fba.png

    Rance: Nice well-rounded mounted unit. He reliably doubled things from the beginning and was solid in combat.

    Quite a nice Rance you have there

    312de76110.png

    Merlinus: He has a very, very useful skill that heals adjacent allies 10 HP per turn. Saved my ass a few times when my healers were out of range.

    Ah, good, it came in handy

    8d50477af8.png

    Eren: why does she have so much SKL Regular run-of-the-mill healer. Soothe is nice since it allows me to not burn through Heal staves.

    It's a 35% growth, so you tell me lol

    06cffd3a80.png

    Suu: Hooooly crap. As much as she was STR-screwed, she more than made up for it. I think she procced SPD every level except for two. Paragon is great. I also really like her portrait!

    Jeez Suu calm down

    027ce53008.png

    Klarine: Her low MAG combined with the nerf to healing staves made her somewhat of a liability, but still good enough to take along due to the high deployment cap. More on that later.

    Res determines the heal from staves, not mag

    dd879534ad.png

    Lugh: Asvel is that you Does a good job of weakening units for others to kill. I liked his random outburst about sweat in Chapter 8x :P

    It was just a thought I had so I picked someone to blurt it out haha

    2589d7260c.png

    Diek: Just like in the original. Kind of SPD-screwed, but the Cavalry Band patched that up nicely.

    Seems everything is in order here

    9c1ad00f66.png

    Noah: Like Rance, very well-rounded. That personal skill makes him Noah the Undying.

    Oh cool, people use Noah

    af8671b54b.png

    Lilina: when did Lilina become this hot She seems to have really good growths, so I've been feeding her EXP. So far it's been working out.

    Pretty poor magic for her, but everything else seems pretty good.

    7a997e476a.png

    Wado: Decent axe bro is decent.

    215f6c65a1.png

    Lott: See Wado.

    Both seem fine, although wado got str screwed

    15e9ee2fa8.png

    Astor: Much better than Shad. Thieves having 1~2 range is a massive buff, and I anticipate using him for combat along with regular thief stuff.

    He might be too much better than him, will have to see about that

    4c11229646.png

    Marcus: should let him fly because he already floats around everywhere Good backup/protector for the first few chapters, dropped afterwards.

    Standard Marco

    General impressions:

    • Solid map design with good faithfulness to the original - That's what I was going for, phew
    • I think the amount of units the player is allowed to deploy is too high. There were many points where most of my units were simply playing catch up to reach the next group of enemies. Maybe consider reducing the deployment cap to ~10 for the larger chapters? - The deployment slots are actually exactly the same sans ones with prep screens which provide one extra slot for merlinus or anyone you wish to bring
    • Lilina talking to Roy in Chapter 8x breaks the game - Will be fixed, another dumb spelling error
    • Some bosses were a bit too easy (the drunk Wyvern guy in Chapter 7 and Reygans to name a couple). The dude guarding the shrine in Chapter 8x was a reasonably level of difficulty - I would say Kevler is supposed to be a pushover, Reygans I had to mess with to even seem like it was fair, I didn't think he was too weak though. Hening and every gaiden chapter will be intentionally more difficult, although ch8x is actually not done(missing traps as well as other... things)
    • Eren and Klarine level up really, really slowly due to the lowered EXP gain from staves (especially Soothe). I think it wouldn't hurt to double the amount of EXP earned from staves - Everyone grows slower though, so I don't see it as that much of a problem. Perhaps I'll mess with the values, but certainly won't double them

    That's all I can think of. Great work, looking forward to the next installment :)

    Woohoo

    Also, RES affects healing now, not Magic. Soothe has 0 base healing so it outright heals based on RES. Heal has 5 base healing. Mend is... 10-15?

    Sooth is 4, Heal is 8, Mend is 15. Staves heal based on res/2

    @Skitty I have a question regarding Wade and Lott:

    Is there a reason why Wado has more RES while Lott has more DEF?

    In terms of personality/archetype, Wado is one of the last units I'd expect to have RES. While Lott's more 'serene' and calm nature means that having decent RES is a big fit for him (compared to pretty much any other axe user). While Wado is the stronger/bulkier of the two, so makes sense to have a bit more DEF.

    Thoughts on this?

    In my own hack some years back I think I split them like this:

    Wado: +STR/LCK/DEF -SPD/RES

    Lott: +SKL/SPD/RES -STR/LCK

    Gonzy: +HP/STR/SPD/LCK -SKL/DEF/RES (emphasis on pitiful SKL)

    Geese: Balanced all-around.

    These were my stat spreads based on personality/archetype. I don't think it was that different from the original game though, just more pronounced in some areas (Lott's RES or Gonzy's stats being more extreme).

    However, you may have different opinions on this.

    Literally no reason, just happened lol. They both have awful res growths so I never noticed it as an issue.

    As it stands: this is the general spread(average for a brigand and a fighter are different though, keep that in mind)

  2. Attacking Reygans with Lilina causes the game to crash. Starting that entire chapter over does not sound very appealing... any ideas on how I can fix/skip this?

    I will post a summary of my units and impressions after I finish the current patch.

    might i get a save--

    nvm i'm stupid; fix will be up momentarily

  3. Heh. Fair enough.

    I understand if you disagree, but ever thought about implementing a (really) soft-fatigue system? Basically, for every time a unit is deployed consecutively, they receive a -5 HIT/AVO penalty (capped at -15/20 or something). This only starts from CH6 and units such as Roy/Merlinus are obviously exempt from this. It's overall quite minor, but it actively encourages the player to occasionally switch up their army to let units rest.

    FE6 has such a massive roster, but as in every other FE, the player is best to stick to the same army throughout the entire game. This however creates incentive to occasionally switch things up a bit -- and stops you from continuously relying on specific units (if only a little). It also lets unit balance be a bit more dynamic as well, since even if Diek is being actively used, you could switch him out for the "inferior" Ogier for a map and let him shine a little (and if he gets a few good levels, then the player might change their mind on who to use more).

    It makes sense from a logical standpoint as well, especially since Roy is openly concerned with the welfare of his army. A talk conversation could be introduced in CH6 to explain the concept.

    But again, I understand if you're hesitant on such a feature. But it's no where near as penalizing as FE5 and I believe it could really work well for a game like FE6. Of course, items could exist to remove fatigue if you really love using certain units consistently. Or even cool interactions such as visiting a pub or church.

    Disagree? DISAGREE??!?!?!!

    I already planned on doing this, just didn't know how or to what extent yet :o

    On a separate topic, had any thoughts on more staff types? The Freeze staff from Fates is really cool design. Or generally just status staves that only last for 1 turn with a much lower range (and much more durability).

    Blind staff does pretty much that

    Stone as well if I end up implementing it

  4. tis in le doc

    Ah, something I've been pondering. I'm guessing Dorian's a PC at some point (maybe after Guinevere leaves with Caecilia? As a Zweihander/Vanguard) but what about Guinevere? I've always thought she could join when Milady joins. Perhaps as the new mounted mage class (the ones that appear in CH4 -- name escapes me) or a Diviner. Would that be fairly accurate?

    Always thought she could actually contribute (Like Nyna) rather than well... doing nothing.

    Although Hugh could be a mounted magi as well (always thought that three standard mages were a tad too much -- so this mixes it up a bit). So that leaves Diviner I suppose. That then also leaves the Scholar, I believe. But Ray could be that class while Sofia is the Sorcerer. Finally, I'm guessing Crossbowman aren't a thing in this game since I'd imagine you would have made Dorothea one otherwise.

    But for all I know you could have new characters being each of those classes.

    (If you can't tell, I like class diversity =p)

    Are you going to include any nods to FE7x btw (character/events wise), or just FE7?

    i can answer like none of these questions because uh

    spoilers

  5. Any extra content is good.

    Might be an opportunity to add a more in-closed defend map (especially since you've just received Barth/Wendy). Either way, it'll be nice to have some maps that aren't just 'seize throne' or 'kill boss on said throne'. It helps certain units be more valuable.

    EDIT: Playing through again I do think Bors needs 2-3 more points of SKL (in exchange for LCK or something). He tends to struggle hitting axe users which are generally more common. Considering he's LV3 as well, his bases could do with a slight increase anyway since DEF is his only notably good stat.

    Also, Wendy's Florence only gains 1 durability from the repair kit. That seems a bit stingy. =S Granted it's an amazing weapon but you should have the option to legitimately repair it a bit if you want (5-7 uses per repair seems fair IMO).

    There's a second type of repair kit, as well as the hammerne exists

    The basic repair kit only restores 500g worth of repairs, keep that in mind

    Will in-base shops be added before the interlude as well? I think you should be able to purchase some standard weapons/items in the base when you need to.

    Standard weapons yes, just like in the normal games

    Oh wait before; no, only post. No real time to gather resources before this point in time, every interlude will net an upgrades base shop so to speak(IE: bronzes available -> irons -> steels etc)

    Additionally, I think it'll be a good idea to have a prep menu starting from CH2, just so you can re-organize unit starting locations. Would be really nice to have. Especially for maps like CH3 or CH5 where you'd want to possibly split your team. (Also sucks for Bors that he often starts at the back, poor guy =L)

    Maybe ch5, but def not ch3 due to the presumed urgency

  6. Ogier could have Resolve rather than Immunity. Seems like a very good fit for a hero (thematic!).

    Then possibly give him a couple extra points of SPD but lower his STR and/or DEF. This means his STR/DEF is a bit lower than now when resolve is not activated, but higher when it is. The SPD increase would help differ him from Deik. Currently they have the exact same base speed.

    At the very least I think he deserves more SPD since his CON is much lower (can't use weapons like steel swords without penalty). I doubt he'd be able to use axes all that well when he promotes. That's kinda the main reason why Deik was always better, I think (hand axes!).

    Or you can give him more RES to make him a bit of an anti-mage. This would further contrast him from Deik who has more DEF instead. There are a few options here.

    Perhaps @ most of these; maybe Daredevil(FE10 resolve) over resolve, but thematically neither daredevil nor resolve exactly fit his character. But who knows

    For Suu's Paragon you could give her 'Elite' instead, which increases EXP by only 50% rather than 100%, but also increases wEXP by 50% as well. So it's like a balanced combination of Paragon and Discipline. Overall a nerf to Suu since EXP is more important than than wEXP (although being able to reach C bows faster for the prf weapon is nice of course). But hey, you might have other plans for her.

    I have no idea tbh, but that's an idea

    BTW is it intended that Longbows can go through walls regardless of the 'gaps' in them. Seems like an error, because logically it should be consistent by only being able to fire through those gaps as well (just at a much higher range). If I recall, Wolt/Dorothea can shoot the CH8 boss behind the throne which is bit silly.

    Super not intentional but I have no idea how to address that yet :(

    For Merlinus, you could just force him on every map (except for paralogues) and just keep it as 50 EXP. He's a fairly prominent story character so it wouldn't exactly be odd. I mean, you'd still otherwise have the same deployment slots as the original game. But so far I've had no real reason to deploy him if I just manage inventory a bit. And deploying an extra healer, or extra thief etc... will always be better than Merlinus from what it seems.

    I'm somewhat satisfied with that exact scenario tbh; sometimes you'll want to bring him along, other times it's more useful to bring an extra healer, thief, body, etc. That's why the option is there.

    EDIT: I've also noticed now that the game doesn't use the XNA (or FE7x) new stat formula for hit/avoid:

    SKL = +3 hit per point (buff!)

    LCK = +2 avoid per point (buff!)

    SPD = +1 avoid per point (nerf!)

    This game still uses the old formula.

    Any reason why? The changes above make the more lackluster stats better and nerfs speed which is a really good thing. It means you can provide more interesting stat spreads on certain units while still making them good. It also means when leveling up, that gaining SKL or LCK becomes more valuable or appreciated. And a world where SPD is less valuable is always a good thing..

    I never noticed tbh, I thought it was the same the whole time lol

    unrelated, i'm not positive if i mentioned this idea before, but I considered adding a chapter between ch8(or int1) and ch9(which would be moved to ch10). Are there any thoughts/opinions on this; I'd rather not spoil the entire chapter idea, but if it helps the chapter would be taking place at sea

  7. Overall feedback for the current release:

    UNITS

    Roy: Seems okay/average overall. As the main lord (forced) he might deserve a bit of a boost on that virtue but I'm guessing he has above average growths (counteracted by lower EXP gain?) so it's hard to say.

    Indeed he does, and gains a better skill at level 10(currently it's fortune, which is pointless on a unit with high luck)

    Wolt: Seems fine after the buffs as well as a personal skill added. Longbows are indeed extremely good so that ups the value of Archers as well.
    mk
    Markus: He's pretty much the same as in Vanilla FE6 but with one less movement. That's fair. You could go another step further and remove axe access but that might not be necessary.
    Already did
    Alan: Appears more-or-less balanced based on lower EXP gain.
    Rance: See Alan.
    mk
    Bors: Hard to say. The problem with armors in FE6 is that the map design is really against them. There's no defend objectives and maps like CH8 or CH8x (or many of the later huge maps) are good examples of when they are really impaired. He has some good maps like CH5 (opening the door and defending) but not very many. In terms of stats he seems okay but like the original game, his problem stems further than that. Allowing armors to attack or act after using 'Cover' could go a long way in helping this (extends their effective attack range but only if there's an ally to use it on).
    noted, will see what I can do
    Merlinus: I'd personally give him a full level up per map (with possibly slight growth reductions) to make him more worth deploying. Otherwise, he's kinda useful to have around I guess.
    well he starts promoted, and there are ~30 maps in the normal game so he'd cap fairly quickly. Perhaps i'll make it 75 exp. Every map actually has an extra deployment slot than FE6 to make a spot for Merlinus if the player so chooses.
    Deik: Great unit -- same as the original. Superior to other sword users (except maybe Rutger) so far but I'm guessing his growths are lower?
    Quite so
    Wado: Stats are overall inferior to Lott but his personal skill is better overall. Otherwise, both appear to be decent on the virtue of axes being better.
    Lott: See Wado.
    mk
    Shanni: Seems really good -- much better than the original game. It helps that the Slim Lance is rather great. Good unit.
    mk
    Erin: Seems fine. I like how RES affects healing -- means that she will always be an excellent healer compared to others even if they have high MAG.
    mk
    Shad: Obviously has thief utility but does feel a bit too weak and Astore is flat out better. No reason to use him once he joins which means that investment and supports go to waste. I haven't tried properly using him with the new update though so this may change.
    Will address when I get to astore
    Lugh: Balanced. Lacks raw damage but can usually double. Once he gets access to Elwind he really gets going. Not really sure how relevant his personal skill is though since he's never really in range to be attacked by a poison weapon.
    His personal skill speaks to more of his background than utility, but it affects more than just poison.
    Klarine: Has less RES then Erin (heals less) but has more move. Seems balanced.
    mk
    Rutger: Still seems very good. But without those hard mode bonuses he's balanced. Reliant on dodging to say alive. Neat personal skill.
    mk
    Saul: Decent enough; great speed. I do wish he gets access to an Ellight/Shine tome by CH8 or so though. being stuck with lightning makes him worse than say, Lugh. This makes him feel a bit weak even if on paper he's fine. So yeah, give him a C tome or something for him to use.
    I think i put a shine in ch7's shop, but I may be mistaken
    Dorothea: Seems fine but a bit too similar to Wolt now that he's been buffed (same stats at level 5 pretty much). Might be worth tweaking her stats a little (-1 STR/HP, +3 SKL?) as a result but otherwise, seems good enough. Not completely sure how resolve works in this game but if it's anything like other games then... that's definitely powerful.
    Resolve gives bonus POW & DEF; another skill is more along the lines of FE10's resolve. If anything, she's getting more strength and less skill.
    Suu: Seems very good as Paragon is such a powerful skill and she doesn't exactly join late. Not much else I can say other than that her stat spread is also good for her class.
    mk, she may lose paragon so don't get too used to it.
    Treck: Solid unit. Class/weapon suits him more and I can see Nihil being very useful.
    mk
    Noah: Very useful personal skill and very good stats, especially speed (meaning he can often 1RKO consistently).
    mk
    Jerrot: Interchangeable with Marcus. Might be a bit too similar to him if anything.
    I noticed this but not sure what I'll do about it yet.
    Astore: Great. He's pretty much the same as the original but gets 1-2 range. I just hope the other thieves are as good (Cath just needs to not be underleveled when she joins later).
    Astore will be a better combat unit than the other two thieves but does not have the same promotion that they do. I will look at giving shad a bit of a boost though, and cass is autoleveled each time she appears on maps(compare her level on ch8 vs ch6)
    Ogier: He has the same base level/stats as Deik but joins 6 maps later? Not only is he weaker as a result but just feels... too similar. I'd bump up his base level to 5-6 and adjust his stats to make him a bit different. Growths may be different but that has no effect with face value / first impressions which just makes Diek seem strictly better. I'm guessing he's getting a better personal skill (since it's currently the same as Lugh) so that may or may not help. But currently, just doesn't seem worth bothering with when other swordies like Deik, Rutger and Noah etc... are all better.
    He's a growth unit but I will admit he's... in an odd position. Imo he was in the normal game as well, so I need to look at fixing that.
    Wendi: She seems interesting. Florence is an extremely powerful PRF weapon and I like how she trades DEF for some RES (I assume her growth is good in that regard?). Has the same movement issues as Bors/Barth but hopefully you can take a look at that issue at some point. Paragon is also awesome so I'll doubt she'll be lacking outside of that aforementioned issue. I really like what you've done with her.
    good good
    Barth: Stat-wise looks to be about the same as the original Barth but now has a better weapon type for him (due to CON) and since other units are gaining EXP slower he therefore starts out relatively better. I would assume his growths are a bit better(?) so he should be decent so long as you can deal with the movement issue as previously mentioned. May be pretty viable to early promote him now as well as an extra Jeigan, depending on if promotion items are a bit more common (I think they should be IMO).
    yeah same issue as bors if anything currently
    Lilina: Hard to judge currently but seems better than the original Lilina at the very least, by having better bases and immediate access to Elthunder/Elfire.
    mk

    MAPS

    CH1: Not much was changed but doesn't really need it.

    mk

    CH2: Perspective change is cool, I guess. Otherwise, the enemy placement is better than the original.
    mk
    CH3: Never liked this map much (linearity + clustered army syndrome) but the tweaks to it have made it a little better since there's the bottom route as well.
    planning on a small edit to the top section possibly
    CH4: Good map that didn't change much, but didn't need it. Perhaps on Hard Mode Erik could move/be in the open like FE7.
    maybe
    CH5: Changes are w/e but adds flavor to the map, I suppose. Enemy placement/variety seems improved overall. Aren't Shamans (anima 4 move) meant to have more DEF/less RES though? They seemed a bit weak/squishy when they're supposed to be the bulky magi.
    They're earlygame weak bandits though
    CH6: Not exactly one of my favorite maps (map is extremely sluggish unless you constantly rescue chain, and not exactly hard) so was hoping for some improvements.
    If I redo the map entirely, it doesn't feel like the same chapter, and therefor i have no plans to edit it. The turn requirement is higher for this chapter to compensate
    CH7: Very cool changes. The map felt very 'alive' and dynamic. Would love for this kind of effort to be put in some other maps.
    Bland chapter that had no depth, so I gave it something. Hopefully I can do this again for other maps.
    CH8: You know my thoughts on this map already.
    noted
    CH8x: Yet to actually play all the way through, but visually looks better than the original and doesn't seem quite as long winded/tedious (outside of rescue skipping the old one). Still seems quite boring/dull though, where you just funnel units down a road and lure/kill enemies in very small groups, lacking any difficulty. I personally always thought that this map could be a defend one -- where the bandits ambush you while you are about to take the sword. Then after X turns Cecilia/Percival show up as reinforcements and the map is won. But hey, that's just an idea. Otherwise, I just don't think the current map is that interesting. There's no sense of urgency or threat in regards to its current design (and I personally think all the gaidens/paralogues should be a bit more difficult than normal).
    It's actually unfinished... :sweatdrop: But yeah, will have more going for it. I decided to leave it as-is because I'm unable to set traps yet. Once that is in place, expect hell

    The base camps prior to each map work really well and are a welcome addition. Increased weapon variety is very nice (as well as all the other bells and whistles that XNA has to offer).
    Otherwise, have you considered adding mid-map checkpoints such as the DS games (or FE7x)? Might be a good addition for some longer maps (like CH8).
    I actually forgot they existed, noted
    Also, could you confirm how supports work? It seems that they do not grow just by standing adjacently (being simply deployed together appears to be another factor now). Is that correct? I've always thought that FE9's support system worked the best, personally. But a combination of the two works, I guess.
    It's a mix of fe9's system and gba's system. You gain points for being in a chapter together as well as fighting the same enemy, healing each other, rescuing, (maybe trading? i have to check) and any other interactions between characters.

    bolded responses

  8. I would probably just remove the first section of the map entirely (the first 10-12 turns aka. the worst part). Flip the map vertically so you still start south. Then possibly make Wendy/Barth/Ogier spawn with Lilina in the context that they rescued her. Or they can spawn south (or north in this case) to where Cath spawns and extend the map a little.

    @bolded I hate that idea so much, I'm sorry. I get why its a suggestion, I've just never liked it sole based on the fact that either A: if they rescued her, they shouldn't even spawn on the map and join the fight and instead should be protecting her or B: None of Barth's party is... sneaky. If Astor rescued her, that's one thing, but a giant iron wall is a stretch to me.

    Removing the first section is an option, but flipping the map leads to problems(the throne for instance can't really be flipped). I'll probably end up doing this one(at least the first part).

    There's so many changes you can make to make the map a lot better. Even if it's just removing that initial stretch and making some small tweaks from there.

    Otherwise, most maps in FE6 are okay. But this is the one I'd consider changing the most. Aside from maybe 14x or something.

    20Ax and 20Bx say hello

    I just enjoy a challenge is all -- and strict rankings provide just that. I assumed they still needed adjustment since I easily S'ed every map I played on Hard. let alone Normal with near-400 points is pretty standard. =L

    My point initially was just that all units should at least decent enough that should rankings be tuned to be made more difficult, then everyone can freely be used within that context.

    This is earlygame though; you should be doing well. Hard mode isn't implemented properly yet either, so those rankings are somewhat meaningless.

    Essentially, most fe games suffer with the reverse difficulty curve problem; the early maps are too difficult and the late maps are piss easy. I'm trying to mitigate this and flip the curve in the most logical direction

    hopefully last update for lycia

  9. That's not really what I meant. I understand what the ranks do, of course. But on hard mode I'd imagine they'd be tuned to be at least semi-challenging. Otherwise there isn't a point for them being there?

    I don't really get what you're saying still; what I was trying to convey was I set the rankings and characters specifically so everyone can be used and still get high marks.

    I really like the changes to CH7 BTW. I enjoyed that map a lot.

    It was a bitch to event but I like how it ended up as well

    I'm very surprised that the abomination that is CH8 was left completely intact though. It's one of the worst maps in the entire series. I actually had to stop playing for the time being because it's that bad. =S

    Have you considered making some heavy changes to this map to make it flow a whole lot better?

    I made probably 3 drafts of the map and hated them all; despite how annoying the map is, I think it needs to stay as is. The only issue is that it's tedious, and changing it so you have a direct route to the throne room to mitigate this would be a weird change to make in the grand scheme to me. I'll probably look at it again later on, but it's not my priority right now to revamp it again.

    EDIT: I actually predicted Wendi would be a Zweihander. Are there any other units that could become one? I do really like that class.

    Yes, eventually

    Echidna could suit one pretty well perhaps.

  10. Those stat tweaks + a personal skill should be fine I suppose. Again, I don't think every unit needs to be super good or anything, just usable enough (especially since this game has rankings -- likely far more strict than the original game). It's nice to use whomever without being punished for it.

    More to do with the fact that it's essentially 14 against cavalry + 3 range. Just caught me off guard since nomads have enough advantages over archers, typically. Otherwise, the bow is light and also has crit.

    it's not effective vs cavalry, it's effective vs armor...

    and the rankings are not strict at all; you gain/lose points based on how much damage you took, how much exp you gained, the amount of turns taken and eventually the things you discover(open chests, talk to units, visit houses, etc.)

    One thing I'll comment on that's weird: Roy doesn't have that satisfying "KKKKKKSHHHHHHHHH" when he kills an enemy and instead has the regular hit noise. It's disappointing. Also, Roy calls up the boss screen even when you have animations off on Chapter 1. It's weird.

    noticed this earlier and still trying to figure out why

    but bosses will always have animations on(unless they have no animation)

  11. I understand being against this sentiment for tankier units or those with utility and/or movement. But we're discussing archers here, who typically just attack on player phase and also lack movement. So... they kinda need damage. They don't offer much else.

    Dorothea seems okay from what I can see. Her bases make her more than usable, at least. Suu seems to kinda eclipse both of them on the virtue of how powerful Paragon is. And her base stats are the equivalent to a level 4-5 Wolt at level 1 -- and probably only gets even better from there due to actually having speed. And extra movement. And apparently a powerful 2-3 range bow that Nomads can use but not Archers. Hmm.

    you'll have to forgive me if i don't agree

    i buffed wolt's spd(I have no idea how it was 4 before, that must have happened by mistake, it was supposed to be 6), luck, and def

    other than that, he's unchanged

    and the bow... has 7 might. Longbows are also foot exclusive(I may have forgotten to implement that, but that was the intention)

    Seems a bit similar to Rolf vs. Astrid from FE9. Not that I think Suu is OP or anything -- heck there's nothing wrong with certain units being slightly above the power curve. It just seems the contrast is a bit wide in this case. Might not be a bad idea to bump up her base level to 3-4 though.

    see above

    By the way, since Dorothea/Suu has a personal skill, couldn't Wolt use one? Something basic like "Encouragement: +10 Crit when adjacent to an ally" could work.

    He has a planned prf

    As for Bors, what about something like "Confidence: gain X bonus when receiving no terrain bonuses." Means he is best used to charge ahead rather than turtling on tiles like forts.

    eh--

    But I'm sure there's a lot of things you can experiment with.

    yeah that

    as for the flash thing, just let me know what maps and chapters they occur on and I can see if i can replicate and eliminate the issue

  12. TBH It's very likely due to the fact that I selected hard mode on reflex (and then read your notes, but then assumed you had just not implemented/made any changes to hard as opposed to it being buggy -- so carried on anyway. My bad!).

    issokay

    Turns out that enemies are far weaker in normal. Chad can do some damage here I suppose (which isn't saying much since everyone else stomps). I would give him a couple points of SKL and EXP on lockpick use + stealing though. He's still hard to level and thieves still need to gain levels to raise their speed in order to steal, as well as promote in order to gain more movement (or is that still not a thing?).

    did you not get the newer version? that was already done

    What might also be a nice skill for thieves to have is possibly double EXP on hits or debuffs, but not kills. This means they can be used to poke/debuff but not kill, and still gain decent EXP for it. Might be worth exploring -- As I agree that they are not primarily combat units who should be taking kills.

    eh I prefer having them gain extra exp from recon or thievery; maybe i'll give them exp for visiting houses--oh wait everyone already does, i keep forgetting i added that

    i'll think of something maybe who knows

    Eh... The thing with Archers is that their only relevant stats are STR, SPD and to a lesser extend SKL (which to be fair, is more useful in XNA). Archers don't need anything else because they are player phase only units who shouldn't ever really be attacked. All other stats are superficial.

    That's why Wolt is bad. Having average STR and bad SPD just doesn't do any justice to an archer. I shouldn't really need to explain why. I'd say an archer needs two of STR/SPD/SKL to be good/great. Otherwise they'll be doomed to be mediocre at best. That's just how FE goes.

    For Wolt, I'd still rework him into a SPD focused archer to mirror Dorothy. Because to be honest, whomever has the better balance of STR+SPD will be flat out better, no matter how high you make their other stats. Archers are kinda one-dimensional like that. At least Magi can have enemy phase contribution which means stats like LCK or DEF can be valued. If you want a 'balanced' archer I think Klein would be a much better candidate, since you can give him solid enough base stats to make him useful for the mid-game, even if he's not stellar in any particular area. Doesn't work for Wolt though since a growth/long term unit needs substantial pay-off, especially as an archer.

    Also, I'd personally make either Wolt or Dorothea a Longbowman. Having both the non-promoted units being the same class seems less varied. Same for the pre-promotes (I'd make one a Sniper).

    these are kind of your opinion vs mine, so i'll stick with my formula for now

    i'll think about adjusting growths but other than that, not much difference

    tired of the old "STR/SPD is king" argument though, archers can participate in enemy phase and with a balance of standard stats and abundance of hp, useful for just that point if need be

    Fair enough. I see that Roy's the same -- but doesn't seem to be particularly good outside of the Rapier. Still, with an earlier promotion I suppose he can't be that bad.

    fe6 he was worse, i'll poke around with him again

    you do get two rapiers fairly early though, don't be afraid to use them

    I do just think fake difficulty should be avoided -- there are better ways to make a game more challenging.

    ch4 isn't my priority right now, but like i said, taken into account but no plans currently

    I'm back on CH5 again, so I'll provide my remaining feedback shortly.

    Serenity is implemented but the arrows still show. Also, some level ups just don't pull up the level up menu and face, but still happen. Not sure if it's because I'm pressing A, will also confirm.

    it's some weird bug that I can't seem to pin point

    also serenity does not nullify the weapon triangle, so the arrow would still show

    It's fun so far. I like the map shakeup for Ch 2.

    le bold

  13. PLEASE don't make Geese Lalum only! I despise Lalum's route, but I LOVE Geese! (PS. Please make Roy a portrait where he doesn't have a severe case of baby face.)

    no and give me a spriter who is willing

    :)

  14. Can you provide a download link because I can't find one if there is one?

    here's a new one

    as always, read the notes, report anything new. I think i fixed everything outside of the weird ch5 thing(no one has given me details on that)

  15. yeah i've been staring at ch5 for like 2 hours now, with no idea how to make this crash occur or how it's happening

    anyone with the issue care to walk me through exactly what happens before the crash happens?

  16. Yeah, Kitty told me he's changing his name to Markus. I think Marcus is the typo but, he might have changed his mind?

    i'm a closet alchoholic i don't know what i want D:

    hmm something seems odd on my own end trying to play the beta in other words i cant quite get it running

    now ive gotten fe7x to work in the past so its not a i dont have things installed for fexna to work.

    basically my virus protection thinks every file is bad and tries to remove them (didnt happen with fe7x) So i turn it off download everything and run the program nothing happenes a windows never comes up nothing happens in the task manager but what does happen is a text file appears basically saying i have missing files even tho i dont

    oh i should clarify i did unzip (im not a newb in the form of doing that)

    Edit: nvm it wouldnt run due to no content folder and that folder only appears if i copy the xna folder rather than just taking the files in the folder and putting it in a different folder

    altho the it being seen as unsafe is still an issue

    idk man that's your virus protection not me D:

    Some general gameplay notes/feedback:

    - Marcus's map sprite predominately shows an Axe despite it being his worse weapon rank. Is this intentional? I think it makes more sense for him to be a Paladin still to also be consistent with FE7. Although perhaps this is just to give him less movement.

    Custom class he has, atm he just has a gk map sprite, eventually it'll be something unique. Since paladins are sword/lance, his custom class gives him access to axes, ta-da consistent with fe6 and fe7

    - I'd give Bors a few more base SKL and 2-3 less base LCK. He'd really value some more hit over some avoid and he's not going to need critical avoid with that personal skill he has.

    his skill is throw-away atm; his actual skill is still up in the air. i just know i want him to have... something

    - The christmas cavs seems a little too good. I'd very slightly drop their bases a bit -- like a single point of STR or SPD

    nah, they are exp nerfed, i think they're fine.

    - Wolt is.. pretty bad. 7 base STR due to WTA is a neat boost but not really enough. Due to being likely Rebecca's theoretical Son it makes sense for him to be speed based. Especially being the 'green' archer. I'd give him around 7-8 base SPD but 4-5 STR. Basically Rebecca but with better base speed. With Dorothy I'd make her the STR/SKL archer. In any case, Archers deserve to have good bases because they are player phase only and have infantry move unlike Nomads. Being stingy with their bases just makes them poor.

    wolt is the balance archer

    - Chad has 5 ATK at base. Is the 'Knife' skill bugged or incorrect? By definition it should give him more damage based on his SKL but it's not doing that. Otherwise he would have 9 ATK, or am I wrong? (apparently he needs at least 5 SKL for this to kick in) Either way, he cannot kill enemies and therefore get much EXP. Even if he poisons someone (but does no damage) he also gains barely any EXP. At the very least, I'd give him some more SKL if that will boost his damage a little. As it stands I needed to feed him the Arm Scroll and give him the Fine Sword just to make him remotely usable. Perhaps stealing should give ~25 EXP or so as well?

    he's utility, not a frontliner. if anything i'll buff steal's exp but i doubt even that.

    or have the lockpick give exp

    - Doesn't seem like much was done to fix CH3's main issue in terms of design -- having to detour and then go all the way back to recruit Lugh was/is always a pain. Perhaps add stairs specified below to help with this a bit?

    the around route is always an option. i've always figured the idea of ch3 was send the main force in the castle, send 1-2 people north and around the fort(markus/shanni/diek for instance are good candidates)

    - Speaking of Lugh, I always thought his yellow attire would make him more suited for Thunder Magic. While Hugh = Wind and Lilina = Fire. But it seems wind is Lugh's main type? Not that there's a problem with that, just imagined it would make more sense.

    basically the decision came from lilina's initial weapon being thunder in fe6(talk to her, she gets a thunder, not a fire/elfire), so i went with thunder as her strongest base. wind is the weakest and cheapest, so that went to the earlygame orphan mage lugh. hugh just got what's left

    - Rutger's group in CH4... Ambush spawns can never be justified IMO. They are awful towards blind players no matter how some people may be familiar with their locations.

    eh, taken into account but no plans atm

    - All base convos in CH4 crash the game except for two of them (one being where you get the Infantry Band). The game also crashes after the opening cutscenes in CH4.

    >release notes

    although i didn't know about the custscene crash

    - Game crashes the turn after the fog appears (in CH5 when you end the turn). I'll see if this is consistent. EDIT: Seems like it is.

    idk what's causing that, i'm looking into it now. someone already ended up at ch7, so it works for them???

    If you would like to go further into gameplay balance discussion then feel free to give me a PM. What I've put above are fairly "brief" notes as far as I'm concerned (or at least the more prompting stuff). I could go in much more depth as what I would tweak balance in some cases to make units not only more balanced overall, but increasingly interesting/unique. But that's entirely up to you as to whether to feel any further help is necessary.

    fire away, my inbox is always open

    I'm really liking the progress so far. I was actually going to undergo a project like this but since it's already been/being done I hadn't bothered. So I'm more than happy to contribute. I'll provide some more feedback as I play further.

    responses in bolddddddd

  17. Alan and Wade's conversation crashes the game.

    goddamn it I need to play with sound more often

    Lance and Lot's convesation on the other hand is gold

    yeah they're both pretty filler atm

    Why does Miledy look so edgy rad and why does she use Hs so often?

    voice tick

    Many portraits are bit misplaced (Marcus' , young Hector and yound Eliwood's come to mind)

    notes

    Alan's skill description is broken.

    charge rah rah rah

    What does 'Mechanist' do? I think it summons puppets or machines or whatever, but I've never gotten the chance to use it.

    that isn't even supposed to be there; interesting

    You know that little blue arrow that appears when a character finishes their dialogue? That doesn't happen with Diek, and you are forced to press A (B in the GBA games.)

    screenshot when this happens?

    Resumed, and it seems fine. The update didn't update all of the files when I used replace.

    only like 2 files were changed

    The game isn't launching for me, which is odd because FE7x works fine. On windows 10.

    Excited to try this, all of your stuff is good, and XNA is even more exciting.

    i have no ideaaaaaa D:

  18. skip for now, i'll have a solution by tomorrow

    oh i see
    okay yeah will fix

    normally i would put off re-uploading but i know when it's going to happen again

    and the fix

  19. idk

    depends on if i get writers block

    lucky you; it didn't happen

    beta 1 is out

    here are the notes -> read 'em kid

    have fun report problems blah blah blah

    new year new you

    help, i'm trapped in concepts, i have a release i swear D:

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