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Chocolate Kitty

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Posts posted by Chocolate Kitty

  1. 7 hours ago, DLuna said:

    Roy's current personal skill gives him additional HIT/AVO when lower levelled than the opponent. He then also has lower EXP gain in return for growths; to keep this relevant.

    The current demo already has a lot of things completed/established. It's a more generalist skill that is relevant most of the time. I think the idea you've presented is too situational. 

    I would agree with this, and I'm trying to not shove EliwoodxNinina canon down your throat as well.

    A debuffing skill would be more relevant for a support/ranged unit as well.

    Might be making an appearance...

    Speaking of which, I'd honestly like Fates/Heroes daggers/throwing weapons to make an appearance. I feel that the custom damage formula for thieves is a bit gimmicky (as much as I like most of FEXNA's other mechanics) and debuffing weapons add a niche to them that makes them feel different and valued in combat (although some types of magic could have the trait as well -- or in the form of a class skill). They would then gain bonus EXP (5-10) whenever they inflict a debuff on top of the standard non-lethal EXP. This means they do not need to land killing blows to take EXP, but can level by being a support unit like a healer (or by looting as well).

    As such, daggers could be a sub-type of swords but are exclusive to thieves. But they can also use all other swords as well. They're basically just a class specific weapon like the Wo Dao. Or you could just have Daggers be its own weapon type. Guess that works too.

    I don't think I'm going to be doing that, mainly because I'm sticking to the general gba formula with a few additions; this would change far too much for my comfort. I also thought debuffing every 10 seconds was the most annoying thing ever. However, I think I did increase the exp gain for chip damage on thieves already.

    Poison weapons are not the most elegant approach to the concept as well IMO, since you can end up making your more powerful units debuff enemies as well as be heavy hitters. Thieves can use them at two range but eh -- I think that in practice, you won't bother with using them for combat in the long run. The poison weapons will just go to whoever can abuse them the most.

    Poison wasn't made for debuffing, it was more to make it a relevant status that has some kind of tactical advantage when used correctly. It's a D rank weapon, you shouldn't be using it in the long run.

    On a similar note, you could further improve combat for them by having a 'Mug' skill/command as a Rogue, where they can steal and attack at the same time (or this could be a level 10 thief skill or something). If they then kill the enemy, the item is received. This can be used at range with a dagger.

    I had considered this for Astolfo actually, just not certain how to code it yet; but since he is more of a combat unit(better str/def/ growths than the other thieves, as well as assassin promotion), not sure if I'll end up doing it.

    Poison weapons could instead work exactly as the 'Poison Strike' skill works in Fates/Heroes. After combat, enemies hit by it will take 5-8 flat (non-lethal) damage or something. This makes them really useful for weakening enemies for your other units to take kills. This could even be used in the form of skills as well. Astolfo could have it, for example. Or Reigh.

    Another thing I thought was annoying as hell and don't think I'd use for anything, much less for FE6. The closest I'd consider would be the Fury skill from Heroes.

    And on the topic of skills, I'm guessing that Sol/Astra/Luna etc... (RNG based skills) will make an appearance. If there's one great thing about FE Heroes, is that instead of being RNG (which we already have crits for) they count down over time and then activate at a fixed rate. I think FE7x has done something similar, but it would be cool if the countdown was much lower in return for less powerful applications. Astra could be x0.4 damage 5 times (so in total it's only x2 damage) But the swordmaster only needs 2 or 3 combats for it to activate. This means you can have those cool moments more often, but less gamebreaking and not RNG. 

    They charge every turn to remove the RNG element a bit, but retain it with the charge rate being affected by a stat(I think). I did like that element from Heroes as well, but don't think I'd add it to FE6.

    You could even incorporate this into personal skills. Wolt could have a personal that makes him cripple an enemy (prevents them from moving for 1 turn like a Freeze staff) after every 3 attacks or so. That would make him the 'utility' Archer while Dorothy is the 'raw damage' one. Kind of the same direction I went with Leonardo in FE10, where he has innate Disarm (with massive SKL) and extra HIT with longbows, but his damage is still lower than other snipers.

    I like the idea on Wolt, and I already added a Cripple status effect; I think I put it on Sin though because I thought it fit him better. Wolt would benefit more from it though I think.

    Just some further ideas to contribute.

    woo this is a lot
    okay, bold will be the replies

    5 hours ago, DLuna said:

    I'd prefer Aether to be iconic to Ike, so something else may be better. Going from what I mentioned before, perhaps the ranged element of SoS is now not based on the weapon (it certainly isn't in FE Heroes), but innate to Roy. As such, Roy's class skill at tier 2 is being able to have 2-range on every sword, engulfing the weapon in flames. The skill simply named: Dragon's Breath.

    I'd also never give Aether to someone not Ike. I think it's lame they just turned into the default lord skill :/
    Roy's current ultimate skill is "Lion's Rage", but tbh I have no idea what it's going to do hahaha...
    More pressing matters to deal with

     

    5 hours ago, Corrobin said:

    That sounds cool. I would totally be all for it.

    Speaking of, how about Roy using himself and Fa as proof to Yahn that humans and Dragons can coexist? That would be cool as well.


    I guess? Yahn is a crotchety old man, who cares what his opinion is; let's just kill 'em :D

  2. hopefully not because it's what lleu is
    also, two things: one, i created a discord channel for fe6xna. I'll probably be there more than here as of late, so you

    two: if anyone has a world map of elibe without anything on it outside of the terrain, it would be glady appreciated and utilized

  3. some of those don't need skills to differentiate; rutger and fir for example have different join times. Rutger is easier to use than fir, so will have better bases, but fir will have better growths

    dieck ogier same idea

    alan and lance use different weapons and are purely up to preference(I didn't know people chose either or, i've just used both)

    wade lott have different growths to accomplish a specific goal(wade is all offense, lott is all defense)

    elen and saul are different classes

    wolt and dorothy, see rutger and fir but in reverse

    sue/sin ^

     

    something else to note; you're not going to have to use specific units to go either ilia or sacae

  4. 21 hours ago, Bob of the A said:

    By the way, did you ever fix that issue with the rain on ch. 5? I sent you a .sav a while back, but I don't know if anything ever came of it.

    i did, but the fix ended up happening after i had broken other things and re-did some things so it became pointless to upload that fix but then have to address new problems at the same time

     

    12 hours ago, Thany said:

    Boy... i wonder how many names are gonna change now that heroes is out... cause reading Shanni felt a tad wierd compared to shanna or Thany. Besides that im really looking forward to the next update. this game has me hyped. and may actually help me complete FE6 entirely.

    they're all just going to be the names they used in heros unless i really had an issue with them(and i don't give a damn about names so doubtful)

    1 hour ago, ChaosSlicer said:

    why do people not read the doc; placeholder to assume how tall he will be

  5. lyn left hector for rath; she doesn't fit in lycia, so he got with farina

    not every relationship is cut and dry

  6. On 2/12/2017 at 9:04 AM, DLuna said:

    Based on the changes to magic (Fire 1-2 range, Thunder 1 range), perhaps it would be best if Lilina and Hugh were to swap. 

    Lilina uses fire magic in Heroes with exclusive usage of Bolganone. So clearly that's her canonical choice of magic. Roy only gave her Thunder in the original game because it's better than giving her Fire (the lesser tome) and that you get an Elfire in a chest on the same map (in which Lilina has the base rank to use).

    Nino use wind magic which certainly makes Lugh suited to use that as well. Then Hugh is left with thunder as the more durable mage.

    i came before heros they're breaking my canon D:<

    they all get 2 magic types at t1 anyway, so you can max whatever you want

     

    sophia... idk; she has a prf planned out, other than that I have nothing for you yet, sorry

     

    On 2/12/2017 at 1:31 PM, Corrobin said:

    By the way, Chocolate Kitty? Have you canonized any parents of units? Like, in this game, who's Wolt's father? Who's Lugh and Raigh's father? Who's Hugh's mother? Roy and Lilina's moms (Okay, I'm willing to guess Ninian for the former and Lyn for the latter). Sue's mother?

    wil x becca; jaffar x nino; idfk, ask IS, they'd know; eli x nini; hector x farina; rath x lyndo

  7. ...you realize that you're limiting that to a 16x12 sized map right

    The smallest possible GBA map is 15x10, NDS is 11x8(24x24 tiles over 16x16, and seems to be strictly limited to the prologue chapters of fe12), and FEXNA at default is 20x12

    I believe some lenience would be nice to have if you really want to accommodate to mappers, otherwise it's kind of a throwaway option

  8. 37 minutes ago, Attila said:

    I think arch said 15x10 was the minimum for FE7, but it was different for FE8 (Don't quote me, it's been over a year since I even looked into actual Rom Hacking)

    the size of a gba screen is 240 x 160 pixels

    which is 15x10 if you divide that by 16x16 tiles.

     

    38 minutes ago, Attila said:

    (Palette switches of Vanilla maps are good for PLACEHOLDERS, but not official maps, OR important maps)

    big ol' disagree; now you need to make your new project confirm to an existing map(which is why I was always against the idea of using a public/free for use map instead of making one or requesting one) instead of being allowed to be independent. Mugs are a different story, they affect basically nothing, but maps impact both gameplay and unit placement

  9. 3 minutes ago, DLuna said:

    It's an odd map because it makes sense to Roy to just leave rather than stay and fight -- in the original map he isn't even surrounded and starts at what looked to be the entrance. So the urgency thing makes even less sense when you're not trying to outright survive (especially when you;re spending 10+ turns gathering chests...).

    Agreed, the beginning it looks like he shows up at thria then decides to fight through it instead of just... leaving? Roy gets distracted easily

  10. 44 minutes ago, DLuna said:

    CH5 is mostly fine IMO. Just make sure you make the player aware of the door. Maybe also take the boss away from the seize point and make the map 'Kill Boss' as well. The boss charges you after a certain number of turns (and maybe opens the dor himself past a certain point). Rain could be removed as well.

    The issue with ch5 imo is the fact that it's pretty pointless of a chapter overall; it's a random bandit chapter in the middle of everything.

    CH7 might just need to be made a bit smaller overall -- and less houses to visit. Otherwise I feel it's fine.

    Yeah ch7 isn't planning to get much, it's just due to being partially ch8 it automatically needs things changed.

    I'm surprised that CH8 was not changed before CH6 (although I'd agree that both need changing). No amount of door/chest keys will make CH8 faster or less tedious. And there are some simple fixes for CH6, like Cath spawning differently or Sue automatically joining the army when you open her cell (then Roy simply talks to her after map end). Or giving the player an unlock staff before the map starts which can also open chests.

    Ch6 only got the map first because I thought of something for it; ch8 needs it more than ch6

    That said, I've always thought CH6 had huge potential to be a defend map where you start at the centre of the map. It's only 6 or 7 turns to survive and getting all the treasure is actually difficult as opposed to just tedious. It makes sense from a scenario standpoint as well since Wagner has essentially ambushed you. Would be a fitting map for fog of war as well (instead of CH5) by Thria turning off light sources to execute said ambush (it's kinda stupid IMO that Wagner just outright goes up to Roy and explains/reveals his plan like a generic evil villain-- he could be a bit more subtle?). Just a good ol' defend map with incentives for extra objectives to meet (treasure). 

    That is an idea, although a defend map doesn't make much sense given the sense of urgency to get to Ostia (I turned it into an escape chapter)

    But for all I know you could have done something like that. Interested to see what you've made of it.

    bolded replies

  11. I'm honestly shocked you care about the most forgettable character and the most pointless character but

    if you looked at the cast list I posted recently, they're both on it, so...

     

    Apologies for the lack of replies; a lot of behind the scenes work. Ch6 has a new map, ch5, ch7, and ch8 are all candidates for new ones as well.

    As per the many changes, it's unfortunately recommended to start over from chapter 1(I know, sounds like one of my rom hacks), due to the massive overhaul I'm giving the chapters. Hopefully by the next release(probably mid february), chapter 9 will be included in the release.

  12. On 1/27/2017 at 0:48 AM, Chocolate Kitty said:

    Don't give me the error message, tell me exactly what you did/give me your save file(the error message tells nothing unfortunately).

    can I get the save?

  13. Technically a new game but after i release a fix(because of the internal changes as well); sadly I've done a lot of heavy editing that will result in weird inventories, or just flat out crash with old saves
    did manage to figure out why the problem happened/how to fix it though

  14. Damn, I still can't get that error to work; everytime it just doesn't end up crashing for me

     

    also fyi, due to a few internal changes, I think most existing save files will be corrupted so restarting may be necessary

     

    nevermind i got it working

    very odd bug, must say

  15. Don't give me the error message, tell me exactly what you did/give me your save file(the error message tells nothing unfortunately).

     

    Although I feel like this is related to the rain thing, which happens to some people and not others, I still have no idea what's going on with that

  16. 1 hour ago, DLuna said:

    So on a similar note, Divine should not have 3-range either. Elthunder should not have 2 range (didn't notice this one before actually -- is this an error? I'm guessing it is).

    oh yeah that is an error lol; divine have not tested but I see your point in the consistency thing, as well as it adds a status effect already, so it's fine with 1-2 range.

    i just switched all wind to 2-3 range(outside of the reaver/long range) and will see how that pans out. As for dark, idk about color coding since to check the range you just highlight the unit

     

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