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Arch

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Everything posted by Arch

  1. Arch

    Elibean Nights

    I don't even prep screen bro so yeah it doesn't matter one bit.
  2. Ohey, so I should probably share that we discovered entry 0x57 in the standing map sprite array is the Light Rune graphic. Oops.
  3. Arch

    Elibean Nights

    "The curse" is part of the EN experience, after all!
  4. Look at the image in my sig. You see that NES lookin' Mage Knight phantom thing in the corner? Somehow the Light Rune graphic in EN got overwritten by that. Does anyone know the location of the graphic in vanilla FE7 slash could someone find it out of the goodness of their heart? I could really use the quick assist to fix this little bug, zapping glitches left and right here...
  5. Arch

    Elibean Nights

    Because we've got a leaky pipe. Klok, go home ur high. Wouldn't be the first time klok leaked something. Whatever, you only leak once (YOLO) or some shit like that.
  6. Arch

    Elibean Nights

    If you write up a rough draft, I'll happily fill in anything that's been updated/added/missed. The help is very much appreciated!
  7. So as long as Arden stays put on the castle (and only fights one enemy per enemy phase), he's basically invincible. Hopefully the AI is set to go seize those castles (meaning he has to guard them) because otherwise Arden's gonna demand some healspam to make use of that skill reliably.
  8. I swear you must be stoned like 24/7. It's the only way you make any sense, klok. I'll third that motion, Death or Glory is legit.
  9. Arch

    Elibean Nights

    I mean my preference would just be to release on the 25th and it's all complete, but it's looking more likely that it'll be more akin to something really close to a final draft, with tweaks and additions to be made as reactions (and bug reports) are shared with me.
  10. loling at the idea of TLP as "required reading." Then again, some states' school curriculums require you to read Ayn Rand novels, so it could definitely be worse? I second the motion for EN, though.
  11. Arch

    Elibean Nights

    Now that I'm thinking about it, I probably will give Karel more weapon and item choices (following Deranger's suggestions). I've taken away the Iron Rune from his starting inventory (it's now dropped by the first boss), hidden a Juna Fruit in the chapter to allow for more level ups (as well as the Devil Sword, which is already a hidden weapon), and a few various other drops from enemies. You'll have to consider which items to discard and which to keep, which at least adds an element of strategy to the inventory management. The Summon Sword is a neat idea, and if I had more time to explore the possibility I'd consider it. Unfortunately this is supposed to be finished in three days .
  12. Arch

    Elibean Nights

    Since I'm implementing a hard mode, I'll shift those to be only in hard mode. I'm also making ambush spawns hard mode only, so haters of those can rejoice as well.
  13. Arch

    Elibean Nights

    As always, you're welcome to point out balancing issues and I'll happily correct them. I don't play my own chapters as much as I should these days (I mean, I've been working on them for years - kinda burnt out on playing them at this point). I don't have a specific upload time hammered out, but I live in the pacific timezone and I'd probably guesstimate you'd see an upload sometime in the afternoon of the 25th.
  14. Arch

    Elibean Nights

    Basically if you roll Bane and the crit would kill, you get the fancy animation and the OHKO. If not, it reduces to 1HP. It's rolled after crit, but still before Lethality (yes, player units have both). Bane's activation is Skill/2 because I didn't want sins to be a poor man's variant of the Swordmaster.
  15. Arch

    Elibean Nights

    Except BwdYeti complained, so the Bane skill from FE10 has been implemented for enemy assassins to give them some kind of edge. At this point, they're just weaker Swordmasters used for flavoring purposes. Bane (activated by Skill/2) will leave the target with 1HP if the critical hit's damage value wouldn't otherwise kill the enemy. Again tip your hats to Crazycolorz5.
  16. Arch

    Elibean Nights

    A quick protip for people who tackle Tale 3 in the new release. The supergeeks among us will know that FE6 had a Bridge Key item that went unused. Well, Matthew's gotten his hands a Lockpick, but this is pretty cool nonetheless. Thanks to Crazycolorz5 for making the "Door" command work on any tile, and Hextator's command hack allowed me to swap out the name and create the "Bridge" command. And also, Astor gets to have the Fire Emblem universe's equivalent of Monty Python's "I didn't vote for him" moment. If you get the reference, you're officially a "cool kid" by the royal decree of Archibald's kingdom.
  17. Arch

    Elibean Nights

    Since the class is enemy-only, I can just cheese summoning in FE7 via events. In one case, the Summoner is loaded with a Phantom next to him (it's a fog of war map, so it creates the illusion that the thing was summoned). For Barbaros, starring in a boss fight map in Karel's tale, an event runs before the enemy turn that will summon more Phantoms if they've been killed (he does three at a time), graying out the summoner as if he'd summoned that turn. But essentially yeah, there's nothing special about the class one bit. Druids (now called Warlocks to fit in with 7x canon) also have the ability to use Anima magic though, as in FE8.
  18. Arch

    Elibean Nights

    Originally the only Summoner in EN was Barbaros (who has a face sprite), but I went and added a few into the game. No card for the Summoners at all in FE8. I considered just hiding the card in the portrait array and leaving it unused, like FE8 did with the Wyvern Knight card (it exists, but only in the game's data).
  19. Arch

    Elibean Nights

    Doop. I don't think I really ever asked, to be honest (because gender shouldn't be the first thing you look for to define a person and blah blah). It was more of the general "man," (as in mankind) but that's masculine normativity soo... You go, girl?
  20. Arch

    Elibean Nights

    Hahah . Well, have some more pictures for your troubles, then. Showing off some new class cards and map sprites (look carefully at the Pegasus this time) made by L95. Thanks again for all the last minute help! You da best. Anybody interested in using these resources in their own hacks can obtain them here.
  21. Arch

    Elibean Nights

    Nope. You've also got Guy in Rath's tale, which is outdated at this point (since you'd have two Swordmasters plus the addition of a playable Lyn, his presence was redundant), so it sounds like you're playing an old version.
  22. Arch

    Elibean Nights

    The map palette has been darkened to fit FE8's color scheme (which looks better on backlit screens, FE7/6 were done before SP introduced that feature). There's also the Seraph Knight's idle map sprite, and if you look closely, you'll see that the Bishop underneath Raven's unit window is a female now. Since L95 made some female class cards, I'm making use of female generics. You'll find out during the fight, I suppose.
  23. Arch

    Elibean Nights

    Which is why I took Silencer off as a class skill and manually applied it to the playable Assassins. Too OP for enemies.
  24. Arch

    Elibean Nights

    The fact that we use those words in those ways, and that they are derived from sexual organs, says something about our conceptions of gender. There isn't an "actual class-card" for it.
  25. Arch

    Elibean Nights

    If someone did that, EN would be delayed until 2020.
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