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Blademaster!

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Everything posted by Blademaster!

  1. There was no set uniform drop in growth rates. sometimes some stats just dropped by 5% or others by 15%. It depended on the class in question.
  2. It's stil a 60% drop. Since the hack comes with a class guide, I figured most people would notice that the drop was there, but I made it more obvious in the story now once you reach chapter 6 where the first promotion items show up.
  3. There is a feedback form that comes with the patch if that will help. Secret shops are generally located on spaces where units with member cards start. I'm going to swap some things around with the neir scroll in the next release. The animation was buggy? The muscleman class has really high def and res. We haven't encountered any kind of no damage bug before.
  4. As Baldrick was kind enough to answer (remember, I only have a small window in which I can respond to posts here) you can only use the weapons your class's description says you can use because of the reclassing system. If you're doing hard mode, good luck since it isn't tested yet. In progress news, I've managed to re-edit the prologue-chapter 6. The had a decent amount of text removed, however the prologue is still pretty long, as is chapter 6. Latter chapters have very little text so I'm sorry that the beginning of the game will end up having a larger than normal amount of text for the beginning of the game. The early chapters will likely not go through any big major changes that would cause you to need to start over if you don't want to (other than missing out on one or two extra items) but chapter 13 will definitely be a bit different in regards to who joins you and such. Additionally, supports will likely change as well, but this shouldn't harm characters who've already joined you up to chapter 12 (since supports are based on chapters deployed together in this hack).
  5. Let's not argue over the prologue. While it isn't "incredibly" luck based, there is the whatever miniscule(I have to imagine it's less than 1%) chance that Nia activates Astra and gets 4 crits or 3 crits and lands all 5 hits that would let her kill Relina in one round. I will lower Nia's strength by 1 because of this, but to say the chapter is incredibly luck based when you have a much higher chance of getting an adept kill than the reverse is kinda silly. It was the only open source one I figured was best for the job, and I believe FlyingAce also used it for his hack back in the day, hence the idea coming to mind. If you have any further input on which map sprite would be better, feel free to give a recomendation.
  6. I know it's better to use the Wo Dao, but I usually just have Katherine use the iron sword and instead have Astrea chip sol with the light brand if more damage is needed. Yes, I used music from BoF2, the megaman zero series, other GBA FE games, Golden Sun, Final Fantasy 4 and 6, and Earthbound. I think that's all the games where new music comes from, though none of the EB music has been used in the hack yet.
  7. We do have a dedicated editor now so I wouldn't say we really REALLY need one, but if you'd still be open to helping out at times, that would be helpful as more feed back is always welcome. The issue I think me and probably my editor will run into is that what looks like a small amount of text in the script ends up being much longer when read in the slower format the game presents it in. As Makalov said, he isn't recruitable. It was a left over mug I had lying around so I just threw it in in that chapter. One of the main things I wanted to do with this hack is go past the normal max mug and animation limits showing the full power of what GBA hacks are made of (even though FEXNA will probably make them obsolete at some point) so that's part of why there is so much content in the hack.
  8. It was one of the ones I had in mind to cut down a bit since it and the following scene are very long overall, but right now I'm still working on chapter 1 for editing. I recently discovered NICKT's open source gallery, so I found some new mugs there that I'm using to add things in/edit bad ones for the next patch and story, so work on chapter 14 will stall sadly hence there being no update yesterday. I'm glad you liked that scene though, it wasn't really one that I thought would stick out. My favorite scenes are the first time you meet Kuroth and the scene at the end of chapter 12 at the moment. Right now the way I'm trying to figure out what to cut before showing it to the editor is just basing the length on word count. The prologue, excluding boss/death quotes/the Anna/Jake scene is ~1660 words(with the new editing, but my editor hasn't looked at it yet), which is very long compared to the GBA FE games which are ~900 words for FE6 and FE8 and ~700 for FE7 (excluding tutorials, boss, and death quotes). I'm hoping the glossary removes some fat as Forceman said, but thinking of what to cut can be tough at times. For example, I want to cut the scene where Astrea speaks to her troop in the prologue since it's pretty much designed as a hint for the chapter so that Nia doesn't just ruin your day, but I feel like it's a pretty useful hint. In other ramblings of mine, because of the ideas I had for some of the thing I wanted to add, I think this hack is going to end up being a bit longer than originally planned, but as a result I won't release the final version until probably a year from now. I don't want to release this at the same times Fates might be coming state side, but it all comes down to how fast I can work anyway so we'll see what happens.
  9. IMPORTANT BUG UPDATE: 1. If you use a spell that has a custom animation, and it misses against an enemy in any of the following classes: - Hero Male (Sword) FE7/8- Hero Male (Axe) FE7/8- Hero Male (Hand Axe) FE7/8- Hero Male (Disarmed) FE7/8- Hero Female (Sword) FE6- Hero Female (Hand Axe) FE6- Hero Female (Disarmed) FE6- Sniper Male FE7/8- Sniper Male (Disarmed) FE7/8- Sniper Female FE7/8- Sniper Female (Disarmed) FE7/8- Blade Lord (Bow) FE7- Assassin FE7/8- Assassin (Disarmed) FE7/8- Bonewalker (Bow) FE8- Bonewalker (Sword) FE8- Bonewalker (Lance) FE8 The game will lock. 2. What ever growth rate a scroll says it has a negative growth for will actually become a zero growth instead. The next patch will have fixes for both issues, though I don't think I'm going to use negative growths for scrolls anymore and just nerf the growth bonuses they give to being +15% instead of +20%. As far as what changes to expect in the next release: 1. It will add in the next four chapters, finishing part 3 of the game. 2. It will add in more gameplay hints due to all the various gameplay changes in the hack. 3. Some fast turn requirements will be boosted while all slow turn requirements will be boosted as well. The amount of gold lost for slow turn requirements will decrease. 4. All reported bugs (weapon level, background, and the above two) will be fixed. 5. The Cyclops in chapter 10 will be nerfed. 6. A lot of the dialogue will be cut/shortened. 7. Support conversations may be added in, I'm not sure yet. 8. It should still be compatible with the same .sav file. 9. Ulysses will now start with a hammer. As I get more feedback, I'll be adding more things to the above. Also there is a chance there may be a chapter 14 update tonight (6~8 hours from the time of this post).
  10. I'll take a look at that scroll hack then since something is probably wrong. Weapon icon glitch I keep forgetting to ask about on FEU.
  11. I'm still a bit worried about the hp growth caused by the scroll. Maybe that hack is busted. I'll have to double check since having no HP growth ever with just a -10 growth makes me a bit nervous. As far as a recruitment guide goes, for characters you don't get automatically:
  12. I know it's kinda typical of story telling but family and friendship are two things in the story I wanted to put importance on. The vast majority of the cast is related to someone some way or another, though it made me feel like there was too much family lol The weapon lock glitches are indeed related to reclassing and are easily fixed. The tome ones are because I tried to implement tome type specific ones for this release and it didn't work out. Roa is just an accident though. They will be fixed and thanks for reporting them. Proper battle tiles will also be looked at. However Roa's HP is really low. It's probably never grown?
  13. I'm trying to work on a more dynamic character guide than the class one which will take awhile to do, so I didn't release one at the moment for that reason as it would be time consuming. For this first demo, all units are perfectly viable regardless so use who you want for now. The class growth guide is more valuable since units get the majority of their growths from their class. A recruitment guide I can release over the weekend.
  14. Thanks for all the support everyone. I hope people are enjoying the hack so far. In progress news, I managed to finish all the battle palettes today, so all that's left is to insert them into the ROM! Yes, it's a consequence of the weapon lock system needed for reclassing so that classes don't use weapons they're not supposed to and enemies can still use the weapons they need to wield. As you'll see, that cavalier can't use anything but axes.
  15. Alright then, it's time. The first Demo of Sun God's Wrath is now available here: https://www.dropbox.com/s/55rv89lj0w4dtqn/SGWv1.zip?dl=0 FOR THE LOVE OF GOD, READ THE README AND CREDITS!!!!! The first release contains the first two parts of the hack for a total of 14 chapters. Read the readme for gameplay changes and other things. If you plan on playing hard mode, for your sanity I recommend just doing an Iron man run as it hasn't been play tested yet. To sum up some stuff from the readme and to express some initial concerns of mine: 1. I am generally very busy. Other than on the weekends, I will not be able to respond to glitches, bugs, and other comments during the week as what little free time I have is generally being spent working on this hack. 2. I am worried that chapters 7 and 11-13 may be too difficult right now. From the beta testing process to the first release, they were the ones with the least amount of testing done, so if they come across as too hard, let me know ASAP and I will make them easier. My apologies if they are too hard, but with how many times I've played this hack everything in this hack is kinda easy for me now. 3. READ THE README!!!!! 4. If you have any questions or concerns not found in the readme, let me know ASAP in this thread. 5. When reporting typos, please just post the screen shot of the scene in question. I think this should be everything of note, but I apologize if anything is missing. Have fun and enjoy!
  16. And then there was the one for anima magic as well. But they are all fixed now. Except the chapter 13 one. Haven't gotten to it yet. Still working on balancing reclassing. Think the current system I have is more balanced.
  17. Forceman started playing with the updated patch after Makalov ran into it, so that S rank bug was fixed either way. He found a different game breaking bug in chapter 13 instead though lol
  18. If everything goes well, the first beta will be released this weekend. It will contain 14 chapters, the prologue to chapter 13, covering the first two parts of the hack. Supports conversations will not be fully implemented. As far as what needs to be done for the patch to be released, I just need to finish correcting the suggestions by the beta testers.
  19. Oh neat there's finally a demo! I'm looking forward to trying it out.
  20. I don't really know the full details, but I believe the anti-huffman patch is what FEditor uses as well, in that it lets you write (uncompressed?) text to the game in general. FEditor made the process of text editing easier because you didn't have to write straight to a hex editor anymore and made the commands for load/open face more human friendly since before you had to type in the right byte in hex in the editor and then type the text in the text part of the code.
  21. Text editing and inserting animations in particular were a huge pain, as there was no FEditor or event assembler back then(notes on how to do event editing probably existed while he was working on his hack, but the process was so complicated it wasn't even worth it). That's likely the reason why the text has so many skips in it, since I imagine he just typed it straight into a hex editor because of how the load mug and new line commands worked. The guy who made this(FurryYeongSon IIRC?) was the first to document how the towers and random battles in FE8 work, which he probably did while making this hack. This hack has to have been made as far back as 2007 I'd imagine. It's pretty old.
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