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Krad

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Everything posted by Krad

  1. I didn't think he would be talking about this one, since it isn't so strong and if he got through Chapter 6, I assume a generic MK wouldn't be too much trouble. I'm aware of this one. While I'm not entirely sure of why it happens (all I know is that it only happens if Sif appears during the enemy phase), I've already got a fix for it in the next version (have him appear the turn after you kill Syn).
  2. Alright, makes sense. I wasn't really planning on making huge changes, just a few things to make the latter parts of some chapters not feel so empty. It's hidden in Chapter 4, but I forgot to add the hint for it (you'll be able to get one normally a bit later in the game). Will fix this in the next version. Brigands have high caps since they don't promote. I have an idea for Johalva that I'll experiment around with. I added him to make the Leif part of Chapter 6 easier on the player (since Finn sadly can't do everything himself and Leif is not too durable). As for what to do to him, I was thinking of boosting some of his stats by 1 point, and maybe allowing him to use axes before promotion. I don't think that would work, really. With the high damage everything has, only having those stats wouldn't work. I seriously don't. Both of those seem good, will change. Will do. Do you mean Kempf in Chapter 6? Oifey, Fee, Shanan, Ares and Finn can avoid being doubled at base level, and you don't even are required to kill him.
  3. By 13, she should have around 17 in both Magic and Speed. She's sort of the Est of this hack (being the second to last unpromoted unit you get), and the incentive to use her is mostly her growths, which are the best of all the mages (even though she has the same growth total as all of them). Eventually, yes. Aside from many from FE4 I want to add, I'd really like to have the Xenoblade Unique Monster music as a boss battle theme, and Mario and Luigi: Partners in Time's final boss music as a map theme. Just a character you can name, and you can do it so I don't go full ORIGINAL CHARACTER DAN STIL. He was also added since I wanted an Armor Knight in the game other than Hannibal. Also, updated the first post with some info regarding v2.2, and when to expect it.
  4. They are only 3-4 waves of each ones, so I didn't think they would be too hard. I guess that changes quite a bit when you're actually going fast. I thought about making them mandatory at first, but eventually settled down on making Darna optional and Melgen sort of optional. I can probably make them obligatory if people want it like that, but I like it the way it is right now. I'll probably end up shortening this chapter eventually. I originally made it so long so one could get all chests in that chapter (there were more originally). Will probably do. Can't really do much about the AI, sorry. That was the best I could get after messing with the AI for a bit. Yeah, Eyvel isn't supposed to be selectable in 10. And the "One Year Later" screen is weird, will fix next version. The objective is still to defeat the boss, but it's a different one.
  5. Glass cannon. Reinforcements from Alster appear for 3-4 turns the turn after you seize Melgen. You could skip them if you use Fee to fly Seliph over the Alster blockades, but then you have a harder Kempf battle (since he's on the castle) and you miss out on Tinny. Visit the village closest to Rivough (the one that gives a Steel Bow) with Seliph. I'll try to release a bugfix patch this weekend fixing as much as I can of what has been mentioned, but knowing my past release schedules, I won't make any promises.
  6. You talk to him with Julia. Mostly everyone has got an increase in resistance growth (since the original 5-10% was a bit low). They now usually hover around 20-30% with some exceptions. Also that is an insane Larcei, since her averages at that level are: Asvel's the fastest, Julia's the strongest, and Arthur and Ced are all-around units, Arthur has a horse as a bonus. If you count Salem, he's the tank. Johalva, Orsin and Halvan also get bows. I do have an idea to make bows more common, which I'll add in the future. Also, thanks for the comments everyone!
  7. It's that one. I have trouble believing this. Also, does someone have a save file from Chapter 10 or 10x they could upload somewhere? I'm going to work on the game a bit this weekend but I lost my save.
  8. [spoiler=10x requirements]Have Ares alive and make Julia fight Raydrik. The save file's compatibility will depend on whether I add supports to the next version or not (which will cover the entire Gen 2). If they aren't added, the save file will be compatible. If they are added, it won't work. There's actually a third way of dealing with Ishtar aside from fleeing from her or trying to defeat her with Shanan, but I think it's more fun if someone else finds it rather than me telling it.
  9. I may look into finding a way so the text boxes during conversations appear lower in the screen, so the portraits don't look as small. I think that could work.
  10. I think Blazer and dondon summed it up very nicely. It gives me a lot more freedom and it gives it a unique style. I do agree on the point that they sort of clash with the other game assets regarding colors, and it's in my future plans to change those colors so things blend in better. Also I don't think I'll have much free time during this week, but if needed I'll push another bugfix patch during the week (which will most likely include palette fixes and some silly things I caught myself). I'll also try to start working on the maps for the next few chapters so the next release doesn't take two more years (see you in 2015!).
  11. Patch v2.1 Fixed most of the things mentioned here, with the exception of Johan NPC's palette, the Class Roll, and Nanna having all S ranks (since I couldn't replicate it). Your v2.0 savefile should be compatible with this version, but I would recommend restarting whatever chapter you were in (for safety measures).
  12. Oops. I'll try to get a bugfix patch out tomorrow, so leave any input you have here (not only has to be a bug or a glitch, may be about difficulty, what you think of the units you used, etc) and I'll read it tomorrow.
  13. The first problem I think is this line Since you have an ENDA in the middle of the event, the game reads up to that point only. For the second one, maybe this could work?
  14. Forgot to mention that, old saves don't work since the early chapters got many changes (and as you saw, there is a new prologue) The prologue is the same in both difficulties. Ok, changed it for clarity. And yes, it does use the localized names. Yes. A previous version had the unlock be to play on Adults mode, but I changed it at the end. 15 in total. Oops, thought I had fixed that. It'll be fixed in the next patch. Yeah, that chapter can be quite hard if you wander around. As an ally or NPC? I just checked his palette as an ally and it was fine for me. And yeah, forgot to insert the text of that house. Will be fixed in the next version.
  15. Today! Patch released blah blah delayed due to lazyness blah blah I added a few more things than what was originally going to be released in August, plus rebalanced the difficulty of many chapters. Also new maps. More info in the first post. Enjoy!
  16. Shin Megami Tensei x Fire Emblem announced for Wii U. Get hype.
  17. Silly thing. Can someone tell my why every time I load a unit using this event file, that units turns invisible the moment it reaches it's spot? This is what happens: -> These are consecutive frames. As you can see, that MK disappeared (the same happens to the other enemies). This also causes the problems that the player units are only visible if the cursor is over them, and the map can't be moved. Here's the events:
  18. That's neat, never would've though that would work. I'll use it from now on, thanks. Also I managed to find a fix for my problem, though it's probably the least efficient way ever made. What I did was after the first wave of reinforcements loads (at the beginning of a Player Phase), it sets an event ID as used. That one is checked at the beginning of the next Enemy Phase, and if used, sets another event ID as used, which is then checked during the next Player Phase, which triggers another event ID and so on. It's very silly and I'll probably look into how to optimize it at a later point, but it works, so I'm happy.
  19. Due to the way that map works, less than 16 would've been too hard (the map's already quite tough). In general, most maps after Chapter 5 let you deploy ~15 units.
  20. done 7, 8, 9 and 9 ecks. the third pic is a bit outdated since the map was changed slightly. Anyway, it's time to do bugfixing. Anyone interested in helping me bugtest this thing post here or send me a PM.
  21. From a quick search of this forum IFAF 0x01 0xE01471 Seems to be the condition for tactician male/female. Haven't tried it myself, but it seems to work.
  22. Can you tell me step by step what you did in that chapter? In all the times I've tested it, I've never seen that happen.
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