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nocturnal YL

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Everything posted by nocturnal YL

  1. The joke about her pictures is that they are hard to understand. Kind of like Yu Kobayashi's drawings, but without the horror, I guess.
  2. I think Susukaze talked about the subordinates picking their liege (Kamui/Suzukaze A), so maybe Mikoto didn't do anything special. I guess the resulting arrangement makes as much sense as Marx picking Pieri for her potential killing prowess.
  3. Much thanks! Got also the Invisible History ones from the related videos.
  4. I don't like Tsukuyomi thus far (if you don't want to be treated like a child, stop acting like one and at least eat your veggies!), and I was wondering if these comics will make me like him better. I was not disappointed. Spells can be constructed just like that!? Feels like a mix of programming and engineering to me. I've always wondered how magic works in Fire Emblem, especially since the previous games had durability. I thought they were spending the actual writing materials if they can't just memorize the contents and cast the spells freely, and Jugdral calling the used books empty tomes seems to support this.
  5. I've been looking for this for a good while! Thanks, Vincent! Can you upload the map version as well?
  6. I wonder if they're going to update the game further, perhaps to support the upcoming Roy amiibo. If they do, I hope they'll also fix glitches like these.
  7. Does it go away after you play the other skirmishes to refresh the available skirmishes? Say hello to a different glitch, where your own units and enemy units overlap in certain maps. Kawaki Chatei has record of this happening in the second My Castle defence mission in Nohr if the castle is set to Chevalier style, and I've got this: [Miiverse post] As far as I can tell, there is no negative consequences. Your unit isn't going to disappear after you finish the map. ​ ​
  8. [spoiler=The answer, according to the Internet]I mentioned Nohr because I think if you can't get anything meaningful from sparing the subordinates in Nohr, you probably can't in Hoshido, either. ​ Now what do Japanese strategy guides say... Kamikouryaku says there will be "no problem ? if they're killed as NPCs", with the question mark being part of the quote RRPG thinks you probably can't get anything Hrs-Game simply mentions that talking to them in Lunatic will simply get them killed in the next turn Kawaki Chatei specifically says that there will be no merit in doing so Oh, they'll also keep moving towards you once you trigger their movement by entering their range or when Team Camilla starts moving. ​ [spoiler=Hoshido's story]Forget about the morality of the Nohrian royals. Hoshido is obviously the darker route. Between Elise and this...
  9. You can't do that. Not only will you not gain experience (or weapon levels, for that matter), this map is also incredibly difficult since you can only send 5 of your own units. It does scale with the progress. EDIT - To clarify, you cannot get any experience in Nohr, DLC included, except with the Spirit Mountain DLC that's specifically made for grinding. On the flip side, if you do buy it, that map features golden Nosferatu monsters, which guarantees at least 20 experience when defeated.
  10. I can't say for sure, since I haven't played Hoshido yet. [spoiler=Nohr Chaters 23 and 25]You don't get anything for sparing the Hoshidan subordinates in Nohr. Takumi and Ryouma's subordinates just disappear from the story, getting no mention at all. I can confirm. Only regular units can obtain skills this way. ​ ​​
  11. That's Zero, Luna. You don't have to listen to him of all people. Ooh, Belka's next! I'm looking forward to that, as she's my favourite early-Nohr character (until her speed failed to catch up later on).
  12. Those units have their class sets, buddy and marriage partner remembered. They don't have access to all classes, and are unaffected by your equlvalent to that character. The same applies to stat caps; statues don't affect the caps of guest units. ​ Unlike the units newly obtained from a different castle, updated units from your copy of the game (either through Endgame or by updating guest units) remember all available skills instead of just the equipped ones. Also, the logbook is now available to all kinds of units: copies of regular units, captured enemies, bond units and amiibo units. It's no longer MU-only.
  13. Oh, I think there's some misunderstanding here. I was talking about the enemies on the roof. I did not intend to fight Hinata at all. I don't know if it's possible to lure the enemies from the right side. You can't from the front; they won't move until you've entered Takumi's shooter's area, and having seven units gang up on you isn't going to be fun. Nine enemies (counting Guard Stance teams as two) are quite a lot to miss if the goal here is to gather experience, but I though it was too risky.
  14. I'm a bit pleasantly surprised if this is true. They didn't wait a full year like they did with Awakening.
  15. A little correction: Ratings do transfer. But you need to update your data once first. It seems that all save files share this information, and it's actually stored server-side (this should also explain why you have to keep updating the data instead of the ratings automatically incrementing whenever you visit someone else's castle). I think this means that this rating is shared across save files too, so you still don't have to do the playthroughs one by one. I've also read from Kawaki Chatei that finishing Invisible Kingdom will unlock all castle styles for the other two routes. ​I think this trick is done by simply returning to My Castle after viewing the Chapter 27 intro. Does proceeding to beat the game without returning also work, or is this simply a variation of what I described? ​
  16. In Lunatic, the rightmost two stairs are blocked. And even if you solve that by using Draw on the enemies occupying those stairs, the central enemies will still use Cut Through to give you hell. A highly defensive Guard Stance team may survive the immediate Enemy Phase, but the swapped position between both sides will mean that the rest of the team needs to take them out ASAP. Not the hardest map I've seen, but it still gave me some major headache.
  17. Nohr Lunatic here, just finished it not long ago. Did not grind until Chapter 20, at which point I started losing patience. I refrained from using units that are not mine except Ignis's paralogue, Chapter 23 and Final. I talked about Ignis's chapter in the Q&A thread. Chapter 23 was hard because of all those enemies on the building's roof blocking the stairs, carry the skill Kirikomi (Cut Through), are a mixed bag of physical and magical units, and will all move at once. Any unit that I actually have (not the fancy, 45-Def, 35-Res ones), no matter how powerful, will get mercilessly killed the momemnt they step in. Hinata (who was guarding a bridge for those who haven't played) wasn't a threat, though, since his team can be skipped by flying the team across the gap. I don't know about the Final Chapter, other than that I have lost all my patience, and the eneny healers carrying Weakness means that one of your units will get -12 in all stats if you just charge in without thinking. It looks horribly hard in Lunatic; I haven't tried myself, and I don't want to. I just wanted to beat the game so that I could start my next playthrough. Chapter 24 was not too difficult to me. It's annoying and required lots of calculations, but it's beatable. Just don't think about skipping all those optional enemies and reinforcements. And you'll need units with high Def. Def and Res are important stats this time, but your units won't excel both. I did it in just two tries. Belka with a Reverse Club makes those Samurai enemies pretty useless, and my biggest regret in that chapter was that she criticalled Ryoma before I could get the Kodachi - twice. That's what my first reset was for, and I ended up giving up. I think that's the only one in Nohr, not counting visitor ranks.
  18. This info is available in RRPG too, but I want to clear things up a bit. After you complete the game (in any route) and the credits have rolled (awesome music, by the way), you'll be asked to select 5 units to put into the supporter logbook. When you confirm, the game will save, but it writes in more than those 5 units. Specifically: Your greeting cards will be updated to reflect your progress. If you have cleared Nohr at Lunatic, the Nohr insignia will be coloured gold. The Archive of all the My Castles will be updated with your playthrough's music and videos. You will be able to select more servants in My Castle (which is why you sometimes see a Nosferatu of all things serving those online castles), as well as more BGMs. The above additions apply to all save files, including the ones from previous playthroughs. What will not be transferred: ​Unit stats, weapons Resources (food and minerals) Accessories Visitor and battle ratings (if you remember me saying that the rating system works like Awakening, sorry, I got it wrong) (See my next post for correction) What this means is that besides collecting skills through the logbook, you don't get anything between playthroughs besides cosmetics. This also means that you don't have to play each route one by one. You can have 3 or 6 playthroughs done in parallel, and you won't miss out anything.
  19. The mission: you are in a forest, and your task is to reach Ignis halfway between you and the enemies. You are too far away from Ignis for the Rescue and dancer tactic, and the paralogue itself is a rout mission anyway, so singling out a rescuer, a staff user and Aqua isn't going to help at all. Having the enemies promoted but not the child is dangerous. And it's even more so when we're talking about speedy, debuff-dealing Jonin (Elite Ninjas) against an Armour Knight before he gets Defensive Formation. On the other hand, there are also paralogues that can be beaten in a single turn. Examples include Midoriko, Shigure and Deere. You don't even need Aqua's help in Deere's case.
  20. I'd say get them early, unless you want to limit yourself on Nohr DLC. And definitely get Ignis before Chapter 18 (children level 20, base class).
  21. I'd say it's good, although others may say otherwise. That's what I did, and Kamui is indeed an excellent magic user after levelling up. The improved Spd that comes with picking Mag also helps. You may want to use a physical Kamui to take down the final boss (especially if you want to do that in 2 turns), in which case you'll need 33 Str, according to RRPG. (That's for LunatIc, but if it works in Lunatic, it works in Hard too.) If that's true, my +Mag -Str Kamui who ended up with 23 Str and 33 Mag may actually still stand a chance by appling all boost items and use Guard Stance. So yeah, Str isn't that much needed. You may as well focus on Mag, because a unit with neither will have a hard time contributing to the fight. If you have Kanna training in consideration, well... I don't know. My Kamui married Felicia, so Kanna has a set of Mag-oriented parents. Kanna ended up getting 24 Str and 24 Mag, making her unworthy of the battlefield (her 33 Spd is the only thing remarkable, but Suzukaze says hello).
  22. Um... Serge is 19. She met Minerva when she was 9, which was 10 years ago (taken from two separate pieces of support conversations). No one calls her old in-universe, although her family woman archetype gives off that feeling. I don't know what's the case in Japan (TV Tropes calls it a discredited trope-to-be), but where I live (in Asia) certainly doesn't have people marrying early. Marrying at 30~35 is the norm here. But that's besides the point. If people really want young characters, that's what the second gen is there for in the first place. Of course, there would be this problem that players get to know the first gen first. On the other hand, the second gen of both Genealogy and Awakening overshadow the first gen anyway, so I don't think it's that risky to do. Besides, if preserving the characters'... "status" is that important, they probably shouldn't get married in the first place.
  23. I'd say they can still do what FE4 did... without killing the parents. Is having to draw old people going to hurt so much? This is Fire Emblem. They'll look good even after they get old. Look at Finn and Evayle. I like this better than time travel. This doesn't make the mission feel less serious to the extent of Awakening. Grima takes over the world? Meeeh, there's probably some third or fourth timeline out there that survives.
  24. I have a little request regarding My Castle teams, though I guess it's not a big issue if no one else can help me: [spoiler=Nohr final chapter]I'm getting impatient and somewhat tired of my crrent Nohr run, so I want to beat it early. The final chapter can be beaten in two turns, but it requires someone powerful enough to take down Takumi within three hits (since his copy will block the fourth). One approach to do this is to get someone with all the attack buffs, but I have trouble getting such a unit. In short, this unit should have: - Line of Death [死線] (+10) ​- Extravagence [お大尽] (+10) - Aggressor [居合一閃] (+7) - Overbearing [見下す者] (+5) - ____faire [○の達人] (+5) - Prescient Victory [先手必勝] (+4) Though it's not that much of an issue, because I did find a unit (a magical Eponine) with the first four of those skills (or at least, someone with those class sets; guest units still have their original spouse, buddy and stat limits, so with a few seals they'll get those skills back). It would still mean I have to cycle through two or three classes, so if anyone happens to have juuust the right unit (like maybe if you used the classic Holy Bowman Mozume method), I'd love to get it. I don't know if Eponine will be powerful enough, actually, at least as a Dark Knight. Lightning isn't that powerful, and I don't have the resource needed to make a Lightning +1. Switching to a bow may be offset by her low strength, Takumi's slightly higher defence, and the elimination of weapon triangle advantage. Well, don't know until I try. EDIT - I have since beaten the game. Now I have an Eponine with some of those skills mentioned. Let me know if you want those skills. http://www2.pegasusknight.com/wiki/fe14/index.php?%E3%83%9E%E3%82%A4%E3%82%AD%E3%83%A3%E3%83%83%E3%82%B9%E3%83%AB%2F%E9%8C%AC%E6%88%90%E5%B1%8B You forge weapons by visiting the forgery and give the forger two copies of your desired weapon and gems Forged weapons will have a "+1" number shown next to the weapon, and you'll need two copies of +1 weapons to forge a +2 and so on If you want to reach the maximum (+7), you'll need 128 copies of the raw weapon and 247 gems (of the same type) in total Since you can only hold 99 gems of the same kind at once, you can't really forge weapons in one go without mining for gems (you can exchange them, but the exchange rate is exorbitant) +7 weapons have +11 Mt, +20 Hit and +15 Crit (weapons that cannot critical trade Crit for Hit) The two nations have separate forgeries, so you'll need to visit online castles if you want to forge something from the other side
  25. Castle style avaibility, see also Kawaki Chatei: Hoshido: Hoshidan capital, Wind Tribe, Izumo Nohr: Nohrian capital, Cihevalier, Muse Invisible Kingdom: Like every other My Castle feature, you get everything from both sides (but you don't get anything else in additIon) Hoshidan capital: ​http://blog-imgs-71.fc2.com/h/i/m/himajinnnogame/CapD20150531_1.jpeg http://blog-imgs-76.fc2.com/q/u/e/questnikki/EFif026.jpg http://world-action.net/wp-content/uploads/2015/06/20150531_045420.png Wind Tribe: http://img.inside-games.jp/imgs/zoom/579200.jpg Izumo is the one with a giant rock in the middle. Can't find any pics for it. Nohrian capital: http://www.4gamer.net/games/287/G028791/20150625063/TN/049.jpg ​ http://yaumi.up.seesaa.net/image/0630_1-thumbnail2.jpg Chevalier: http://i0.wp.com/pssokuhou.jp/wp-content/uploads/2015/05/CGU5Y8uUYAEjRou.jpg Muse: http://dengekionline.com/elem/000/001/066/1066372/fe_04_cs1w1_400x.jpg (You won't find boats like the ones seen in the opera house)
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