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GiGi

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Posts posted by GiGi

  1. Use the forests and hills in the south and the wyvern Hit% drops to 5~15%. With true hit that's 0.1~8% in reality.

    For a hit+Pierce to occured, it would take a (8% x 20%= 0.016%) chance to happen.

    Well I guess my units are underpowered in the luck department, as well as I lol cuz I gotten pierce-killed on two separate occasions

    And why shouldn't someone be able to do that?

    AFAIK, i haven't seen anything like that in a FE game. This "abuse" is the "hidden trick" of the hack.

    Otherwise, Gleipnir would still be the weakest holy regalia of the game due to class and weight limitations.

    Every game has some sort of a secret "i win" way for the player to use.

    Oh, I stated this only to help people having trouble with the western region, just my strategy for this chapter... I actually have no problem with Gleipner... though I would like to feel like I have a true reason not to do it...(rare drops, or a need for exp) like the "illusion of option" or control of destiny,etc or W/E....

    As a matter of fact, That's basically all my negative criticism of the hack in a nutshell tbh... The fact that the game discourages deviance from an optimal way to play. FE8 attempted to apply that illusion of choice but didn't really fully commit (multi promotes, Variable caps, Split routes/commanders)... I was hoping you'd take it to the next level, as opposed to just re-balancing to make the game more challenging when playing "optimally."

  2. Y'know It would have been nice if we gotten dialogue or some form of exposition to help players understand why dafuq we're fighting these bosses again, come to think about it.

    I personally am not a fan of chapter 20... the final chapter is OK, but that might only be because I was prepped by the previous chapter....Also I had to do chapter 20 twice because by the time I got to the final chapter... I needed more weapons, and magic.

    IDK chapter 20 didn't seem as hard as it felt tedious and aggravating due to the fucking 9mov armor peircing flying units.... I really don't savestate games out of habit, but in cases where I don't see a physical possibility w/o the influence of luck I would like eirika 15 and 20. besides I loaded old states on accident before which is the worst thing in the world.

    With that being said... equipping a Summonor Ewan, Gleipner and Having him use beserk & sleep trivializes the west region of the map... And I feel no shame doing so due to the fact that exp at this point of the hack is as valuable as sand to a desert, all the enemies can go f*ck themselves at this point, in-fact I find having 5 clean spaces in my inventory more useful that mugging an Iron rune or fili sheild ..so yeah having reiv or morva kill the other was not a problem, however I did kill them both during the first play through conventionally to see the quotes...

    The units I assigned to the mid south at the beginning were mostly flyers and High crit % units, to get rid of the paladin quickly then rendevouz north east w/ Eirika, eiphram and the homies... but because of the damn wyverns we had to camp out in the spartan formation to the north east where we 300'd the Wyvern nights, Wyvern lords and great knights. It's been a while since I played but I believe I waited until like turn ~40 before proceeding because getting hit by 2 Wyvern knights at any given time can potentially K.O. any unit no matter who.

    Because Ewan is such a boss when the Wyvern lords stop spawning the rest of the chapter is a walk in the park... Like the chapter is basically done. Which translates - to no Wyvern knights - no difficulty, no chapter really... same for the final chapter.

    There's a lot of things I wanted to talk about regarding this hack, but just forgot to upon completing it... well I haven't picked it up again tbh. But there are a few things I am concerned about, being that my mouth waters for a good remaster of FE8...
  3. what's crazy about this is that it balances itself however you might have to increase the uses to 5-6, Max weapon usage will be ~25 with the added problem of inventory space aswell... It also appears that it might even cost a turn to copy weapons.. always interesting to see new mechanics in FE fan games.

    Are you planning for her to be able to equip basic weapons though? like iron sword and shit?

    Initial concept:

    m5sSkFx.png

    Once I'm done the copied weapon will last 3 turns and cannot be traded, sold, dropped, given to storage etc.

  4. Watched the end of the SA Arc of Gintama. Best Shonen Ever.

    Go read Mob Psycho 100, it's by the same writer, and also his main work that he puts more effort into (And it shows). (And hey, you like mystery right? Then go read all of Naoki Urasawa's works, he managed to remake a freaking Astro Boy story into a Seinen mystery sucessfully, also, you like AOT? I thought you had very harsh tastes)

    You believe AoT was bad? I hope it's not because of the fact that it got really popular? IDK if there's a term for this but I see this happen all but to much in just about every community.

    I'm tryna get into Durarara ATM though..

  5. I'm still tryna figure out how you even got blender to render a single solid color as a texture... besides that both animations aren't short of perfect... well atleast imo as far as animating goes...

    BTW? doesn't GBAFE limit class animation frames?

  6. HOW AM I SUPPOSED TO KILL THIS, PLS HALP

    NOT EVEN MY R N G BLESSED UNITS CAN DEAL WITH HIM

    Just kidding, Been playing this on hard and enjoying everything you did, Original fe8 should be like this

    But really, help, he is killing my entire army alone

    Fimbulvetr

    or shamshir marisa... you also should max out supports and use sacred weapons

    ...I really don't understand creatively why his stats are maxed though lol

  7. In regards to weapon ranks/balance, you might end up putting putting yourself in a balancing vortex... I'd say becareful in trying to balance weapons by ranks and weapon type as you'll always find yourself making adjustments that'll lead to you needing to make more adjustments in the future. Also keep in mind that in every game on earth there are various aspects that players abuse or dislike circumstantially despite it being the developers intentions or not.

    You have to look at the game as a whole when it comes to balancing something even as little as weapon stats, as what might make a killer weapon the best type of weapon in the game is the units we encounter, as opposed to the viability of other weapons similar or intended to be better than killing weapons. IMO opinion the best games are games that focuses on concept and creativity as opposed to "professionalism" and balance. I honestly don't believe you can go wrong if you make these your primary focus as the game will more or less be played in ways you would expect +/- some minor balancing flaws that don't break the game or harm replay value or enjoyment.

    well I say that to say becareful how you balance cuz I agree with Tycho that Killing weapons are pound for pound the best weapons throughout the game (other than shamshir assassin marisa Marisa specifically!!).. which is mostly due to the strength of the enemies late game, when 1 rounding becomes just about impossible w/o effectivenss weapons and IMO nerfing the KE will harm the early game and fucking with the ranks might harm the game overall.

  8. I won't deny that even now it seems a little unpolished, not really sure what it's trying to do. It seems to try a number of traps, but they're...Kinda weird "traps"?

    It does seem to create some interesting scenarios, whether by design or by you falling into them, but if you keep falling into them, odds are there's at least some design going into pushing you towards putting yourself in those awkward situations (examples: it drew you to bring your flier to the topleft fort, weakening your front lines, or down to the village, both reducing your fighting force and springing that trap). But this submission is a lot more subtle about it than others. I think that's actually a fair way of considering what it does: though it's not hyper-polished, it executes its ideas somewhat subtly (to the extent that sometimes it's not even clear what those ideas were, in particular due to its rough edges)

    Funny, I feel the same however I don't really know if this was really intentional, though players/observers can learn from it in creating their own chapter..

    But <5 minutes into the video I was pretty convinced its was going to be tedious and/or unpolished.

  9. Thx for your insight and critique.

    Kller Edge/ Shamshir:

    Weapons are balanced by rank. Both are C rank.

    The 30% of the killer edge end game is not enough to proc criticals consistently

    while Shamshir on the specific characters can reach respectable rates.

    Also keep in mind assassins can use the Shamshir which boosts their "Lethality".

    As for Eirika, she gains a base of 45%Crt.Ch. from Skill and Supports and class skill.

    Personally i roll more often shamshirs than K.Edges because Critical are more frequent.

    That 10% does matter as the game uses only 1 RNG instead of 2 for the Hit%.

    It's only normal for weapons of the same rank to have pros and cons.

    Male/Female caps:

    Odd, usually people complain about these :P

    Character growths are balanced by person, not gender, and their possible promotions.

    As such, characters with the same promotion will end up with different stats.

    And if you do take your time to max them out, yes they will be identical.

    This is good as now there isn't a "mandatory" promotion. Anyone is viable in any path while still retaining their characteristic growths.

    Promotion Growths:

    You say some are odd but they are made so you can boost "weaknesses" of character growths.

    Some promotions boost the strengths of some characters but you can also choose to improve their weaknesses.

    Stat boosters:

    They aren't enough.... really.

    Eirika ch.15:

    Do you have the updated version (1.10) where only half of them (wyverns) move?

    You can also use those boosters if you need to.

    (The bolting mage close to the wyverns is

    bait

    .

    Instead of rushing him, you should get away from him.

    )

    Eirika/ Ephraim:

    Yes, though at 20/0 are still viable up to Ch.15. In Ch.16 they are useless. (Don't bring the spare Ephraim/Eirika in that map)

    That's why they get some good promo gains at the end of Ch.16.

    For Ch.16, clear the stage while keeping your leader alive.

    I see, I see...

    like you said it is more useful during the endgame considering the crit% use of stat boosters and silvercard... but in the early stages of the game it felt weird that The only thing the weapon has to offer is a higher chance of landing a crit but had so much cons compared to the Killing edge...

    Male/female caps

    I figured it was a thing people complained about... I just like the option of choosing my archetype for a class since you could get atleast two of almost every class... For example would I want a speedy general (High speed good defense) or would I want a tank (High strength & Defense). FE8 kinda gave you that option with units that can potentially max out a cap of a single stat respectively. And characters by gender do have growth patterns.. though each individual's growth rates per stat might differ across the board female classes typically have higher res/speed/luck & males have higher str/def/con even looking at my save now I see that pattern...which I believe was intentional.

    My units have been pretty good all game w/ the exception of a few... So I was concerened that they'll be too good if I pumped them up with roids... The lords are good, however w/ the amount of enemies per chapter I believe my eirika was @ lvl20 before chapter 9 & at that point she's an exp blackhole and come chapter 13 w/o boosters she's a liability. (which isn't a big deal honestly).

    Chapter 15a still sticks out to me as the "Difficult chapter" mostly The following chapters are significantly easier... I figured the sage was bait but he still destroys lives... The biggest middlefinger comes at the end of chapter 2 if I don't divert the paladins (by killing the sage).. Ephraim/knoll is a deadman..

    I guess I just had to figure out how this game was meant to be played, when to effectively uses boosters, who/when to promote, etc. etc..

  10. So I'm currently playing through this hack and have a few thoughts about various aspects of the game.

    first off I'd like to say that this hack took a very fun game in FE8 and made it even more fun and challenging by making the chapters harder as opposed to just trying to strip the game of it's "abusable" aspects/functions, while attempting to promote them to an extent. though I love the changes to the early game shop inventories and unit placement, some changes I have to say weren't well thought out or simply overlooked or miscalculated...

    I'll wait to complete the game before coming out with a full review but there are somethings (mostly small) i'll point out now, cuz it's fresh on my mind.

    One thing I'm confused about is the balancing of some weapons more notably the killing edge and shamshir. so you've increase the weight, price and crit% of the weapon while decreasing the Might. meanwhile the killing edge wasn't touched leaving the shamshir to be a weaker but more expensive killing edge with 10% more crit... From a balancing standpoint there is no incentive to buy a shamshir over a killingedge as the latter is more efficient w/ 25 durability (to the shamshir's 20) and higher might.

    I suggest reducing the weight by at least one (I say 1) meanwhile increasing the hit% to 80 to make the weapon at least considerable... I've played the game with the shamshir @ 6wt and 80%hit and all in all it functions better w/ marisa and eirika and being that this weapon can only be used by select classes it's silly for it to be outclassed by the killing edge rather than poke out as a niche weapon for skilled classes.

    I also do not really like some of the changes to the max stats of some classes, including the male/female differences that were removed. females tend to have excellent growth rates in speed and low constitution. Vanilla FE8 kept the accessible units in mind while creating max stats for variable classes being that we can choose between promotions and can get more that 1 variation of every possible obtainable classes. This gave use the illusion of control or differentiation (or whatever) however with these balances I feel less inclined to experiment as there will always be an optimal set of classes to promote to. With that being said Some class changes are just poorly executed as a result. a Prime example is the assassin class.... neither colm or Marisa will max out strength w/ out suppliments but they both will cap speed 9/10x's but the assassins class gained def/atk boosts and reduced speed caps???

    Though these changes aren't crippling it is a bit weird and unnatural, however I do like the enhancements to the paladin classes overall and Marisa is unouchable regardless.

    This brings me to another concern, which are stat boosters... Now to be honest I haven't used any up until chapter 15 eirika mode (on cormag -_-)... so my inventory is FULL of em and I'm wondering now if I'm going to be getting a lot more of these? And will I be playing a game in which all of my starting units will have maxed stats within their respective classes?

    Also, about chapter 15 Eirika... all I will say is this..... That shit was hard, Like ragefest hard. Honestly that shit felt like a good ragefest submission however very luck based. Overall all of the chapters in eirika mode could use polishing and more thought IMO... I could be wrong but it seems chapter 15 was "hard by accident" because the very next chapter while annoying as fuck, can be trivialized just like chapters 12 and 14... Chapter 15 was hard for a lot of reasons mostly because of the fucking mages on the forts in the beginning. To beat the chapter its vital that I kill the bolting mage somehow which leaves atleast 1 of your units supseptible to the Wyvernknight swarm. in which one of them has to miss... not only that but the heros have to be disposed of early as well which will stretch the players units out. Meanwhile your southern units have to be strong enough to deal with the traveling paladins or else ephraim and his squad(except dussel) are DOA, which makes diverting the enemy units on the east more difficult...

    Eirika and Eiphram quickly become baggage towards the middle of the game... they cannot promote so they're stuck with low movement, HP and <20 def and resistance... so I'm thinking this is a case in which we have a difficulty spike due to the fact that grinding becomes available and to be truthful that isn't good game designing. for a multitude of reasons.

    Now to be fair! I Love chapter 13 Eirika... which is probably is the second hardest chapter behind.. chapter 15a... but that's due to a consequence of a change you made to chapter 9 where a Pirate was supposed to drop an ocean seal. Because of that I couldn't promote Colm whose speed was capped at 20 as a thief.. Now I don't if this was intentional but in order to steal from pablo the player would have to steal from isai to promote colm... That provided some really good depth which was the difficulty I hoped for in playing this hack.

  11. bro aaah sorry, what I meant was that the chapter was a good difficulty and was fun and challenging for the reasons you stated. Like don't get me wrong, I agree with you on that. And honestly Uther is still pretty deadly against zwei's because they are slow and requires not a lot of skill to smack down.

    What I'm saying is it gets cheesy on turn 10 where I'm like "alright, done here." and I leave my units at not so great HP left. And then I need to scramble around for a few more turns. I'm not saying its impossible to work around or anything, but there's a chance that you can be forced to restart because the game didn't actually end and that's not exactly a player error.

    You could just boost the turn count on like turn 7-8, so you're still in that survival state of mind and the boost won't be as potentially restart inducing.

    I agree with Ghatsu on the whole design of the chapter... fortunately by turn 8 I knew that I was either going to get an extension or have to route all the enemies judging by the way the enemy units droppables and some dialogue was setup, so I didn't have much of a problem due to surprise... Fe7x has some ways to apply difficulty, which appear not too thought out or refined or even lazy... For this chapter If you have the mission objective change on turn 8 or turn 9 as opposed to the last turn and have reinforcement spawns happen a bit more appropriately, you'd be able to establish the psychological effect while still giving the player adequate space to adjust to the changes.

  12. So, heres a mug and lance animation for prince Earig, just to get things rolling a lil bit...

    Prince_earig_forum.gif

    ^^The speeds for various parts of this animation is butchered** IDK how to upload these outside appropriately.

    Earig.png

    I have a bunch more animations and mugs done (at least as completed as these two are).. but I'll wait a bit before posting them raw....they need some touching up.

    So, yeah Klock convinced me to wait a bit for Fexna, ...a non supported Fexp is super time consuming. So I'll be brushing up on C# and work on some graphics in the mean time rather than tackling the meat of any FE game engine for now...Hopefully Fexna is released before I'm done, if not I begin learning ruby & working in fexp in the meantime....so again if anyone knows anything about Fexp please feel free to contribute some insight.

    The classes, skills, stats growth rates add-ons, characters & plot are all pretty much completed ...in concept lol.

  13. In short, FEXP is wildly inferior to FEXNA and something something there was supposed to be like a summer beta (Maybe it was late summer?), but in any case if you want to make an FEXP game feel free. I'm not really going to add anything to my old guide, since I not only haven't used FEXP in 2-3 years, but I wrote down everything I knew at the time so anything missing simply wasn't fully understood enough for me to include in the guide.

    As for other notes, what's up with the Dessert Seal? D-does the power of hakey cakey make your units promote?!

    thanks for the response

    The dessert seal was created by the lack of proof reading, It can promote you Units to bakers apparently...

    If indeed the Fexna beta is released in this timespan somehow, I will definitely definitely drop Fexp and start over, but I will be messing around with fexp for the time being ....so that I'm not sitting down on the idea for another 4-5 years....

    Hey man I was reading over this and alot of it sounds really cool. I especially like how you can't get all the players in a single playthrough, I really liked that idea in FE11 but I felt that it was not well implemented at all. Also most of the skills seem really cool, though some of them are a bit unbalanced, like the "Kasuri-Gama" maybe you should make the hit decrease lower?

    Sadly I know literally nothing about FEXP so I can't help you with anything, but I wish you luck, this seems like it could be really fun.

    First off thanks for your feedback, second in regards to skills, eventually some of them will be re-balanced inevitably, however for the most part certain skills as good as they seem will not be as OP when considering the Units than acquire them. I might need to drop the hitrate on Kasuri-Gama like you suggested in the longrun however as it is now, the class that will receive the skill will be a low damaging speedy class, with a low base axe-level.

    Other skills that might look too beneficial as well, such as momentum, and Master will never be optimal to use all of the time, as I plan to make them a bit situational...

    and lastly I will continue to do research on what people like and didn't like about shadow dragons recruit system, and also try to hint benefits or cues to when you should prioritize the survival of a character. I will also try not to be cheesy with the whole "hey, you lost a shitty berserker, you get a replacement beserker next chapter" as well as not be entirely random... everything will make sense especially if you pay attention to details and Lore.

  14. So, I've always wanted to make my own FE game for some years now (about 7 or so) and a few years back I was into rom hacking. Long story short, I lost a lot of my contents back then including working form of my FE8 patch. A few years later I finally recover a few animations and mugs however, after putting such a project down for some time coupled with the fact that a lot of progress was loss I no longer feel compelled to resume my FE8 hack.

    ...but, I seen the debut of FEXp back in the days and loved the freedom and capabilities of creating a FE game on that engine. I didn't pick it up at the time because I was midway in between finishing my GBAhack....eventually I put down FEhacking (after the loss of progress) for 4 years, my college years, and now I'm back.

    So why am I here:

    I've been browsing the web for fexp help for a few weeks now and it's pretty scarce, I'ma be honest. Klok's tutorial was great, but it left out most the things that it would take a long time to figure out on my own, like the counter intuitive aspects of fexp (which there are a lot). I would reeeeeeeally, really, really, like to know the limitations of Fexp, and what problems rpg maker presents for creating a FE game. because I'd hate to be stuck midway in development.

    Fire Emblem and the Seven Seals
    brief overview/summary :


    So FE&SS takes place on the continent of Cambria, which was once unified under a single government, a monarchy where the Canilupus family held the throne as the ruling family, unifying the 6 kingdoms, 23 states and the freeworld of Cambria. The idea was that there will be peace in the unity of Cambria, however, the implementation of central government resulted in a lot of poverty and corruption in and outside of the capital. Not only that, but there were rising tensions between the Vorticellas and the Ostian houses. two of the most powerful families of cambria, which lead to many civil disagreements and confrontations.

    Four families occupy Chitadela, home of the throne; the House of Thallium, the Vorticellas, The Ostians and of course the Canilupus clan. Before the game starts Aergent Canilupus, King of Cambria banishes the Ostians from the captial cutting ties with Ostian royalist and limiting their political influence. Shortly after, the Vorticellas establish a coup, where Vigo Vorticella, the Kings leftenant and primary war adviser, assassinates Aergent. The game begins during the genocide of the Canilupus clan, where we play as Earig Canilupus, son of Aergent.


    Some Important Houses and Families of Cambria:


    Vorticellas: The Vorticellas are a smart group consisting of the most notable tacticians on and off the battlefield. Considered to be cursed, the Vorticellan family suffers from an influx of female offspring for the preceding and current generations. unofficial records suggests that the vorticellas under the age of 21 are 87% female. The irony and said cause of the curse was the shear amount of incest and corruption within the Vorticellan family as well as the patriarchism and prohibition of female soldiers and participation in politics.

    Ostians: the oldest family of cambria. Natives of Ostia where said to have migrated from far west to the Cambrian continent. The Ostian family doesn't consist of any singular royal bloodline, however nobility is appointed to those who accomplished important accolades, such as battles won, acquired funds, and established partnerships. Ostia has the most diverse population in which the only way one can truly Identify as an Ostian an artificial birthmark called the lions sigil is burned into the skin of all born under a constituent of Ostia.

    House of Thallium: AKA the Iron Clan. This family consist of the second largest "organized" population following the Ostians, however possesses the most revered military of the civilized world. House of thallium leads Cambria in weapon forging, war inventions and possessions. Of the 4 families occupying Chitadela, Thallium consist of the least representatives in the kings council as it's rumored that their people cannot be trusted.

    Arymac the Arymacs are a wild bunch people who occupy roughly 27% of Cambria (most areas identified as inhabitable). not much is known about their way of life however it's rumored that they terrorize small villages, pilfer goods from supporting states, intercept transport into the capital and practice treacherous activities such as bestiality and pedophilia.

    The Canilupus Clan Also called the chimera clan. The Canilupus clan was the fastest growing family in Cambria, they defeated 24 clans over the course of ~30 years, including the feared House of Satyr. Following the defeat of the Satyr the Ostian emissary formed a pact with the Canilupus clan and the remaining Satyrs to unify Cambria.

    The Satyrs was the largest most powerful clan in Cambria until the emergence of the Canilupus. The Canilupus clan overcame the Satyrs when the Satyrs attempted to lay siege on the House of thallium. Using unconventional methods the Canilupus clan proceeded overrun strongholds and infiltrate Satyr owned cities and villages. During and after the fall of Satyr most of the Satyran people bred with the Canilupus clan. Offspring of the Canilupus x Satyr relations are called "Chimera Kids". One of the old Satyran cities was renamed Chitadela and housed the new throne of Cambria. The non-chimera Satyran population in the capital are identified as Ostian, and those outside of chitadela and Ostia either reside in low end villages or migrated north to the house of Ethreal.

    Hajate Clan the Hajate dynasty home of the secret scrolls, is a kingship which values honor and stability. The Hajate along with the Ostians where huge supporters of the unification of Cambria, however the Hajate disliked the idea of allowing Canilupus to inherit the throne. Being that the Canilupus clan was nominated with the momentum and expansion from defeating the Satyrs to claim the throne, the Hajate clan stepped aside and negotiated various favorable conditions, one of which excuses the Hajate clan from involvement in foreign affairs.

    Replublic of Stralla a Mysterious bunch of people with a diverse population. the territory of Stralla includes a portion of continental land that lays on the western edge of Cambria and a series of small Islands that stretches around cambria in the western sea. Stralla is said to be home of the pirates and theifs as pirates of stralla contributes the most wealth to their economy. Their relationship with the counsel is currently unknown.

    The northerners : House of Dragons & House of Ethreal
    not much is to be said.... Ethreal holds the fire Emblem, and the house of dragons is home to the best magic of cambria. ...It's rumored that dragons still roam the north, and northern people can live amongst them.....but no one's seen a dragon in years....right?


    Gameplay & Goals:


    We play as Earig Canilupus, son of Aergent & heir to the throne. Prince Earig is a rebellious and adventurous boy who spent most of his time sneaking out of chitadela and romping with the youth of the Satyran village, Estus. initially he had no interest in power or inheriting the throne however as the genocide of his people is at hand, he is forced to take responsibility and plot a way to reclaim the throne. This is a story about the complexity of conflicting aspirations within Earig and the group of soldiers that become a part our campaign. Each character has their own motives and purposes for joining Earig, as well as offer Earig and the player knowledge and enlightenment on life and it's meaning.

    This game will function like your traditional FE game for the most part, with the main priority of development focused on overall enjoyment rather than visuals and difficulty. Players will have to make decisions which will ultimately alter the future and how difficult or easy certain chapters and missions will be. Unlike most FE games this game is open to the idea of death within the main party. Sacrifices might have to be made for survival or ease in the later game so every unit is not indispensable, however, understand that everything revolving around whether a character lives or dies is completely up to the players. There will be no correct way to beat the game.

    Unfair gameplay, such as luck based difficulty will not be implemented and as hard objective and decisions will almost always be rewarded... for example allowing a certain unit to die might be the only way a better unit will join in the future, therefor acquiring all characters in single playthrough, will be impossible.


    Revamped Class System


    Without Spoiling too much about the game, I will discuss a lil bit about the revamped class system. There will be 7 seals, each with historical context and different descriptions. when a unit reaches level 10 or higher they can use a compatible seal to promote. The class that they'll promote to will depend on the seal used to promote the respective class. This way the player must strategize and make decisions on which seals they'll save and or use for whatever character, based on their stats and growth rates. Also this simple formula will lead to customization beyond any Fire Emblem game or hack as two FESS saves will probably not be similar. -hopefully

    Seals:
    Iron seal
    Desert Seal
    Light Seal
    Master Seal
    Command/Skill Seal
    Ocean Seal
    Earth Seal
    ???
    ???
    ???
    -----Descriptions of seals will be updated in the future.



    Now one of the reasons I really wanted to work with Fexp is the implementation of skills.... I've been playing around with fexp for a few weeks now....and I'm still in the dark with its capabilities... but here are some skills I want to implement. Some of which I won't reveal due to me not wanting to spoil everything.

    SKILLS!


    Skill(s) I've gotten to work:
    Comet - Attack twice with reduced power (@ 75%) activation rate: skill + Speed
    Skills I know can work & or can script:
    Bull Rush - Gain attck & Def bonuses for moving 5+ spaces away
    Acceleration - Gain speed and evasiveness bonuses for moving 5+ spaces away
    Leverage - If enemy hitrate is above character hitrate, both hit rates become the characters hit rate.
    Venom Edge - Attacks poisons enemy units.
    Skills I think can work but dunno how 2 script yet:
    Kasuri-Gama - Axes have a range of 2 spaces at -10 hit%
    Immunity - Cannot get poisoned, put to sleep or paralyzed
    Practicality - Delivers a random status ailment, per attack.
    **Momentum/joust - deliver a single (even w/ brave weapons) close range attack that cannot be countered @ -30% hit, followed by the canto effect.
    Skills I believe are possible to script eventually:
    Infiltrator - can Drop allies 2 spaces away
    Invader - Can move after being dropped
    Companion - If you are 1 space away from anyone with the master skill, Damage calculation is applied to you instead if they're attacked by an enemy unit.
    Master - If you are 1 space away from a character with the Companion Skill, you get 1 extra attack at the beginning of the attack phase if you're the attacking unit.
    I Tried, I failed IDK WTF todo... Is it Possible?
    ****Phase - Move through enemy units



    So yeah guys that's it, I really would like to know the limitations of Fexp, what is possible and what is not... please don't suggest I wait for Fexna, Ive seen someone get told that 3 years ago lol...unless you know for a fact yeti will release the beta to the public before the months end or something.

    Names in Red are subject to immediate change

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