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Diogenes

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Posts posted by Diogenes

  1. Make the magic relic weapons (crusher, blutgang) have 1-3 range, so they're as good as the normal magic weapons. There combat arts can stay 1 range.

    Nerf normal magic weapons except aura knuckles. make them stay 1-2 range, and their upgrades can reduce weight or increase Mt or hit or something. Make Arrow of Idreana avalable on every route, and give Hubert some extra bonus for his paralouge.

  2. Anyway guys, I thought I'd update you on some things. I run up against a wall, so to speak. I increased the difficultiy up until Ch. 17 in Erika's route, but now background scenes are corrupted. It seems strange to me since the only real messing around outside of nightmare I've been doing is adding animations to already existing classes. Also the wifi antenna on my laptop died, so I've been restricted to my desktop until I get a new one.

    Anyway, since I have no idea where exactly I went wrong, I'm going to do it again from the top, and add extra items and classes before I do the chapter difficulty re-balances.

    I'm still seeking animations for the new classes, Mystic and lancer (although I could just use generic necromancer and female soldier), and a spear animation for Erika and axe animation for Ephraim. If anyone would be willing to help me out with those then Please reply in this thread or PM me, and we can discuss compensation.

  3. Back from the dead (AKA TA-ing). I inserted the animations, but bricked my ROM when trying to expand/repoint the class registry. I'll just try it again from the top with my backup.

    In related news, I Read this on weapon effectiveness.

    http://serenesforest.net/forums/index.php?showtopic=51969&hl=effective

    To expand on my previous question, is there a cheap and easy way to add Super effectiveness against classes? Can I use existing class numbers for new classes (giving my injured paladin class paladin class number)? Can I make gargoyels vunerable to Dragon Slayers by giving them wyvern knight class numbers in nightmare? Once I expand the class registry correctly in the hex editor, do I have to do something different to create new class numbers?

  4. This isn't bad. Since it has something of a script format to it, most of the exposition is going to be dialog, which isn't always fun to read. You need to establish who cyphrus is. Everyone else is with their spouse, but ross is with some random (guy?)

    Also Ross the boss seems like a guy you want on your side in a battle (+15 crit!) But it seems weird that he'd be in a war council attended by monarchs. I think Kyle, Franz, Duessel, or one of the missing lords would make more sense.

    Keep it up, and consider posting this to FF.NET

  5. I've fixed the problem. I think I had the values right the first time, it was only because I didn't select "search in both directions". However when I replaced HxD told me that only ~5 replacements occurred. I haven't bricked my ROM yet, so I don't know if I did that step correctly.

    Now if only I could get the modules in nightmare right. I did the steps outlined in the tutorial, and I can select my custom classes and edit their base stats/weapon lvls/whater, but seeing that I couldn't properly select Class Number in the module, I changed the number at the top of the .txt to have 165 rather then 128. Now the module won't load at all. What is the significance of class number anyway? I think FE8 skills other then crit bonus and lethality are tied to class, so can I give a druid greatsheild if I give it a general's class number? Not that I would.

    lxCKW8b.jpg

    Also, I don't know if I should make another topic for this, but I found this thread on FEU. Is anyone familiar with patch and how well it works? I'm creating an injured paladin class for seth and want to know if anyone has cracked how to make classes promote automatically at lvl 10.

    Thanks for all your help BTW, Baldrick.

  6. I'm not just buffing stats, I'm adding healers and enemy reinforcements to positions that you advance to. Also if you see a dark mage check if it has eclipse. It very well might.

    And I worry about making bows too OP, so warrior Garcia is a strong unit, especially before you get other promoted axe users.

    I'll have added the new classes and finished rebalanceing Erika's route soon, so you'll be able to judge it properly.

    If anyone can help me out with animations, I'd much appreciate the help. There is already an Ephraim sword animation, but I'm still looking for an Ephraim axe and Erika spear.

  7. Thanks, that helped a lot. I'm moved the class data at offset 807110 (where it usually is in FE8) to B2B000, but I don't know how to convert that into little endian and have HxD point to it. I tried using a tool linked by Lance-a-Lot further down the thread, but I can't seem to get HxD to accept the value I got out of it. I tried adding 08 to the value to be converted, but it still won't work. Any Ideas?TTtzpGb.jpg

  8. So I've found some tutorials on how to change the animations of existing classes, but how do I add more classes to the class registry? What do I need to do if I want to add T3 classes or more monster classes? Pointing to the things I need (walking sprites, class name, generic portraits, animations) in nightmare would be easy enough, but how do I insert this into the game and expand the possible nightmare entries?

    Thanks in advance.

  9. Hello everyone! I'm relatively new to the forum and I'm making a FE8 hack. It's not too ambitious, just basically vanilla FE8 with some new and rebalanced classes, extra weapons, extra supports, much harder difficultly, and eventually (if I can figure out how) a few more chapters. I don't want to go down in ROM history, just create a better alternative to regular FE8.

    Re-Balanced difficulty and class changes. AKA, the bulk of what I'm doing. Things done already are highlighted in Green

    • Much harder difficulty, but still beatable without tower/ arena abuse. Should you need it though, the tower is easier to abuse, with better item drops. The top levels of the tower have master seals, stat bonus items, fili shields and iron runes (You Shouldn't Need Any Of Them).
    • Classes have been rebalanced. Snipers have +15 crit. Mage knights and Valkyries have +8 crit. Wyvern Lords have axes instead of swords and 7 movement, but some enemy wyvern lords have all 3 weapons and 8 movement. Dancers can use staffs and steal, and Rouges, Assassins and Dancers can move again after actions. All mounted classes get 8 movement except great knights, who get 7. Also Rouges and Assassins get 7 movement. Promoted Ephraim can use axes and promoted Erika can use Lances. I kinda want to demount them too.
    • Seth starts out as an injured Paladin. Low caps HP, but promotes into a regular paladin at level 10 with better stats then he normally starts out with. His growths are even crazier though, because Seth means Death.
    • Monster classes are buffed over all. Mogals can use regular magic too, and their promoted attack drains like a rune sword. Deathgoyls and Bow Wraiths get +15 crit. Cerberus' Hell fang will be a brave ability, and mauth dogs will have it sometimes. Spiders are scary. Skeletons are spooky.
    • New Mystic Class for Saleh and enemies. They use Light and Dark and have +8 crit (Beware the higher crit Light Tomes). They promote from Monks and Dark Mages, so they're a male only class. This also means that there is no more summoner class, and Artur can't be a sage. New Halbardier/Lancer class for promoted soldiers. They would have +15 crit and Amealia would be able to promote to this. Maybe Gilliam too.
    • More Weapons that aren't broken, and nerf sacred weapons. Generic versions of the Rapier/Reingleif. The trainee axe is still weak, but super effective against armor and Calvary. Enemies will have all these new weapons, and only enemies will have poison weapons, which are buffed. Bows have 2-3 Range. Short bows have 1-2 range. Long and Poison bows have 2-4 range.
    • Infinite use weapons in every class except staffs.
    • Better drops and steal options in the main chapters. Metis tome had 5 uses and you get 2. Boots have 2 uses and you get 2.
    • Buff Gilliam, Moulder, Garcia, Marasia, Dussel, Dolza, Knoll, and whoever else I think needs it. Tell me who needs it!

    New Content AKA Stuff I largely don't know how to do yet.

    • Add new chapters to make the game longer. Originally I wanted to eliminate the split and have certain characters go with Ephraim and certain Characters go with Erika, but that seems beyond me. Instead I'll add Bonus Chapters. 2 to the pre-split Erika chapters. 2 to the split routes. Three to the post split. I'd like to make some bonus chapters accessible to the world map rather than tacked on at the end of regular chapters, but I hear that's almost impossible. (I suck at this coding stuff. and this animating stuff. and this spriting stuff)
    • Writing and inserting more Supports. I'd like to make it so you can rack up as many B supports as you can.
    • FE7 style Pre battle quotes and in battle dialogue that make it blatantly obvious who I ship (SethxErika, AmealiaxFranz, LutexArtur, TethysxHalf the Army)
    • New Characters! Ewan gets a pet Mauthdog (That turns out to actually be Velour). Amealia is afraid of skeletons until Franz shows her they can be friends. Lute give Author a present that not only has venom and silk glands, but high HP and Def as well. L'Rachial gets a new horse named Chiron right around the same time she starts getting mysterious love letters. More to come!

    As you can see this is a huge undertaking, and I don't expect to finish it all. I'm going to use available animations for all I can, and maybe beg help for the animations that don't exist yet. There are animations for the halbardier class I want to use, but the link in the animation resourse thread is dead. I also once saw a video of a swordwoman attacking with a mauth dog that I want to use for Velour, but I don't know what the deal is. I hope to be able to work out a deal with people who can help me. I can write smut for you perverts if you give me what I want Right now I've increased the difficulty of the presplit and about four Erika route chapters, but that part is the easiest thing I have to do. Any feedback you folks can provide is much appreciated.

  10. Currently I'm just working on a enhanced FE8 rebalance with new classes and some extra characters and supports and such. I'm still so new I'm trying to figure out how to add renforcements. Eventually I'd like to eliminate the split and round out the cast with some monster units (good doggy, hungry skeleton, ect.)

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