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Anomalocaris

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Posts posted by Anomalocaris

  1. 30 minutes ago, Tediz64 said:

    Isn't there a way you can give him the command to be assigned as Adjutant that way he is taken off the field? That was the only one I can recall in a chapter battle. I fought a few poison ones in those extras battles but those disappear and aren't available from the auxiliary menu. Sorry I can't help any further. I'm not that far into this Scarlet Blaze playthru so I can't recall any others. 

    Trying going to the side quests battles and find a battle against a mage commander. They spam Fireball spell which inflicts burning status. Or find a mage fort commander cause they also spam fireball and some can use Thundershock 

    Sadly, no. He's a green unit, and so cannot be given orders or made an Adjutant. He does whatever he wants and the player cannot stop him from eventually killing the Demonic Beast, short of somehow getting him to retreat in battle.

  2. 1 hour ago, Tediz64 said:

    It may not be that effective or practical but considering you need to press X to finish off the beast it can continue to spam you and your allies with poison attack. Go to auxiliary battles and back to chapter 3 where you free Monica and fight Kronya. The beast that is summoned inflicts poison and shouldn't be too high level that you are in any kind of danger of just taking hits. Outside of that I can't think of any kind of way to spam Restore. Are there any Combat arts that inflict a debuff you can cure? I haven't unlocked a large variety so I wouldn't know. 

    Poison-breathing Demonic Beast is a good idea. Do chapter strategies still apply during record battles, though? That's the real question.

    Edit: The strategy still seems to apply, and Restore can be farmed on the Demonic Beast... for a while.

    The problem is Jeritza getting too aggro and depleting the Demonic Beast's health. Once it's on death's door, it gets put in a permanent state of stun and can no longer poison you. Do you recall any missions with a poisonous Demonic Beast and no green unit allies?

  3. 1 minute ago, Moonlit Knight said:

    It's in the little blurb, but you think it would be better to have it in the chart? Maybe shorten the descriptions to make space?

    Well, the chart doesn't specify which is a Heroes' Relic and which is a Sacred Weapon, haha. But I think matching the same format as the normal weapon chart would be fine. It's okay if the descriptions go to a second line, they don't need to be shortened.

  4. 41 minutes ago, Moonlit Knight said:

    Cleaned up the Sword, Lance, and Gauntlets sections. I don't think the training weapons are part of the game (I don't even see them as part of mock battles), but I'm keeping them there for now.

    Also, Relics, Sacred Weapons, and the NG+ Renown weapons count toward the achievements to get all the weapons. Rusted weapons don't.

    Their models are used at the Training Grounds, but I don't think they're an obtainable item in the game.

    Thanks for filling in the pages. I think we should include materials in the relic/sacred weapon sections so the user knows whether they take Mythril, Umbral Steel, or whatever else.

  5. 54 minutes ago, VincentASM said:

    Oh yeah, if it helps, I've added some weapon data to the data-mined spreadsheet.

    There is some stuff missing from the sheet, some of which will probably need playing the game. For some bizarre reason, I cannot find weapon ranks, although I can modify them. I might also re-check all the unknown values again, in case I missed something.

    Haha, I didn't even know you were the one running the datamine spreadsheet, or at least a contributor to it.

    Yeah, I've fetched some info off there, but a lot of it is gonna have to be tested in-game like weapon ranks and forgeability it seems.

  6. 4 hours ago, FauxVeritas said:

    Took a break from doing characters to have a stab at the classes, I've made a start on Bow Knight.

    Not quite sure what exactly goes in those sections but give it a look and I'm sure we'll be able to figure it out.

    Listing the skills is good.

    Since this is an action game instead of an RPG we might want to talk about how the classes actually play (and note which ones share movesets or dismount into other movesets).

  7. It's hilarious to me how much better the class tree would be if Master Tier had just been folded up into Advanced Tier.

    • With the return of Hero, the three main sword movesets can now stand as peers instead of Mercenary moveset going extinct past Intermediate Tier.
    • Mortal Savant and Trickster are gone, but the former could always be added in as an additional sword moveset different from Swordmaster, or Swordmaster could be moved up to Intermediate Tier.
    • Soldier still winds up in Dismount Hell past Beginner Tier, sadly. No fixing that without wholly new classes.
    • Pegasus Knight no longer needs to go through Paladin just to reach Falcon Knight.
    • Speaking of Paladin, it can now stand alongside Holy Knight and Dark Knight as a peer instead of its moveset going extinct.
    • Fortress Knight, Warrior, and Sniper are no longer forced to gain a mount and thus change how they play.
    • Bishop and Warlock movesets no longer go extinct. Mages are no longer forced to become a Gremory or Dark Bishop.
  8. 19 minutes ago, Fabulously Olivier said:

    That's because combos and attack speed are both tied to weapon rank.

     

    It also means that there is no excuse for them to not add upgraded Mercenary and Bishop. The movesets already exist...

    Right, I figured weapon rank was the cause.

    Still, I wasn't expecting them to actually go and add extra attacks to movesets that become obsolete past Intermediate or Advanced Tier.

    And it's not just Mercenary and Bishop, there's no Master Tier version of Warlock either; Gremory is totally unique, as is Dark Mage/Dark Bishop obviously. They gave us four different mage infantry movesets but no mage cavalry, and only two of them are in Master Tier.

  9. I come to you all today with an interesting discovery I haven't seen anybody mention yet. Two or even three discoveries, actually. It's a real rabbithole.

    As many of you noticed, the combos a class can perform increase as you promote to higher tiers; for example, Fighter only has three Combo Finishers, but when it promotes to Brigand it unlocks a fourth Combo Finisher, and then a fifth when it promotes to Warrior.

    Normally that's the end of the Fighter moveset; it doesn't have a direct promotion into Master Tier, it has to instead go diagonally over to Wyvern Lord, which uses a different moveset. However, Wyvern Lord, as you may know, uses the Fighter moveset when dismounted, and sure enough it turns out the dismounted moveset has a sixth Combo Finisher unlocked, wholly new to dismounted Wyvern Lord. The same applies for all the other dismounted movesets; dismounted Great Knight uses the Armor Knight moveset with a new Combo Finisher, dismounted Bow Knight uses the Archer moveset with a new Combo Finisher, and of course poor Soldier class gets redeemed by having fourth, fifth, and sixth Combo Finishers when you dismount as a Falcon Knight, Dark Knight, or Holy Knight.

    However, that's not all. In researching this, I made a second discovery; once you unlock those fourth, fifth, and sixth Combo Finishers by promoting to a new class, they also get retroactively unlocked for the weaker versions. My Dedue has reached Great Knight, but if I demote him all the way back down to Armor Knight, he still keeps the full attack string.

    And this is the real kicker; it doesn't even have to be the same moveset, just the same weapon type; if I demote Dedue even further back to basic-ass Fighter, he now has all six Combo Finishers unlocked from the Brigand/Warrior/Dismounted Wyvern Lord moveset even though he's never even touched those classes. This suggests that moveset expansion is tied to weapon rank rather than promotion.

    And now here's the real kicker to the real kicker; even "dead end" classes that have no Master Tier representative whatsoever (not even a dismounted moveset) like the Myrmidon/Mercenary moveset, the Monk/Priest/Bishop moveset, and the Mage/Warlock moveset get new combo strings as long as you've reached Master Tier with that weapon type. So there are secret moves that you can use as a Mercenary that some people might not even realize exists. Probably doesn't justify using them due to the weaker stats and class skills, but still interesting.

  10. 1 hour ago, Sasori said:

    Still am I the only one who finds the Ai in this game to be especially stupid? In other warriors game I tend to be able to just let them do their thing, but here allies just seem to refuse to move on their own. And even when ordered they don't always move to the npc's I ask them to move to.

    You might wanna check your general strategy settings. You can set what each character's AI does when it has no immediate assigned task; attack the nearest enemy, defend the nearest base, or do nothing.

    As far as assigned tasks, though, in my experience the AI has been pretty good about moving on them. They pathfind and move pretty quickly, and stick with their assigned task.

  11. 50 minutes ago, VincentASM said:

    It was placeholder data from the demo.

    The learnset order should be tier-based and loosely based on Three Houses. But I wouldn't mind if it was changed.

    I did briefly check the in-game class tree and the order is a bit different there.

    As is, it being one massive block is a little hard to read, so I'd be in favor of at least putting in dividers between the tiers.

    For order within the tiers, I guess left-to-right as they appear on the class screen makes the mose sense.

  12. 10 hours ago, VincentASM said:

    Cheers. Looks good.

    Ah, I forgot to mention I can generate the learnset tables in seconds. But still, good job doing Hapi's ^^

    The other tables need the stat+X abilities renaming though. I may run a script to do it later, but if I'm taking too long, anyone is welcome to change those.

    Yeah, I noticed some of the tables' Stat +X abilities were misnamed. Wasn't sure if that was a table generation error or something else.

    We might want to sort the classes into a standardized order, though, or separate them by tier or weapon type.

  13. 3 hours ago, Dark Holy Elf said:

    Honestly, I dunno that I'm that interested in a "true" FEW2, at least not any time soon. Three Hopes should scratch the gameplay itch just fine. If/when they do it, there are a few choices, near as I can tell

    • Focus primarily on the most popular games at the time, which will be probably be Awakening/Fates/3H/possible new game. Makes the same people who dislike FEW1 unhappy but that game's sales numbers kinda show how little that matters. But... this game also doesn't serve any real purpose.
    • Focus on games that FEW1 and Three Hopes didn't. Obviously a bad idea.
    • Try to have a balanced focus on the entire series (though I wouldn't go for any sort of "perfect" balance, Thracia doesn't need many reps etc.). This would probably work as a pure fanservice game though the plot would likely be even more incoherent than FEW1. Maybe that's not much loss, though. So I guess this is the best idea, but I'd wait a few years on it. And I can't say I'd be personally super-excited by it.

    I don't think you need to focus on the entire series at once. Keep the existing roster (Shadow Dragon, Awakening, and Fates) and add three new games to it (Three Houses, PoR, and Blazing Sword?), with those three games getting more focus in the story than the old ones.

    Assuming the franchise keeps going after that, each successive game could phase in more FE games to the roster.

  14. I've started doing some edits myself. Added a couple more characters to the front page, and added Azure Gleam recruitment conditions to the Blue Lions, Rodrigue, Hapi, Seteth, Flayn, Petra, and Dorothea's character pages. If folks playing Scarlet Blaze and Golden Wildfire would like to copy the templates I used on those pages and add them to characters they recruit on those routes, it'd be appreciated.

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