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Emperor Hardin

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Posts posted by Emperor Hardin

  1. Alot to quote here!

    2 hours ago, gnip said:

    LplbUFV.png
    [HP 80% | Str 40% | Skl 50% | Spd 40% | Lck 50% | WLv 30% | Def 30%]

    Meanwhile, Roshe suddenly has a Spd growth. And a Lck growth. And a Def growth. And the same +4 HP that Biraku got. I'm sure you're all snickering for making me use this guy in FE1 and Biraku here.

    I assume he has been buffed because he's the one Wolfguard that's playable in Book 2. He's still a bit worse than Hardin or the Xmax Cavs, but he seems honestly like a extremely OK character, who is neither really good nor really bad in any particular fashion.

    I think Kaga buffed Roshea because he liked him and he was plot important. Kaga tends to try to improve characters he likes, I believe. There's some evidence to it in a interview on Genealogy of the Holy War.

    2 hours ago, gnip said:

    Boss Man still is carrying the NiteKil (which I shall still refer to "Knightkiller" or "Horseslayer" depending on my mood) and an impressive Def stat. Very much taylor-made to give Marich a good first impression, although Marth or anybody particularly hard-hitting can still overwhelm him.

    His Knite kill was taken from Bentheon in the cut chapter!

    Also he has 1 higher strength and skill as Armored Knights in FE3 have higher base stats than in FE1.

    2 hours ago, gnip said:

    [HP 60% | Str 10% | Skl 30% | Spd 20% | Lck 40% | WLv 70% | Def 10%]

    The most dire news: Wendel's base Spd has been compromised. Kaga is making an attempt to contain the power of the papacy. On top of that -2 Spd, Wendell also lost 3 points of Def, which isn't quite made up for by his +1 Skl boost.

    Not all is lost, though. Wendel's Str base actually matters now, so as long as 12 Spd is enough to double (which I assume it will be for a while), he'll still have that as an advantage over Marich, as long as you're trying to preserve Excalibur uses, or don't want to deal with its crit rate when setting up kills, as is the case for me. But overall, Wendel isn't as unreasonably good anymore, which is a crying shame. He might only be really good now.

    Funfact when I first got to the FE wiki long ago, it said Wendell was bad...LOL

    2 hours ago, gnip said:

    0N4qtyx.png
    [HP 50% | Str 50% | Skl 20% | Spd 60% | Lck 40% | WLv 30% | Def 20%]

    Rickard actually got some buffs - mainly a +2 to Str, which actually gives him a higher base than Julian's. But otherwise, he's still the worse thief in every metric. A higher Spd growth by +10%, if you want to be pedantic, but not really enough to make up for Julian's +3 base advantage.

    Ricardo can now open doors and chests without a lockpick so there's no reason for him to be in this prison cell!

    2 hours ago, gnip said:

    4Pwi6uo.png

    He beefy. Obviously, Marich and Wendell have a lot of value here.

    Mariones/Emereus got a huge buff in FE3 compared to FE1. To list; +11 HP, +3 Strength, +6 skill, +1 speed and +3 defense.

    Some of this can be put on General's having higher base stats, like they now have 3 skill instead of 1. Others are just plain buffs to his personal base stats! I think the DS remake should've used these stats for him.

    2 hours ago, gnip said:

    hIHdRdb.png: "Da-damn! Don't get too over yourselves. Rebels, taste steel!"

    He had a Silver Sword and mentioned it in his dialogue in FE1, here he mentions his steel lance.

    2 hours ago, gnip said:

    UPX3q6n.png

    ...and frankly, that would be my own fault. I missclicked here and can't even blame the UI - Sheeda was supposed to one-round the second Pegasus with the Silver Lance, but only chipped her down with Iron instead. Since Rena also healed Julian at the start of the turn, because he was brought below half HP by a Javelin-throwing Pegasus, this looks very much like a(n avoidable) reset.

    Believe it or not, that Pegasus Knight is a guy.

    Not only is he using the male rider sprite, which is identifeid as male in the game data, but units are labeled MALE or FEMALE within their character IDs in Mystery of the Emblem. 

    All Enemy Pegaus Knights are labeled Male and they are coded to dismounted to the male dismounted sprite.

    Bs_fe03_enemy_pegasusknight_female_lanceBs_fe03_enemy_pegasus_knight_male_lance.

    If you attacked the Whitewings, you'd see what a female enemy Pegasus Knight would look like.

    This is the only time in the franchise we have had a truly male pegasus kngiht!

  2. 17 hours ago, Shaky Jones said:

    Fe2 doesn't really do anything with axes, and FE4 gives you like 2 axe users or so (I don't remember if Hannibal can use them). That and they're SUPER heavy in that game.

    Oh Forgot to answer this, Hannibal can use B Rank Axes in FE4, though he usually will stick with Swords and bows, the same goes for promoted Arden.

    Promoted Lachesis and Leif can also use A rank axes, though they probably won't use them most of the time. You really only need one axe user for each gen.

    50 minutes ago, Jotari said:

    Cornelius also changed from his anime design despite barely even appearing in Shadow Dragon.

    And to be fear, Hyman's Shadow Dragon design is pretty cool.

    Oh yeah that too.

    Hyman's DS design looks like the Beast from Advance Wars: Days of Ruin, though saying the Beast looks like him probably fits better.

  3. 14 hours ago, Shaky Jones said:

    Kaga isn't too fond of hypnotizing old men.

    Wrys was dropped as there are no curate/priest in Book 1.

    The remakes of Gaiden and Mystery of the Emblem certainly love their hypnotizing old men, though.

    14 hours ago, Shaky Jones said:

    Also Ruben insists that Berwick has a crazy good axe guy. On the bright side, hand axes in FE3 B1 get the benefit of NOT weighing you down all the way to zero, unlike javelins, so they are better than javs in that regard. Belemce.

    TearRing Saga has some really great Axe Fighters, they're basically axe-using swordmasters. Also Barsts(Barst) is the name of one of the Axe Fighters, though he is overshadowed by another Axe Fighter named Samson that is one of the best combat units in the game.

    14 hours ago, Shaky Jones said:

    Yes, but FE1 thieves look so much cooler in battle.

    Bs_fe03_julian_thief_sword.pngBs_fe03_thief_sword.png

    Julian has a unique battle unique to FE3!

    Everyday, I imagine a future where I play FE12 (on my switch).

    14 hours ago, Shaky Jones said:

    They definitely tried to balance armors through them being the only people who can use javs indoors, although there isn't too much desire for that when hand axes, magic, and bows exists. I suppose you could argue the nerf on javs does balance out wanting to use the unpromotable axe boys and the bow units that elitists despise, which does balance out a comparison between someone like Palla and Barst, but it really isn't helping Doga. You basically just see armors as "My only way of using Gradivus on endgame", but B1 gives you a couple of armors as your options, as opposed to B2 which only gives you 2.

    There is one armored unit this change to lances really does help, but maybe I should wait to explain that.

    8 hours ago, Jotari said:

    I think Gomer actually uses the SNES pirate portrait. Though we don't see the knot, he's obviously still wearing a bandana, and while he doesn't have the tuft of hair, his beard maintains the same design.

    Small_portrait_gomer_fe11.pngPortrait_gomer_fe03.png

    Gomer, Gazzak and Hyman also all maintain their colouring of green, red and...another green.

    One of them should've retained the bangs is what I feel. Like there's also Bathys and Guile, but none of them got it.

    14 hours ago, Shaky Jones said:

    Portrait_boss_02_fe01.png

    He was actually one of the four human generic bosses to not use the mustachio design and instead use full beard bald design. They had an option of ten different characters to retain the design of and they chose the one unimportant guy without the design.

    This is speculation, but many fans in Japan started with FE3 rather than FE1 and Harmein is more prominent than the other guy with that portrait in FE3 book 1, so maybe modern IS thought fans would associate with more Harmein even though he didn't use it in FE1?

    Then again, they probably don't care,  I mean Gazzak and to a lesser extent, Hyman changed, despite their look appearing in the anime!

     

  4. On 5/12/2022 at 3:49 PM, ECG109 said:

    I do actually yes! I apologize it took me so long to respond. Life got really busy in the last few months for me. If you're still willing to help I would greatly appreciate it!

     

    Sorry for the late reply.

     

    This site has a bunch and maybe I can give you some of my own later if you need more?

  5. On 4/15/2022 at 9:27 PM, Shanty Pete's 1st Mate said:

    That's a fair point - shields give the bulk of being a Baron, with none of the movement issues. The Dracoshield might not be the best example, though - the player can only get their hands on one through cheesytedious strategies. I don't think the casual player is expected to get either Desaix's or Jedah's.

    You can still several Steel, as well as a Silver shield on a casual playthrough, I feel those are pretty big defense changers.

    On 4/15/2022 at 9:27 PM, Shanty Pete's 1st Mate said:

    He is a good Boots candidate, admittedly. 

    One of the perfect candidates.

    On 4/15/2022 at 9:27 PM, Shanty Pete's 1st Mate said:

    I'm not strictly against it, but it feels as though it'd come out of left field. Jugdral Barons use Magic, certainly, but they're an enemy-only version of the General class. And they tend to be vaguely important nobles, rather than the natural evolution of any soldier. It'd be far weirder for Valbar to gain magical abilities all of a sudden, than it would be for him to pick up a bow, IMO.

    I'm not against hybrid classes or Armored Mages in principle, to be sure! And if they could have a positive balancing effect, I'd hear such a change out. It just seems thematically strange, in light of how Valentia handles Magic.

    Well we see similar with villager characters like Kliff or any of the falcoknights with the DLC suddenly learning spells upon promotion. And there are plenty of Jugdral Barons that are military leaders. And we see noble Barons like in Desaix and (potentially)Lukas in Valentia.

    Plus like Gold Knights, Barons are supposed to be a top class, so it makes sense they'd have some sort of new ability.

    I was thinking a Baron would have access to thunder and recover, or maybe certain player barons getting access to the player style rewarp, that is the ability to teleport next to a nearby ally asa opposed to wherever you want like enemy witches.

    On 4/15/2022 at 9:27 PM, Shanty Pete's 1st Mate said:

    Yeah, that's the tricky part. I wouldn't necessarily account for its impact on the Dracoshield Desaix battle, since actually facing and defeating him is an "above and beyond" objective. So long as he's beatable without relying on highly-unlikely RNG, I'm fine with it. Javelin Desaix in Act III is more of a concern to me, since you have to beat him. Perhaps his defensivd stats could be nerfed slightly, to counter-balance this change?

    I suppose, or the player could get access to an armored slayer like a rapier more easily?

    On 4/15/2022 at 9:27 PM, Shanty Pete's 1st Mate said:

    "Enemy-phase-only Wary Fighter" would inspire some odd tactics, like letting my Mage facetank a Knight so she could double him in return. I do think it'd be a big help for player Armors, especially in a game with as razor-thin doubling margins as Echoes. Taking 1 damage instead of 2 from a Gargoyle hardly matters, but 10 instead of 20 from an Arcanist... now we're talking.

    That could indeed be interesting.

  6. Its about time, though I'm surprised Medeus wasn't armored or even flying given the movement types of Earth/Shadow Dragons in past games.

    29 minutes ago, Ice Dragon said:

    How the hell does Mediuth count as infantry?

    Funfact, in FE3, Earth Dragons had low MOV and similar restrictions to Armored units, whilst Shadow Dragons were flying units that didn't take effect damage from arrows.

  7. 8 hours ago, Lord Louie said:

    When making my FE1 hacks, I found stat alterations to be the easiest part, but I couldn't figure out how to change what weapons classes could equip. (Ex. giving Generals the ability to use lances). How'd you do it?

    I was thinking, would working on FE3 map sprites interest you? The map sprites in Mystery of the Emblem are rather sprite and there's a specific map animation that could be helpful to the hacking community if you're ever interested?

    Also do you plan to make a Javelin or hand Axe for the General and Hero respectively? If not, Gaiden shows its possible to have classes only be able to use Javelins as a melee weapon.

    5 hours ago, Polinym said:

    The original game defined usability for weapons based on what range a given weapon's index number fell into. There's a table at 0x1A3E1 that defines where each range ends. This means that all values less than 0x0c are swords, all less than 0x11 are lances, all less than 0x16 are bows, and so on. The threshold determined which usability pointer the weapon would then use, which points to a list of all class values that can use that weapon. The list pointers start at 0x1A3EA. This makes it very difficult to add new weapons of a given type into the game, as it would have to be within a new index range which would require you to then adjust all other item data down by one.

    For War of Darkness, I added a new Weapon Type table into the game, where the game instead gets the index for usable-by-classes list from a table with a type value for every item in the game. 0x00 value means sword, 0x01 means lance, 0x02 means bow, and so on. This means you can change the type for any item without having to move any data.

    I also added at least one more usability list, which is Royalty, for Rapiers.

    Weapon exclusivity is determined by a weapon's Weapon Level, the table at 0x3D6C3. Weapon exclusivity will override the type value in the usability table, which can be seen in the base game by changing Mars's class and having him wield one of his three unique weapons.

    By the way, what did you think of the ideas for altering a few specific Ballista weapons?

  8. 11 hours ago, AnonymousSpeed said:

    That...is a good question. I'm not immediately aware of anything that would conflict with them, except for possibly the translation patch. Is the boss palette patch for the English or Japanese version?

    All it says is a clean FE6 rom.

  9. On 4/13/2022 at 11:07 PM, Polinym said:

    Increasing the movement for Generals sounds like a great idea! For ballistae though, I'm thinking of keeping it to 2-range-only for the sake of emulating the long range behavior from later games. Of course, I welcome to be convinced otherwise! I haven't changed any of the animations for the new equips. Generals still use the sword animation for everything, but at least the game doesn't crash. I still haven't learned quite how battle animations work with the way they manipulate sprites.

    It'd be pretty funny of some of the random bosses were recruitable! I can keep that in mind. ...who do I even pick?

    Since the last post, I've added more features:

    • You can now deploy less than the unit cap for any chapter.
    • Misheil is recruitable by Maria.
    • Mars can now access the convoy from anywhere, Storage shops are replaced with forts.
    • The Weapon Triangle is now a thing. Swords beat axes, axes beat lances, and lances beat swords.
    • Added the Swordkiller sword, bonus damage against mercenaries and heroes.

    For the randomizer:

    • Added Yune mode, which removes any balancing for a truly random experience.
    • Optional "buff archers" mode to so archers can deal more damage.
    • (Initially added new code to have all female characters use the female version of the cleric sprite, but this broke Bishop staff animations for some reason).
    • Options are defined in a .txt file per each project. When I release the software for it, you can edit this for most of the settings.

    In the past few days, however, I've decided to use all the tools and knowledge I've gained over the many months of working with this game to make a new story out of it. It'll have all the adjustments I've made here, and I'll eventually get around to an "official" release of all the improvements in the base game when this game's done. Of course, if anyone is interested in testing out some of these improvements in vanilla or some randomized roms, I can put another beta path of it here.

    time-6.png.53d916eb2ec79bdf1a48a8a5ef6bbf47.pngtime-5.png.3bdd5f6b7f23d8c26def540597ecb7fc.pngtime-4.png.a72ecad4571803dffdb0dbf8258aa962.png

    These screenshots are from the new adventure I'm working on. Thomas has the convoy option here because he's the protagonist. Perhaps I might make a separate thread for it sometime.

    As always, I'm open to any and all suggestions for improving Shadow Blade and the Light of Dragon!

    Sounds great, note this is what the DS remakes did and mobile enemy Generals are rare in FE1.

    Bs_fe02_baron_lance.png

    Sure, with the sprites, maybe you could use some sprites from FE2/Gaiden, as they're in the same style. The NES General attack animation could also easily be swinging a Lance, with the lance sprite being taken from another class.

    What do you mean by "2 range only for  emulating the long range ballista behavior from later games", do you mean the 3-9/10 Ballistas in other games? One idea you could test out is just giving PachyDerm 1-2 Range as thats the only one used by a boss character and its the "ultimate" ballista, similar to Gradivus the ultimate Lance having 1-2 range.

    Besides FE1 Ballisticians are incredibly underpowered, having 4 MOV and using a niche weapon type, they need a buff more than Archers whom get good MOV and stats when they class change to Sniper.

    Portrait_massena_fe02.pngPortrait_grieth_fe02.png

    Here are some gaiden portraits you could use too.

    Portrait_boss_01_fe01.png

    So an unused boss in FE1 was Wyler/ワイラー, maybe you could make the recruitable Harmein/NES Boss portrait recruitable be Wylar finally in a game? He could be a Ballistician (particularly if you make the class more appealing), Pirate, General or something else, there is no data for his class and during the class roll, his name can be assigned to any enemy. Also just as Lorenz looks a lil different from the Jiol portrait, you could slightly edit the NESBossFace, like make it red-headed with purple armor or something?

    Also for random enemy recruitment ideas:

    1. Gomer: Maybe Darros could recruit him?
    2. Merarch: He's heavily implied to be one of Minerva's former vassals, so I guess another Macedonian could recruit him?
    3. Emereus: Merach could recruit him if you add him?
    4. Khozen: If you want another Fire Dragon, maybe Bantu could recruit him? I was going to add Morzas, but that'd be too weird even for a hack.
    5. Heimler: To answer all those old memes and have a very meme-y character do it, if you go with that?
    6. Orridyon: In the DS version, he's stated to be Minerva's former subordinate, so she could recruit him

    Thats all for now, tell me what you think?

  10. 12 hours ago, Shanty Pete's 1st Mate said:

    Yes, partly because of the Baron's excellent class bases (an aspect of the class). Even if you turn your Baron down the Mercenary path right away, they're benefiting from traits of the Baron class.

    The power of shields is a big disadvantage to Barons, I feel. Anyone with a Dracoshield effectively becomes an unstoppable tank. Everyone being able to use shields doesn't work out well for the armored class line.

    12 hours ago, Shanty Pete's 1st Mate said:

    Mathilda joins as a level 1 Paladin after Desaix's fortress. Without grinding, no way is she hitting level 10 before Act IV starts. Maybe by the Fear Mountain shrine. She's a pretty good unit, but she can't count on a quick promotion boost.

    The fear mountain shrine is where she's recommended to promote.

    12 hours ago, Shanty Pete's 1st Mate said:

    I'd say getting levels into Alm definitely isn't a priority before his promotion. Hero class bases are quite strong, so stat gains below those are essentially "lost" once he promotes. Getting him more training with the Royal Sword or Killer Bow can be nice, however.

    I'm also talking about his convoy abilities making him important to be in good positions on the map.

    12 hours ago, Shanty Pete's 1st Mate said:

    Yeah, for some reason I had the name "Diviners" stuck in my head. They do more damage than Witches, but also have lower Speed, and are more predictable.

    Getting back to Witches - if their AI were actually clever, they could probably force a reset every turn. They could just swarm a low-Res unit, like Gray or Leon, and kill them. But their AI is inscrutable. Occasionally they ruin your day, but often they target your units who aren't otherwise threatened, or just move normally instead of warping.

    Witches don't teleport all the time so as not to make things unwinnable, but when they do, its typically to a low resistance unit. The AI in the older games makes dealing the most damage its highest priority.

    Arcanists have some decent speed on Hard from my recollection.

    12 hours ago, Shanty Pete's 1st Mate said:

    I'd probably keep the range default. Even just up to 3-range is very strong, especially with weapons like the Killer Bow.

    You don't like the idea of barons having spells, right?

    12 hours ago, Shanty Pete's 1st Mate said:

    Another possibility: maybe a new incarnation of Wary Fighter? Have it prevent being doubled, but only when under attack (i.e. on Enemy Phase). This makes fast enemies at large, but particularly Witches and Miasma Arcanists, less of a concern.

    Alternatively, "Wary Fighter" could be a combat art from one of the Shields. Kind of like "Coral Cover" from the Coral Ring. But if it's not exclusive to Armored classes (even if it's best on them), it might not be considered as helping their balance. 

    It'd be best to give it to armored classes themselves at that point, probably starting with Knight rather than with Baron.

    That said, it might be annoying for enemy armored units like DracoShield Desaix to have.

  11. 11 hours ago, ussgordoncaptain said:

    As the person who finished the Fire emblem echoes LTC with a turncount of 154 I'll disagree here

    On which point, on nearly every tier list, I've seen Forsyth is one of the absolute bottom units and Valbar isn't great, though he's higher than Forsyth due to availability.

    11 hours ago, ussgordoncaptain said:

    In that run Valbar outperformed Catria, and in general armorknights have quite a few good traits that make them useful. In the most recent draft run I did with The chungler and @Carmine Sword the winner (chungler) drafted lukas as his 4th round pick in 3rd position (10th overall pick), second place drafted Forsyth as their 7th pick (20th overall) and valbar as their 8th (22nd overall) 

    I'll take a look at your run.

    Wouldn't you say that was more due to the characters than the class, though? 

    11 hours ago, ussgordoncaptain said:

    Valbar is a shovebot, and he's the best shovebot in the game, he also has great bulk which is very important for tanking on merc boat, a map that most units struggle with greatly. His low speed isn't very bad given that his 2 main roles (shove/tanking) don't require speed, but he also can double mire arcanists in arc boat for some nice chip damage. 

    One idea I had for an SOV patch was giving Armored units innate access to shove, eventually getting access to smite as a Baron. What do you think of that idea?

    Valbar is good in the beginning section with Celica, I feel, as his 4 MOV isn't so outclassed than and the player still hasn't gotten many units on Celica's side. Later on when more units are promoted and Valbar has to deal with desert and swamp tiles, he starts falling off.

    11 hours ago, ussgordoncaptain said:

    Forsyth is the fastest Armorknight and he can do things that other units can't due to his amazing stats. Armorknight bases are absurd in all areas except speed, and forsyth can lose only 2 turns to clive in efficient play. That's pretty good for a so called "trash" unit. He actually has decent RES and enough speed that he can poke witches extremely well. 

    Yes Knight/Baron bases are good in both games, but I feel they're boths in Echoes: SOV are too bad with both -5 Luck and -10 speed. Minus -5 Speed growth would do it, I feel.

    11 hours ago, ussgordoncaptain said:

    Armorknights can be very useful in their roles, and while none of them are A tier all of them are C tier, they sort of fit in as nice role-players in a game where being a Jobber isn't that bad since every map is rout.

    Yes that fits in FE, even in games like FE4, units like Arden and Hannibal have their uses and stuff they can contribute. When a unit is automatically deployed in Fire Emblem, there's almost no point where they're actively detrimental to use.

    That said, the class line still could use a buff, I feel.

    10 hours ago, Shanty Pete's 1st Mate said:

    They're not "competing with Dread Fighters" for the role of "enemy-phase physical sponge", by and parge. Dread Fighters offers a different role, one of resisting Magic and doubling.

    Saber has one of the highest defense growths in the gaem and his high Movement as Myrmidon/DreadFighter will mean he can get units who need protection on time.

    Infact one of the most recommended things to use a villager fork is on any Baron to make them a dread fighter.

    10 hours ago, Shanty Pete's 1st Mate said:

    found there to be quite a few chokepoints in Echoes' map design, in maps like Desaix's fortress, vs. Jerome and Zeke, and the Duma Gate.

    The Duma gate sure, but Desaix's fortress is a map I feel where armored units suffer from the nerf to warp. In Jerome's chapter, you have to rush and focus on taking out Jerome's unit quickly to save Zeke. Even the Duma gate has plenty of arcanists and witches to attack them.

    10 hours ago, Shanty Pete's 1st Mate said:

    Witch AI is totally unpredictable. Even if they could one-round your Baron by swarming him, they probably won't. 

    Alot of the time, Witches do go for the lowest resistance unit in my experience, whilst there are occasional exceptions, that is generally what they do as far as I can see.

    10 hours ago, Shanty Pete's 1st Mate said:

    Again, I proposed giving Barons Bow access! That's a change I would be totally fine with!

    That is something I'd like to do, but I'm not sure is possible with the current hacking tools. Handling the bow battle animation with the Baron's shield might get annoying, though I suppose Emperor Shield Archers/Sniper battle animations could be used for reference.

    Another idea, I toyed with was a few spells like Jugdral Barons such as thunder or physic, I briefly considered rewarp but figured that might be too powerful to give to a generic class.

    10 hours ago, Shanty Pete's 1st Mate said:

    In my experience, they're not doubled by enemy Mire mages at least, which are the most threatening common magical enemy.

    Early on that is true, assuming you mean Arcanists, right? I wouldn't say they're the most threatening magical enemy, which would be witches, but they're certainly the most common in the early game.

    10 hours ago, Shanty Pete's 1st Mate said:

    Also "mostly magic users" is an exaggeration, especially when you consider that the vast majority (all?) of Cantors are summoning physical enemies.

    I would disagree considering chapters like this or this that are all filled with Arcanists and/or witches. Also the later chapters, starting with Marla/Hestia, have summoners that summon witches, which are magic enemies, showing not all summon physical enemies.

    10 hours ago, Shanty Pete's 1st Mate said:

    Yes, and it made them fast. It also punished their movement further with heightened ledge-climbing costs. TBH I kinda hate how RD wound up as "the land of fast armors", but that's a thread for a different day.

    And those same terrain restrictions for armored classes are in nearly every FE, including Echoes: SOV and the original Gaiden, the only exception is Heroes where Armored Knights instead have terrain advantages.

    I feel high resistance is a decent tradeoff for bad trade speed.

    10 hours ago, Shanty Pete's 1st Mate said:

    Anyway, they have a bulk advantage over their counterparts. You won't have any Gold Knights by late Act III, early Act IV on Alm's side, but you might have Baron Lukas. Even looking just at Knight, Lukas from I-Endgame onward has better physical bulk than anyome on Alm's side, until Zeke at the earliest.

    Matilda will likely be a gold Knight, especially as you recruit already her as a Paladin with very good stats and again she'll get extremely tanky very quickly, Lukas falls off around act 4.

    Keep in mind, Alm is a higher priority alot of the time due to his convoy and you can only get a maximum of two warp users on Alm's side, with nothing for Celica's side.

    10 hours ago, Shanty Pete's 1st Mate said:

    FE4-style Pavise is lame and totally chance-based. Barons would still be "bad", because it wouldn't activate when the player needs it to.

    I'm not huge on luck based skills either, but I thought of it because Spartan had what was basically pavise.

    10 hours ago, Shanty Pete's 1st Mate said:

    Again, I think Bows, or something that even further entrenches their physical bulk (giving them a continuing niche over Gold Knights, and especially Dread Fighters) would be positive changes to make.

    I'd like to do that, but it might be hard with current hacking tools. Any ideas on what a Baron's bow range should be, obviously it shouldn't be on the level of a Bow Knight, but maybe one more than Alm might work? 

    Any other thoughts on Baron improvement?

  12. 1 hour ago, Shanty Pete's 1st Mate said:

    Obviously, this depends on the tiering mechanism. I have little doubt that Armors are bad in an LTC or highly-efficient playthrough. But in a more casual-paced playthrough, taking just 2 damage per phase from physical enemies, and responding with effective Ridersbane damage, feels pretty nice.

    In most casual runs, Barons still feel very extremely weak by the point they're competing with 7 MOV Dread Fighters and its easy to see they're never targeted by the rare enemy bow users.

    1 hour ago, Shanty Pete's 1st Mate said:

    It's not about "can Silque warp Lukas anywhere on the map?", it's about "can Silque warp Lukas far enough that, with his remaining movement, he reaches the bridge chokepoint?". I don't believe either unit has difficulty on this end.

    There really aren't many choke points in the game and most of the time, Silque won't be able to transport Lukas many places, especially when there's so much competition from units that can reach the enemy after being teleported.

    Also keep in mind, the enemy quickly becomes made up mostly of magic users, especially witches.

    1 hour ago, Shanty Pete's 1st Mate said:

    Speed Ring gives +1 Mov, so Barons have 5 Mov while using it. I'm not saying they're the best users of it (it probably belongs to a Mage or Cleric), just that it's an option.

    That was a mistake, I meant to write 5 MOV, if even a sniper is given the speed ring, they'll have 6 MOV and 1-4 range. In other words, 5 MOV is still terrible for Barons.

    Mages and Clerics prefer the mage ring.

    1 hour ago, Shanty Pete's 1st Mate said:

    Also the "this tool is weaker than it was in Gaiden" argument doesn't work against me. I've never played Gaiden, so my judgement of these classes, spells, and tools in Echoes isn't at all tainted by how good or bad they were in its predecessor.

    How balance worked in the original is entirely relevant to what the remake changed. Again as someone who is brainstorming balancing the DS remake of the third game, checking how the characters were good in the older version is important to see why what was changed that made them not so good in the remake.

    If you're going to fix one broken thing like a 5 MOV ring, you should fix the other broken things like a 4 MOV melee only class that competes with a 7 MOV melee class with high resistance and the best weapon, not keep that distinction and make the 7 MOV melee class also halve all magic damage in a game with mostly magic enemies. 

    Again you not playing the original doesn't mean it can be disregarded when the remake is being discussed.

    1 hour ago, Shanty Pete's 1st Mate said:

    Plus, being worse than "absurdly broken" does not equate to "bad". To the best of my understanding, the Mage Ring is worse in Echoes than it was in Gaiden, yet it's still one of the best equippables in the game.

    The Mage ring gave +5 range in the original and it gives +2 range in the original, in other words, its much less nerfed than the speed ring was.

    Additionally there's far less competition for the mage thing and there's 1~3 range spells which become 1~5  range with the magic ring. Even the summoned illusions are improved by the mage ring.

    1 hour ago, Shanty Pete's 1st Mate said:

    Forsyth is pretty bad, but it's mostly due to iffy starting stats and being too far from his promotion. A level 6 Forsyth with identical base stats (thus feasible to promote before Act I ends) would be much better than what we got.

    Given his other issues, he'd still be low. Keep in mind, Valbar is very low in Echoes: Shadows of Valentia almost solely due to his horrible class line.

    1 hour ago, Shanty Pete's 1st Mate said:

    Valbar, I'd say, has his uses. He doesn't really fear the Necrodragons, and he's got great bulk for the Cantor map. Also it's hard to get him into position, but he can draw out some of the Archers in that obnoxious fort, and he's your best bet for safely drawing out Grieth. He doesn't hold up very well into Act IV, I admit.

    Saber will likely have higher bulk and Grieth's fortress is very dangerous for Valbar due to all the magic users and witches targeting his resistance.

    1 hour ago, Shanty Pete's 1st Mate said:

    For the record, I don't think giving 5 Move to Barons, and possibly Knights, would be some game-breaking heresy. But it'd still be weird to see them outpace offensive mages on neutral terrain.

    Mages will still have higher range due to all the spells I mentioned, even generic magic users get access to 1-3 range spells like Thunder.

    Knights and Barons have nothing like that in a game where even Alm has his bows.

    1 hour ago, Shanty Pete's 1st Mate said:

    Perhaps, but it would make them more effective at their archetypal role: "slow lumps, weak to Magic, who can nonetheless choke the point against physical enemies for days". 

    You do realize Radiant Dawn had Armored units be very resistant to magic, correct? In other words, the series experiments with classes.

    1 hour ago, Shanty Pete's 1st Mate said:

    Giving Armored units too much moves radically transforms how they operate, and makes them more akin to the player-phase oriented Dread Fighter class. It makes the class better, sure, but also less interesting or unique.

    Echoes: Shadows of Valentia is already a much simpler engine than a normal Fire Emblem, much like Gaiden was. Plus there is ZERO Fighter/Axe class which usually takes the pure strength/offensive class roll, so it would make perfect sense to merge Knight and Fighter together as stuff like Tokyo Mirage Sessions has already done.

    And as mentioned, SOV Barons fail at everything for the player, they're barely any more durable than Gold Knights, never attacked by Bow users, are torn apart by mages and doubled by everything. They have zero advantages, to the point, most players don't even use them after a certain point.

    If you really wanted to keep them 4 MOV, when again every post FE4 game but SOV/Three Houses has knights gain +1 MOV on promotion, you should come up with a skill thats worth it like traditional SNES era pavise, spells like Jugdral Barons, Bows like Jugdral Barons, or perhaps some sort of rally skill.

    But 4 MOV melee only units that are also mostly up against magic enemies, can't move across most terrain and are already competing with 7 MOV melee units that halve all magic damage that hits their already high resistance is too absurd to keep.

  13. 9 hours ago, vanguard333 said:

    Correct. Roland is the main cavalry unit and he's more of a glass cannon. There's also a cavalry healer that, being a healer, is rather frail, and there's a flying archer named Hughette who is supposed to rain down arrows on enemies from a safe location.

    I'm not sure what you mean by that.

    Admittedly, I didn't use the flying tank too much, so take all this with a grain of salt, but he can only provoke one enemy at a time, he can't counterattack, and he has surprisingly low movement for a flying unit. Him being a flying unit also means he's weak against arrows.

    Well there's a small gap between armored units and infantry units in FE, but there's an even larger gap between armored units and mounted units, whom usually have 3 or 4 mov more than infantry which armored units are already before.

    It sounds like provoke is a very powerful skill.

    9 hours ago, Dark Holy Elf said:

    Neither cavalry unit is super durable, but they're also just not as much more mobile than cavalry are than armours in FE. The gap between Paladin and General is 3-5 move in most Fire Emblems, Erador only has 1-2 less move than cavalry in this game. The game just has a small movement curve.

    Although the flying archer is kinda busted anyway IMO, because the combination of even just 5 move + flight + long range + debilitating status is very good.

    Interesting, so its more like FE Heroes where cavalry units have 1 more than infantry and two more than armored units?

  14. 6 hours ago, Shanty Pete's 1st Mate said:

    Honestly I don't think the Knight/Baron classes are that bad, currently. Yeah their movement sucks, but there are a variety of ways to help them out (Warp, Rescue, Shove, Swap, Speed Ring, Boots). 

    All tier lists very strongly disagree with you and people think the class is at their worst with ZERO characters being recommended to be in it.

    1. Warp was nerfed from the original and now has a range based on a user's attack, so you can't just teleport Lukas anywhere as soon as Silque learns the spell, as a result his usefulness wanes very early.
    2. Rescue isn't enough, nor is Swap or Shove as again they're absurdly behind Snipers and unlike magic users, have no long range abilities to compensate.
    3. Speed Ring was nerfed to kingdom come and no longer gives +5 MOV. As a result, Barons would only have 4 MOV with it, which is still terrible and as a result, no one gives it to them.
    4. Boots is the same deal and you can only get a maximum of two so Baron units are very unlikely to get them over Alm/Celica or mounted units whom are already high move.
    6 hours ago, Shanty Pete's 1st Mate said:

    Giving them equal move to Myrmidons and Dread Fighters, and far more move than magical classes, would be awkward as all get-out.

    You're the first and only person, I've read that from. Most players pre-release were hoping IS would do similar with the DS remakes and have the armored class gain MOV upon promotion as in the modern games. Indeed many players hate how the Baron class function in this game and think Valbar/Forsyth are worse than ever.

    Besides this is a game where normal Bows can attack at one range, if Archers can buck the standard bow rules in Valentia, why can't Armored classes have a try at normal infantry MOV for once?

    6 hours ago, Shanty Pete's 1st Mate said:

    This feels kind of arbitrary. Why not just halve all damage from physical attacks when under attack (i.e. on enemy phase)? Excepting anti-Armor weapons or combat arts.

    The enemy never really uses anti armor or combat arts in SOV. And halving damage from all physical attacks might be too much, even with the overabundance of magic enemies, plus the enemy's favorite physical units are cavalry lances.

  15. 1 hour ago, LJ_Tenma said:

    WRT to more move for Soldiers: Tbh, I was considering the enemies as well, and that would make some maps more difficult and enemy armored Terrors way more menacing. But I was looking on Paragon to check the base stats and everything, and there’s actually no column for the move stat in the “stats” tab in the class editing module — so changing the move might be a little harder than I thought LOL.

    Theres a box for “movement type,” but it’s some number that I can’t figure out, cause I don’t see a common theme for what the numbers mean. Like Villager, Archer/Sniper, and even Brigand have the same number, but all 3 classes in the Soldier line have different numbers ? 

    Regardless, even if we decide to keep this change, it’ll take some tinkering.

    Actually Soldier would stay 4 MOV, its only their promotions that would each gain +1 mov for each tier.

    And I'm pretty familiar with Echoes, most armored enemies only attack when units enter their range, it would not change the game if they got 1 more MOV.

    Believe me, this change would not make the game more difficult or change the enemy much at all. Actually cavalry is more popular than Armored troops in Gaiden/SOV among the enemy for once.

    1 hour ago, Shanty Pete's 1st Mate said:

    As far as the "increasing Armored move" suggestion goes, keep in mind that enemy Knights and Barons are also a thing. Even small tweaks could drastically change how much of a threat they present to the player's army. Also, it seems outside of the initial scope of the intended mod. Of course, it's your project, so if it's something you'd like to change, I certainly won't stand in the way!

    Most Enemy Knights and Barons stay put until a unit enters their range, giving them one more MOV, would change almost nothing about the gameplay. Its not as if the game throws armies Barons to chase after you the player early in the game. 

    Hell New Mystery had a invincible Armoed Knight like enemy that chased the player in an early map, they still increased his MOV and it worked fine!

  16. This sounds interesting, did you make new sprites for Generals and Lances?

    Also if I can give an idea, if it hasn't been done already, what about Generals having 6 mov like in the DS remakes? Or Ballistician weapons having 1-2 range like tomes?

    20201205035443!Portrait_jiol_fe01.png20201205040348!Portrait_boss_01_fe01.png

    And for a very silly idea, these are the two most common boss portraits in the game, but the Harmein portrait never has a playable counterpart, what if you added one or made a boss like Grigas recruitable?

  17. Just throwing an idea out there, but I was thinking of a balance patch for Echoes: Shadows of Valentia that could be interesting to test anyhow.

    The ideas would be

    1. Knights have 5 MOV and Barons have 7 Mov instead of 4 MOV for both classes.
    2. Baron's heavy armor now halves damage from Lances and maybe claws (EX: Zombie weapons, Dracozombie bite, Dragon melee attack but not Tentacle, Breath or Skeleton sword weapons) in place of halve bows.
    3. Barons can also equip obtainable axes as a bit of an easter egg/minor ability (not sure if possible with current hacking tools). 

    DreadFighter's halve magic damage might also need to be nerfed and the cavalry line could use some sort of improvement but I can't think of what would work at the moment outside of undoing the nerfs to individual lance weaponry. I'm mainly curious as to how 7 MOV Barons would change the game. Anyhow its just a thought that suddenly came to me and anyone who wants to hack SOV is free to use these ideas to their heart's content.

  18. 57 minutes ago, vanguard333 said:

    There's zero cavalry tanks and only one flying tank: Flanagan Grutte, and Flanagan, in my experience, isn't a very good unit.

    I believe they're referring to his movement, which is 4 tiles and thus is on the lower end but still fairly normal.

    It sounds like there are cavalry units, its just they aren't very durable, correct?

    So its sounds like Erador's deal is more like regular infantry units compared to mounted units in FE?

    What makes the flying tank bad for reference's sake?

  19. 14 minutes ago, Dark Holy Elf said:

    He's decent because his move isn't actually that low. Almost everyone has 4 move or 5 move, he's on the lower end of course but it's not some huge margin. And he is rather tanky and his AoE fury skill can be quite decisive, especially against magic users and others reliant on skills to do their damage, or against people he can run from (furied opponents aren't allowed to attack anyone but him, even if they can't reach him and can reach others). I don't think of him as one of the more game-breaking PCs but he's definitely solid.

    Interesting, so its not like FE where there's a fair amount of mounted/flying units for low mov infantry to compete with as well?

    Do you mean Erador is on the lower end of the tier list or his movement is on the lower end of your units.

    Incidentally skills similar to this game's version of provoke and sprint showed up in Berwick Saga, though the armored character didn't get either unless you count the Ballistician getting the sprint skill and instead got +1 on level 14.

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