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Emperor Hardin

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Posts posted by Emperor Hardin

  1. 1 hour ago, Acacia Sgt said:

    Really? I wonder now... well, I don't have the time right now to check Gaiden's script; but perhaps later.

    The sole mention is Sonya's ending, which in some translation says "Judah sacrificed his three daughters" and that her sisters were turned into witches. Do note Marla and Heste use the same drone-like dialogue(its written in Katakana, also used by Medeus's sacrifices) as the Arcanists and Cantor bosses.

    So based off the original game, many of the Duma faithful in general are brainwashed and its not something that just applies solely to witches like in the remake.

    Many of the other witches are treated as regular cultists, also note Tear Ring Saga which has regular arcanists and a corrupted/brainwashed arcanist.

  2. I'm a little disappointed to see no mention about Baron movement and their worthless skill or Dread Fighters gaining halve magic when they already have godly res in a game overflowing with magic enemies?

     

    On 9/8/2019 at 9:19 AM, Jotari said:

    8. Make it so Delthea and Sonya are and stay witches after you recruit them. This requires changing the story about how witches are all soulless. But I'm fine with that because the story flipfloped on the point of whether it was voluntary in the first place.

    The soulless witches was almost entirely a remake addition, when in the original; most of the witches were voluntary cultists, many of the Arcanists/Cantors were soulless and only Jedah's daughters were mentioned as sacrificed(all three of them in some translations).

  3. 2 hours ago, JimmyBeans said:

    Ya this makes a lot of sense given Elice would be more concerned over Marth's safety being away from the war rather than the most tactical position which is Aurelis.

    On the other hand this makes me wonder if Marth's existence in Talys is what caused the pirates of Galder to attack in the first place, what stopped them from doing it before given that Talys has no military? Maybe they were just taking advantage of the war since no one could help Talys at the time? Or maybe they were tipped off by Gharnef who certaintly knew what potential threat Cornelius bloodline could be, which is why he takes Falchion and Elice.

    I like to think Gharnef found out where Marth was and tipped off some pirates to get rich off Talys hoping Marth would die as well expecting him to be weak. Also in chapter 2 Ogma says

      Reveal hidden contents

    “Prince Marth, I am Ogma, a mercenary of Talys. The king has bid me and my three men join your army. Cavalry has arrived from the west, flying Grust’s standard. They mean to take your life, sire. Be careful.”

    I've always found it weird that randomly 2 Grust Cavaliers are with the pirates trying to kill Marth, and that they are there because they know he is there. Maybe this was also a result of Gharnef, or maybe with Lorenz's connection to Talys he, out of duty, notified soldiers of Marth's existence.

    I know this is a little off topic but this thread got me thinking....

    Also PS @Acacia Sgt I just needed to fanboy a little bit because I finally found someone on SF who appreciates one of the best games ever made. <<It's Time>>

    Its said the pirates of Galder were basically a small force, slowly building up power; first taking over a port, then the town and then moving onto sieging the capital of Talys leading to Marth's journey.

    Come to think of it, I wonder how the Pirates of Galder got started? Perhaps they were forcibly recruited as a navy, then rebelled and decided to start their own faction as often happens with pirates?

    I'm not sure if Gharnef was involved but Grust was clearly on its way to finding Marth, Ogma even points this out on the second map, hence the Grustian cavaliers.

  4. 3 hours ago, Sasori said:

    Their low move is a lot more tricky to work around though. I don't think you really can change much about it without changing the very core of the armour classes. My best solution would be to just give allies more reason to be around them. Give generals more leadership skills or maybe draw inspiration from the final fantasy paladin class and have them cover for allies.

    I was thinking Armored units could use a battalion related skill if the mechanic reoccurs such as halving damage and nullify effects from batallions.

    I've also been thinking of skills that give defense to their allies and obstruct foes by giving them an aura making it so enemy units can't pass squares directly adjacent to them.

  5. Desmond is definitely the most developed bad parent in Fire Emblem, so he gets my vote. Whilst not as bad as her husband, Hellene wasn't great either, as she inadvertently made her son a target by fueling her husband's hatred of Zephiel and his delusion that there was a competition to succeed the throne between Guinevere and Zephiel.

    12 hours ago, Etrurian emperor said:

    I believe Guinevere also says Zephiel being so gifted angered her father because he himself was only a mediocre king which was made all the more apparent by Zephiel's talents. 

    Another thing to consider is Desmond considers Guinevere his child, whilst Zephiel he believes is plotting to usurp the throne from Guinevere due to him being the result of the hatred marriage between him and Hellene. At one point, Desmond even expresses doubt to Zephiel's parentage, even though he's obviously his son.

    Desmond: Zephiel and I are opposites in every way. It is hard to believe that he is my son.

    Zephiel's talents and popularity made Desmond view him as a threat to Guinevere becoming Bern's ruler. His final assassination attempt on Zephiel, the one that finally caused his son to snap, was said to be done in response to the public demanding Zephiel succeed the throne.

    Guinivere: But Zephiel held strong. He always said he never cared about inheriting the throne. But the people of Bern knew of Zephiel's genius and wanted him king. Pressured by the public, our father lost his patience at last... 

    In a ironic twist of events, it was Desmond's paranoia and attempts on Zephiel's life that caused his son to kill him and take the throne!

  6. 6 hours ago, Saint Rubenio said:

    All right, folks. Update 4! Check the OP for details. I'm fairly certain that this is the last one. I know I said that last time, but believe me. This time, I've actually played through the game, so I've fixed the few palettes that I didn't like. Other than that, I think it's finished. All four of you who have been following this, thanks.

    Does Maggie have a palette in version 4? Though thinking about, I can check for myself later.

  7. 10 hours ago, Alastor15243 said:

    Alright, looks like most people want me to do book 1 first. Unless that changes, and drastically, in the next few hours, that's what I intend to do since that's what I was already leaning towards. Glad to know others are interested. For those of you who wanted me to skip to book 2, however, I'll try to do my best to keep my entries and observations as fresh as I can.

    You could focus on the differences between the NES version and Book 1.

  8. 18 minutes ago, Jotari said:

    Hmm. Seems pretty tenuous. Shadow Dragon's prologue shows us Altea's fall from Marth's perspective and there's no sign of Morzas (unfortunately, though Jiol gets to). I can't see when Marth could have met Morzas with the way it's depicted, unless he was an envoy during peace time or something.

    They could potentially add Morzas to the escape, maybe even a scene involving their escape at sea.

  9. 1 hour ago, Acacia Sgt said:

    I would think those would fall less as prologues and more like "multi-chaptered DLC campaign". At the least, the prologies from the remakes are about the characters you'd still have (or most of them, in the case of New Mystery) for when Chapter 1 begins.

    True, but its something I feel they should add.

    55 minutes ago, Jotari said:

    What suggests Marth ever met Morzas.

    Cornelius's fall would have been better than half of the Archanean saga stories they went with. Shame. I guess doing something that would end in defeat and properly designing a character that has to look not generic was too much effort.

    Quotes from the various versions of the game.

    Now the dreaded Morzas once again appeared before Marth.

    Marth roiled to think such a monster still sat upon his noble father’s throne.

    The once again is very clear in the narration and Marth's description also shows he knows and loathes Morzas as an individual.

    55 minutes ago, Jotari said:

    Cornelius's fall would have been better than half of the Archanean saga stories they went with. Shame. I guess doing something that would end in defeat and properly designing a character that has to look not generic was too much effort.

    I had a vague idea for a BS-FE episode involving Cornelius, Cain, Jiol and several other units trying to hold out as long as possible. Jiol would be helpful for a time, but would eventually turn on Cornelius once enough turns had passed.

  10. 2 hours ago, Flere210 said:

    Not yet and i havent played it so i don't think i can fully understand it. I asked to know if knights are actually used in efficient play, were i assume people would try their hardest to move as fast as they can.

    I haven't played either, but I've read up on gameplay info and talked to people who have.

    The Armor Knights are described as good for the following reasons:

    * Prody's skill makes him extremely helpful for protecting adjacent units.

    * Both are extremely very tanky with Bonacel having very high base defense and Prody will have significantly higher defense then the other characters.

    * Early javelin access is great as ranged lances are a sub weapon not all lance users can use. Cavaliers have to become Paladins to get javelins.

    * Many maps encourage tanking. 

    EDIT: I should mention defend maps cannot be ended earlier like in several FE games, encouraging tanking.

    2 hours ago, Flere210 said:

    Also i had a similar idea for damage reduction.

    For an unrelated reason i was thinking about how armor penetration would work in FE and had an idea:Class Armor Rating.

    Any class would have a damage reduction depending on how heavily armored they are, with knights and general getting the best by far, and weapons like hammers and rapiers instead of having armor effectiveness, ignore x point of armor, maybe up to their might.

    Berwick Saga and Vestaria Saga has something slightly similar.

    In Berwick Saga, there are shields including:

    * Small Shields used by non fragile units such as the lord and many cavalry units.

    * Medium Shields used by the promoted lord, the tankiest mounted classes like Paladin, Duke Knight and Old Knight, as well as Axe guard/its promotion.

    * Large Shields exclusively used by armored units and a class that may as well be an armored unit.

    Each shield gives higher defense and almost all traditional armor weaponry like the rapier affect shields instead of armored status.

    Vestaria Saga has Armored and Heavily Armored categories. Guard and General are Armored, whilst Armored Knight is heavily armored. Heavily Armored units have one additional effective weaponry weakness, but tend to have higher stats. To explain the General thing, Generals wear more streamlined here and Armored Knights are a tier 2 class in Vestaria Saga, promoting from Guard. Generals have one higher movement, but lower defense.

    From my experience, anti armor weaponry is rarely a big deal for playable armored units. The only times I remember it being an issue is in New Mystery of the Emblem's harder difficulties and a bit in Thracia 776. It is a big deal when multiplayer exists, but enemy units don't commonly use weaponry like ridersbanes and hammers for it to be something for the player to worry about.

  11. Thracia 776 could use the original prologue starring Leif's grandpa, King Calf in the fall of Lenster. See it here on the site.

    Also I know this is unlikely considering the DS remakes already came out relatively recently, but I'd really like to see Cornelius's fall, Hardin and Nyna's initial rebellion and how Marth first met Morzas in a future remake.

  12. 7 hours ago, Flere210 said:

    Edith: @Emperor Hardin are there in-depth tier lists of Vestaria?

     

    Here's one Japanese one. Prody the armored unit with the guard skill is Rank A, for reference there are only two rank S units, three if you count the Gotoh unit. The page on Prody lists his guarding skill, ability to use Javelins(not all who use Lances can use javelins like Cavaliers) and his high growths making him the perfect defensive unit. It notes his poor movement and average stat caps are the only stopping him from S rank.

    People I've talked on the game mention there are defend maps that encourage the use of an Armored Knight, though you only need one.

    Abraham, the Armored Knight in Vestaria Saga's gaiden, Silverbirch’s Sacred Sword, seems quite absurd looking at him as he has; +1 movement as a skill, adjacent guard II, Pavise(18% to block all damage), Good Growths, great stat caps, great growths and is a prepromote. I haven't seen any tier lists for the game though. 

    4 hours ago, Flere210 said:

    Fighters would still get screwed and it would only make Skill the god stat instead, because in 90% of the games enemy phase is much more important.Imo three house had a good idea in that it allow for builds that does not require speed at all. They just need to elaborate on that so you can either get a lot of damage in a single attack or a lot of weak attacks. I had in mind a "Style triangle" so to speak:

    Shields have wary fighter has an innate skills and they beat Dual wield/ gauntlets because those weapons can't deal enought damage in 2 hits.

    Dual wields/gauntlets are the brave weapons and they beat two handed weapons because quadding.

    Two handed weapons have High might,weight and a combat art bonus, and beat shields because they can overcome their defense and combat arts does not care about wary fighter. Also they should be set as a counter option.

    You know given Generals are well, Generals, its too bad armored units got no ability in relation to battalions. Like something like ignoring battalion effects, especially in regards to stat drops, and having high authority might've helped?

    It makes sense too, think of how many authority figures in Fire Emblem are in the Armored Class line?

  13. 16 hours ago, X-Naut said:

    I'm in agreement with Aggro, mounted units can keep Canto but IS needs to crack down on their freedom of movement. There's too little keeping them from outpacing infantry on any given map. I also like the idea of swapping Canto for Pass on fliers.

    Another idea I thought up is that Canto only triggers after battle if the user doesn't take damage, and possibly even if they only make one attack. If you get hit with a meaningful force or stick around to strike multiple times you're losing momentum.

    The bolded was done in TearRing Saga.

  14. 3 hours ago, Flere210 said:

    Adjacent guard would only work if the damage spikes are so crazy that it's mandatory, and this would be unfun for other reasons.

    Vestaria Saga used the adjacent guard technique and it was very well received.

    3 hours ago, Ertrick36 said:

    One kind of skill I think may work would be a skill that would give substantial defense/resistance buff to them and any nearby units if they are adjacent or within a certain amount of tiles of other allies' positions.  Admittedly I just came up with that idea because you said "adjacent guard" and that sounded like the kind of skill I described.  However, I think if you make their presence worth their slowness for the whole army (or at least for sizable squads), then you'll at least somewhat make up for what they are lacking in; make it worth actually using them and having the army move at perhaps a slower pace.

    Yup that was exactly it. A playable Armored unit in both versions of Vestaria Saga has the skill allowing adjacent units to get +3 defense and resistance, the stat boost later upgrading to +5.

    2 hours ago, Von Ithipathachai said:

    I took a similar approach with my game where there's a Class Skill for all Armored units called Guard.  It has a fixed (I believe 15%) chance of halving damage from any attack when it triggers.  This is in contrast with Shell (Pavise), which has a Skl% chance of halving damage from Swords, Lances, Axes, and Bows, and Barrier (Aegis), which has a Skl% chance of halving damage from Daggers, Light, Anima, and Dark.

    Granted, I also gave Armored units the same Mov as Infantry, kind of making them Infantry on steroids.  But unlike Infantry, they can't cross mountains and rivers, meaning they still have the worst mobility of all the movement types.

    Naturally they're also vulnerable to anti-Armor weapons.  But Guard gives them a chance to survive even a nasty hit from one of those or a tome if they're lucky.

    That sounds like an ability in Vestaria Saga which existed alongside Pavise. I think it reduced damage upon skill, as opposed to pavise having a 15% of nullifying all damage.

    1 hour ago, NobodiePichu said:

    i kinda feel the feh obstruct skill should be an armoured knight base skill. their job is to defend against and 'obstruct' opponents so giving them a skill that makes it harder for enemies to physically move past them would make them more effective in that sense and it would also make a horde of armour knights something a bit trickier to just waltz past.

    That could work and it would be something that'd make enemy armored knights, tougher, but not too annoying to deal with.

  15. We all know canto, the skill innately possessed by(or exclusive to in the case of TearRing Saga) by all mounted units, but has anyone ever thought about what kind of skills armored classes should have as their base and exclusive skill? Let's face it, armored units need help alot of the time with armored status providing nothing but loss of movement, an extra weakness and often terrain disadvantages. Given how Armored Knights and Cavaliers are frequently shown as counterparts to eachother, it only makes for Knights and Generals to have a powerful base skill of their own, but what? The closest we've had to this is Generals, Barons and Emperor, but not the armored knights, having pavise in Genealogy of the Holy War. But that was exclusive to that game, came in too late for the playable units and might be too powerful for generic enemies to have.

    I'm thinking something like Vestaria Saga's adjacent guard skill or some sort of skill that provides armored units extra defense when they are attacked on enemy phase. I don't think either of those would be too powerful for enemy units. Any opinions on this subject?

    EDIT: Adjacent Guard is a skill in Vestaria Saga. It gives +3 defense and resistance to adjacent units and upgrades to +5 defense and resistance upon promotion.

  16. I say yes to canto, at least as an optional skill not all mounted units have, such as in Tear Ring Saga.

    The problem is Armored units need some sort of equivalent base skill as otherwise we have a whole category of units without any actual advantage.

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