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Dunal

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Everything posted by Dunal

  1. Aran is extremely reliable. High hit rates and gets access to the horseslayer in 1-6. He also has no biorhythm, which means he'll always have no penalties. A lot of his power will come from promo gains too (+3 SPD/+4 RES/+2 DEF) I think he's pretty good for Blossom (99 BEXP > Map level > 99 BEXP > Map level). Only way I'd buff him is giving one more base speed and remove it from his promo. (And the opposite of that is how I nerfed him before, funnily enough -- people were saying he was too strong with 12 speed base, although that was back before other things had changed too, like said Bishops existing). Either way though, Pure Water/Barrier is his friend. Leo support is good too (+3 RES when maxed). Volug is like an early Est. Unlike the original game, his halfshift actually works against him more than for him and this is typically a good thing as it stops him from being ultra powerful before he should be (part 3). Being level 1 means high EXP gain, and if you calculate his Level 15 averages with S rank strike, he's rather excellent in part 3 with a pretty good Laguz gauge. Even his base stats make him usable in part 3, assuming full transform bonuses. Thanks on the unit feedback, but any comments on the change of map design? (1-5 and 1-6-1 in particular?). The availability of skills, items and weapons? Mechanic changes like Biorhythm, WTA, enemy diversity, difficulty, HP/DEF/RES rebalance etc...? Anything you can comment on, really. HOLD, HOLD I SAY Also, if anyone has any problems with patching or playing, then do let me know in a PM.
  2. FE10's map design is very good, indeed. There's a lot of varied objectives and a lot of maps that encourage you either keep moving to commit to them (and therefore not turtling) or defend maps that aren't too straightforward and offer a lot of ways to tackle them. Also high opportunity for steal objectives to also punish turtling. It has to be said though that the placements and power of enemies can undermine some of the maps in the game. CH1-6-1 (which is in the demo) is a good example of that. I've structurally changed it so that (at least in my mind) the map design is possibly used the best it can be. Some maps do go into awakening-mode by part 4 though, but I think those maps will all be tuned around making the enemies extremely interesting to make up for that. Otherwise, the soundtrack, character designs and art-style are all my favourite in the series. And the core mechanics are all great when tuned correctly (Biorhythm, supports, Laguz, party switching, classes, skills etc...). So that's why its worth making the effort to get those things right. EDIT: Also I do realize that when it comes to the demo: 1) One of the houses in 1-1 still need their text changed. 2) The magic triangle has some strange/incorrect interactions at the moment. But that will barely affect anything in the demo (and is mostly a benefit to the player as far as I can tell).
  3. NTSC-USA in which there are two versions for that (therefore two patches). (To specify, it basically means that if one patch fails to work on your ISO, then try the other).
  4. THE PATCH IS HERE! COME GET IT WHILE IT'S HOT (Once again, there are two patches in case one doesn't work for you) Let me know if there are any issues. You'll know when it ends. Trust me... (CH1-7... Or is it?) I have not updated the OP with new data yet (That will be done in the actual full part 1 release). If you care about knowing growths then class caps should mostly tell you good/bad they are. So use that as a means of gauging them for now. Except for the units I have already made profiles for, of course. Feedback will be great! Do let me know if there are any inconsistencies or oddities you can point out. Otherwise, let me know how the demo fares. One thing worth mentioning is that I have made hard mode realistically do-able, so feel free to have fun with that. But I do not advise to play hard mode until you've played the demo's normal mode!
  5. I'm releasing a demo of the definitive version of the hack tomorrow. So feel free to try it then! The vanilla version get widespread criticism on: 1) How the difficulty curve is completely backwards. 2) Unit balance being horrible. Also weapons and skills to a lesser degree. 3) Story having huge flaws especially when it comes to character's motivations. Also 'new' characters not getting enough acknowledgement or back-story. 4) Enemy stats/AI/distribution not taking advantage of the overall great map design (IMO). 5) Team splitting being largely against the game because of 1) and 2), rather than it being a strong element through variety. 6) Not enough customisation in weapon/skill combos. The game is weirdly restricting without having enough balance to make that even matter. So it's the worst of both worlds. The hack attempts to fix all of these. The core gameplay and mechanics of FE10 are pretty great. But they do not live up to their potential because of certain factors. If the above is important to you, then I suggest trying the hack. Gathering feedback on somebody blind to the game would be quite interesting, actually.
  6. WIP (Drafting stage) Expansion on what is currently there, yes. It's very likely that I'll re-add anything that was missing from the localized version of the game.
  7. Spoilers for whomever that may apply to: The main focuses of re-dialogue/writing are as followed: 1) Micaiah's characterization and reliance on her "powers". She's now a decisive leader as opposed to just following her visions. More of her wit is shown as well. Part one is rewrote in a way that focuses on Micaiah's growth as a leader -- and providing some semi-balance of character development. She's brown nosed a lot less too, with her actions gaining respect as opposed to previously where there wasn't really any leadership qualities shown other than possessing 'powers'. 2) Part 3's subplot with Daein to be moderately expanded and given more exposition. Blood pact now functions through two candidates. Pelleas signs the contract knowing full well what it entails. Lekain also signs the contract with promise that Begnion will properly assist with the reconstruction of Daein once they have won the war. Pelleas later realizes he has no hope of winning and would do even further damage to Daein by continuing with the war. Tells Micaiah to stall for time until they can break it (as per usual). Micaiah is far more frustrated at the situation and does not agree with Pelleas whatsoever -- but ends up realizing she does not have much choice either way and ultimately agrees to assist. And rather than threatening Ike and co. she insists that they flee in hopes they will catch on (since she cannot outright tell them). Soren does, but everyone else isn't willing to take the risk of being tricked and continues fighting. There is further character interaction between Micaiah and Soren as a result. Part 2 will remain pretty much the same. Part 4 will also have small amounts of change, but expanded characterisation. Ike's confrontation with the Black Knight is explored a bit more, and Ranulf no longer reveals his identify so suddenly. He merely tells Ike that he knows. Then the reveal is more dramatic at endgame (as it should be). Those are the main points of interest. As for endings/pairings, it would be something only explored much later on. Also, worth mentioned that I will obviously be fixing skill/weapon descriptions etc... Anything that does need changing will do so.
  8. Yes, you can certainly use a 'cleared' file. In fact, I'd recommend it for obvious reasons. Just don't play hard mode. Oh and by the way... DIALOGUE CHANGE EXAMPLES Yes, this is a thing. (Or that's the plan). Just so you know, this will be separate with or without ReDux. And you can play ReDux with the original script/story intact. (That one screen above may or may not although most likely not be definitive of the end dialogue -- just a fun example! Do not take it seriously) Also: WEAPON TRIANGLE An updated look on how the Weapon Triangle will be.
  9. What I meant was in context of having to restart after the release I can do. Everyone will need to restart on whichever release I provide next, but the point is that people can get a head start and then can just carry on with their save-file next month. Unit profiles will be done for the full release of part 1 next month. Releasing them all before a 'preview' isn't strictly necessary.
  10. I would wait until the next version TBH. It's vastly different from the current one -- and for good reason at that. Plus, you'd have to restart anyway. I'm thinking about releasing half of part 1 within the next few days. Pretty much it'll be fine since it may help do some tweaks/balancing (without forcing people to restart) before I release the latter half (which is the date in the thread title).
  11. It might even be more than one thing. OooOoOoooo
  12. FE10 is the best from a gameplay standpoint by far. But weakest in story/dialogue. It's supremely subjective depending on how you look at it.
  13. MICAIAH LEONARDO LAURA MEG Is this a bit better? Otherwise I can list numbers if required.
  14. Let's face it -- when you have no need for them, might as well have some arm guards. It's however perfect for concealing your trap cards. It's a secret book, after all.
  15. LEONARDO: Master Longbowman I could change the STR to something else if it helps. Although you could easily say the same thing with the +STR on the Double Bow, or +SKL in general which is only relevant for skill activations or finding hidden treasure?
  16. Pelleas can SS rank staves while Micaiah is stuck with A. That gives you a potential Fortify/Ashera/Maltrona user and can therefore replace a bishop on your team. And the reason why that works so well is that Micaiah can then use Rexaura without needing to share it and Pelleas can get Balberith. Otherwise, his stats are quite different than Micaiah. His HP/STR/DEF are all excellent and his SKL/RES are pretty great too. His MAG/SPD are on the low side but he's essentially a tank who can fight with staves viably. He also has innate Resolve. Which only Marshalls can equip as a scroll. So... He's a tanky staff fighter who has great utility. He's one of the most unique units in the entire game. No reason on Balberith. My theory is that they had a CON weight system at one point and didn't bother change the pointless STR boost. Then STR itself could have done something differently. There's a bit of evidence to support this this. The silver poleaxe for instance has the following description: "It's great weight limits multiple attacks". But practically everyone past part 1 has close to or way surpassing 19 STR, which is the weight of the weapon. Something is a bit off there.
  17. Lucia has moderate story/dialogue relevance in the route she goes to. Therefore it's extremely unlucky I would change this. Same goes for most 'forced' characters. In fact, I can't think of an example off the top of my head where someone is forced for no reason.
  18. I could have just set Micaiah's title to "Doubling with Balberith GG" but that's a tad too concise. ; )
  19. WARNING! Dangerous levels of badassery is approaching! MICAIAH: Ascension into Chaos Main characters are meant to be great and interesting, yo. Even Intelligent Systems knew they missed the mark on her: Yune: "...And once we get inside, you can leave most of the fighting to Micaiah."
  20. It depends on how much speed I'd be comfortable to give her by endgame. However, that's yet to be seen since I haven't properly balanced enemies at that point. If she struggles to double with say, Rexaura against a General -- then I would likely buff it.
  21. For what it's worth, staves now give more EXP (Heal gives 15 EXP instead of 11) and I'd expect the player to promote her around level 15 with just 1 or 2 levels of BEXP. If not, level 12-14 will still make her pretty good. Thing is, she only needs to heal 7 times to gain a level. 6 times with Mend. If this is done once per chapter she'll be level 13 by 1-E. This is without BEXP. And this is also a unit that doesn't even need to promoted for 1-E to do her job (but there's no staff EXP penalty for promoting, so eh). Yes! If anything, I'd prefer to increase her STR cap a bit rather than growth. The 2% is just for BEXP purposes.
  22. For what it's worth, Laura still has 11 ATK with it at base. 3-4 damage on fighters so she can actually kill with a crit. =p All else fails just give a Hammerne to Oliver..... Depending on how her lategame pans out I may end up giving her more STR anyway. On average she gets weighed down by 11 with Rexaura currently. Granted that's still 33 speed so, eh.
  23. LAURA PROFILE I'll release one of these every 1-2 days until the next release.
  24. Not something I've looked into. Either way, speeding up the animation won't change the animation either, so it'll just go from 'slow' to 'goofy'.
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