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BwdYeti

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Everything posted by BwdYeti

  1. The code literally refers to this an an AoE attack and it would take like 10 minutes to have AoE spells if I wanted them But I don't ~ ' 3'~ only 2 skills will hit multiple targets
  2. Not much more redundant than Pegs and Dracos, or Archers and Hunters, or Fighters and Brigands and Pirates :MWhat they really need to do is make Mercs actually different from Myrms and slide their stats closer to Fighters. More str and def, less spd and skl. But if they're not going to do that then I do have to agree with you, as is it's kind of pointless to have both when their stats are so similar.
  3. A good deal of the differences on the map can be explained by sea levels; the FE13 map has almost all the landmass from the older map, just with expanded bits on the coasts as if the sea level is lower; the center of the continent where the FE13 countries come together especially. It doesn't explain some of the islands moving around though, so \o_O/
  4. Though it's likely to happen anyway, I'm hoping for promotion choices to heavily overlap like in 8; even though it means less unique options (if Mercs got Heroes and another class all to themselves for example), I like being able to get units of a class from multiple routes. Cavs and Armors Knights to GK, etc. Although hopefully there'll be less silly choices in how that's set up (Fighter => Hero, Merc => Ranger, Peg => WK, what are you doing IS). Something as relatively unique as Battle Clerics gives me some hope of that, at least. And on the note of Pegs, the only other thing I'd really like to see is both Peg promotions choices being pegasi, not making one branch some variety of draco/wyvern. A lance/staff Seraph Knight type thing would be the likely solution in that vein, but bows or some support ability or even just crit would be preferable to WKs/Dracos to me.
  5. I always got a Sanaki or Elice type vibe from her, that'd be my guess; plot important late game magic user possibly with a unique class.
  6. I would guess, based on the promotion gains overall and the incredible Cav=>GK defense gain in particular that the maximum is higher than 30. But with the images that're presumably of the caps, the apparently full def cap for GK's is a bit confusing. Also for rescuing it's possible they made it movement/unit type based instead of con based. Armors and fliers can rescue infantry, cavalry can rescue armors or infantry, something like that
  7. The problem with FE9's masteries isn't that they didn't have strong enough effects, it's that they took skill capacity. If they took 0 capacity they'd be very useful. And having to use an Occult scroll didn't help them either.
  8. Smaller than Generals and Centurions, as Zweihanders are smaller than Phalanxes (and as they're thinner than Lieutenants but Lieutenants are really squat so it throws off the comparison)
  9. Crossbowman @Octavian: It's meant to invoke the Apprentice map sprites, but with less t0, so he needs to show off his manliness and lift it one handed. Uther does the same thing with the one handed lift in the highlight animation and two handed attack anyway, so whatever
  10. BwdYeti

    Mug Medley!

    Well no one else if going to do it
  11. BwdYeti

    Mug Medley!

    no AK I was going to fix the fire, go after me and do the final one >:
  12. BwdYeti

    Mug Medley!

    ugh Percival cloak so ugly Also should put the original faces in the first post too, for comparisons ~ ' 3'~
  13. ...Huh. That wasn't actually the problem? Get in contact with me on AIM or Skype some time and let's see if we can get this sorted out ~'3'~ No idea, I would try googling it I guess >:
  14. Finally enough programming done on XNA 7x that I have to work on sprites again :T Zweihander map sprite, need to get map sprites done so I can at least playtest Tr3, battle sprites I can worry about later On the note of battle sprites, Eliza's t1 animation plan
  15. http://forums.bwdyeti.com/index.php?showtopic=496 It probably means your video card doesn't support pixel shaders. Go to the main menu configuration and turn off shaders, and see if that works I've got expanding the controller configuration on my todo list, it'll be a thing eventually
  16. It's not that I can't do it alone, it's that it would take even more years than it already has :i I had the old engine as a cheat sheet basically, and just translated the code from Ruby/RGSS to C#/XNA; but there were still a ton of bits that had to be rewritten or optimized or fixed so it was still pretty intensiveAnyway at the moment we're actually pretty well off on battle sprites, Sploder and Rag went through pretty much all of the animation plans I had lined up and then I spent 7 months coding instead of making more plans, but what we really need right now is faces. And, like Seph said, quality ones :M
  17. yes no >:We don't have enough manpower and a lot of sprites to make
  18. ...Huh. It is broken. ...Oh are you kidding me. I had it test if the opponent has Nihil and if so to disable the atk bonus from GUTS... except I commented out of the if statement so it always nullified the bonus. :x It's fixed now but not going to bother reuploading since it's not a huge thing ._. And no that's a very atypical Cybil. The PCs in the trial maps are auto-leveled to be strong enough to be used in the maps, and Cybil goes from lvl 5 to lvl 10/11, so the RNG being silly can always happen. Her average str/spd at lvl 11 are 11 and 14, so you know
  19. http://forums.bwdyeti.com/index.php?showtopic=498 Trial Map 2 demo is out, get at it Also Seph did an LP of Tr2, so check that out as well
  20. After I linked it I looked at it more and I think it's stuff I would have to implement to the code and release as a separate version
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