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Deltre

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Posts posted by Deltre

  1. On 8/31/2017 at 2:57 PM, BrightBow said:

    On Hard Mode there are some generic enemies with skills on the final map. So it might be a good to watch out for that.

    Despite Ashnard being invincible to most of your characters, he actually has boss conversations with quite a few of them. The most interesting of them is probably the one that he has with Reyson of all people, which has Ashnard explain why he thinks that awakening an evil god is a good idea. Just wanted to point that out since no one would think to send Reyson against Ashnard. Otherwise I suppose the only conversation that contains some new story details is the one he has with Nasir.

     

    And in case you don't know, if Ike doesn't manage to defeat the Black Knight in time, Nasir shows up and attacks the Black Knight. This causes the collapse of the castle, seemingly killing them both. So that's why you only get Nasir if you manage to beat the Black Knight.

    Good information once again man. I'll be sure to mention that in the endgame.

    I'll be brutally honest though, having Ashnard's motivations hidden behind an in-battle conversation that no sane player would ever get is incredibly stupid and poorly thought out. If Reyson is getting attacked by the final boss, you're probably smashing that reset button more than anything else. And even if you decided to watch on, how would you know to do that in the first place? Reyson can't fight anyone, let alone the last boss in the game. I can't think of one situation where someone playing normally would even get this conversation to trigger, and it just so happens to be pretty god damned important. I'm getting a bit ahead of myself with this, but it's this exact kind of thing that cements my opinion that Ashnard is such a lame villain. Fortunately, he happens to appear in a well written game so it's not the end of the world, but geez man. What were they thinking?

    Chapter 28 is done. Once again, in two parts, although to be honest this probably could have been one video since they're both much shorter than average. A bit of a filler chapter in terms of story, but it's at least interesting filler, revealing the origins of the Feral Ones and reuniting us with Leanne. The stage itself plays pretty smoothly too, although that might be because most of my heavy hitters have ascended into godhood by this point. The Oscar/Ike Wombo Combo is hilariously broken once Ike gets the Ragnell.

    Only one more map to go!

  2. Here's Chapter 27! Once again I had to split the video into two parts. 

     

    I think this map is pretty good, overall. There's the obvious story reasons, with the climactic showdown between Ike and the Black Knight (that I do admit I wish wasn't so luck based), but the design of the actual chapter itself was solid as well. I feel like the indoors maps have been far and away some of the best ones in this game, and this one is no exception. Enemies are dense (like in just about every map on Maniac), but it never really goes into the realm of absurdity like some of the other stages do. Looking back, there are some beginner's traps (opening the East/West treasure rooms with low-Res units who get eaten by Siege weapons/Staves), but once you know what to expect the level has a nice pace to it. 

    Weirdly enough, there are no reinforcements for the entire map. Maybe I cleared the map too quickly, but it's definitely strange.

  3. That's actually a pretty good explanation for Elincia, I stand corrected. 

    I wish like nothing else I had remembered the Rescue Staff for this one, it would have really cleaned up my endgame by quite a bit. I say basically everything I wanted to about this map in the two videos, so I think I'll leave it at that. This map is long!

     

  4. You're actually right about the Brave Bow, I'm fairly sure. Meaning that it's almost kind of a detriment to re-recruit Shinon, since let's be honest, the Brave Bow is better than him.

    I'm aware that the absence of a crit bonus isn't because of Maniac Mode strictly speaking. I can't remember what exactly I said verbatim, but I imagine that I was thinking that Maniac = JP version = no crit bonus.

    Here's the boulder pushing simulator. I didn't really care for this map at all, honestly. In fact, I believe that this is likely the worst map in the game, and is definitely worse than the Great Bridge (which I actually kind of like if you're willing to look up the location of the pitfalls). The short version is that there are Siege Tomes everywhere, and the main gimmick (the boulders) lack transparency at times, which can be pretty frustrating. Combine that with terrain that punishes your long-term unit choices (hope you've been using foot soldiers! Oh, but not Generals), and you've got a pretty weak map that hinders most aggressive play, without a healthy dose of RNG in your favor anyways.

    Quote

    Yeah that was a stupid move, and the only reward you get out of it, not that you're told in advance, is a Renewal scroll- which equates at 10% of Max HP restored per turn to at most 6 (well 8 with Nasir). What do you lose? The lone refresher, two second rate fliers, your chance at the Knight Ring, and now barring a blitz kill on Homasa you have to fight Naesala- which like C3 Eldigan (the Knight Ring made me think of him) is not a foe you want to fight, at all. Can you kill him? Sure! But it won't be pretty, and if you're an average player who doesn't do something like a Marcia BEXP dump, it'll be downright ugly.

     

    The turn 19 thief in 21 is the only thief to appear on difficulties below Maniac, so that's why it's there, but it was still a terrible idea. My problem with map is Kasatai is terribly weak and can be easily circumnavigated.

    I think assassinating Schaeffer in C22 was a wise move. The treasure consists of a Silver Bow, Tomahawk, Nosferatu, Sleep, Bolganone, and Spirit Dust- nothing invaluable. There is no way I could put up with the extra Bishops.

    The Oribes/Riven Bridge appears to be the sole point of connection between Daein and Crimea, and that plus the fact the bridge isn't that deep makes the pitfalls seem like a terrible idea. I never took the approach you did to this map of moving everyone forward, I generally left a small group at the starting zone to intercept the flankers.

    So many promoted enemies on C24! Even your Marcia had a challenge surviving (were it not for some dodges). Geoffrey's willing sacrifice made very little sense looking at the map on the lower difficulties, but on Maniac I could see myself going "maybe Ike should listen to Lucia and Bastian- what does Finn 2.0 contribute really?". 

    The boulders will be ugh, but I find the reduced movement more of a chore on the mountain map. No other FE puts you through that I think.

    I agree completely about Kasatai, the generic Generals that surround him are all much, much scarier disregarding the fact that he has Wrath I guess. The tuning on bosses is pretty questionable sometimes, but I think that he's the last boss to really make me go WTF. 

    C22 was pretty silly, yeah. There was really no need to make almost every Priest into a Bishop. It really hurts the gimmick in all honesty, and kind of promotes a Siege skip for anyone who wants the best reward.

    I probably didn't have to do what I did on C24, as was pointed out. Geoffrey actually will hold out for a bit longer than I gave him credit for, I just have this irrational fear that all Green Units will die unless I directly interfere. Years of Fire Emblem will do that to a man. I agree that there's a lot of units on that map though. Wait until you see C26!

  5. On 8/15/2017 at 4:27 PM, BrightBow said:

    I haven't actually played past this map so far. I wasn't particularly eager to tackle the boulder map, because of how obnoxious those rocks are. You would think rocks would all follow the same rules but instead they roll in whatever way they feel like. And since then, Botw came out, Echoes came out, etc... it kinda feel on the wayside.

    I just completed that map, and I can confidently say that you made the right choice. Definitely did not enjoy C25.

    But that's for another time! Here is C24, in which the game finally starts to get on my nerves, but I'm willing to admit that some of that is maybe my own fault. Still, the design choices in this last arc strike me as kind of weird. At least from the perspective of Maniac mode where enemies are stronger, there are more of them, you get less EXP per fight, no BEXP clear bonus, and HALF the BEXP you'd get on Normal/Hard.

    Spoiler

     

    Spoiler

     

     

  6. On 8/7/2017 at 7:14 PM, BrightBow said:

    Btw, if you hadn't recruited Reyson there would have been an additional scene where the group finds him outside the temple, the justification for his presence being that he picked up a strong thought. A pretty weak explanation, especially considering that he shows up without an escort. Makes me wonder why rejecting him is even an option, if all it does is to force the writers to come up with dumb explanations to have him join the group anyway.

    That's pretty interesting. I honestly had no idea about that, considering that I never refuse Reyson since there's absolutely no reason not to take him. I guess they had to explain why exactly Ashnard wants the medallion somehow!

    Spoiler

     

    Spoiler

     

    Chapter 23 is complete! Had to split this one into two parts since I left the animations on there's a fair bit of thought that needed to go into this one. Of course, none of that thought matters when you run head first into a trap the second you try to execute. I'm sure most of us who have played this game know the deal with this map, but I will say that it's a special kind of frustrating to go back and do this one years later without any map or guide to tell you where all the pitfalls are.

    I really wish there were some kind of visual cue or something, because if not for the seemingly random placement, or if you just open up a map, this level isn't really all that bad. I think it would be pretty good with that one small fix, actually. Just, you know, pitfalls.

  7. I guess it's true that Nasir has some dirt on Soren, but I still find it a little strange that he didn't do anything even when it became increasingly obvious that someone was warning Daein of their every move. Especially when they get to the capital. Soren doesn't have proof on Nasir, but Nasir doesn't exactly have proof either, and realistically it's not like Stefan or any of the Laguz would corroborate Nasir if they knew he was the traitor. Still, yeah, I kinda see where Soren is coming from after all. Thanks for clearing that up.

    Anyways, Chapter 21 goes down without a hitch this time. This map actually makes pretty good use of Sleep Staves and Siege tomes without going overboard on a player that is trying to get all the treasure. There are some jerk moves, like hiding a siege tome behind a door (seriously game, why?), but in general the way this map is designed promotes strategy pretty well. It's probably a bit more frustrating if you're trying to LTC or something, but that comes with the territory. The only thing I didn't understand was the fact that another Thief spawns on like Turn 19, as if the map isn't already over. 

  8. Man, I had a hell of a time getting this part uploaded for some reason. This would have been up sooner but I had to re-upload twice, and with my internet being garbage, things took a while longer than intended. Anyways, Part 25

    Call me crazy, but I really like this map for the most part. Reasonably challenging, but it doesn't really enter that BS territory IMO. I elaborate more on that in the next part (which hopefully doesn't fail to upload twice), but overall I think this map is enjoyable.

    Also, for you guys who know the story better than I, is there ANY reason at all that 

    Spoiler

    Soren never mentions that Nasir is the traitor to Ike, or anyone?

    I've been racking my brain about that one, and the only thing I can come up with is that there's no proof. But given the people we're talking about here, it's so strange to me that this never really gets answered as far as I remember. It's kind of a weak point in an otherwise solidly written story tbh, but it's not really a big deal in the grand scheme of things. Just strange, really. 

  9. I've beaten this game at least three times, and I honestly had no idea that Jill had any conversations with the generics on this map, let alone multiple. I looked it up, and sure enough, there's at least one more conversation that I could have gotten here, but nowhere I've found seems to really know how to trigger it reliably. They really went all out on the little details for this game!

    Spoiler

    Daein Soldier
    Lady Jill, is that you? What are you doing with the Crimeans?

    Jill
    I'm sorry... I've chosen the path that's right for me.

    Daein Soldier
    Pah! You would betray your own father?

    Jill
    ...

    Daein Soldier
    You...traitor!

    Jill
    ...

    There's the other conversation, for completions sake.

  10. On 6/19/2017 at 1:58 PM, BrightBow said:

    Remember me saying on the first page that bosses keep their hard mode stats with one exception? Yep, that sole exception is Oliver. For example he now has 19 magic while only having 9 on Hard and below. It's a shame but there will be no more surprises like this.

    No idea why only he got buffed. But considering that as a lv 2 Bishop he is the boss with the lowest level since chapter 8, I think they made him deliberately weak on the lower difficulties, kinda like how TRS did it when fighting nobles as bosses. So maybe for Maniac they wanted to compensate for that.

    But that can't possibly be the only reason. If it was merely a matter of wanting to elevate Oliver to the level of the other bosses, then the Sage boss in the very next map would not be far weaker then Maniac Oliver.

     

    Edit: Too bad you didn't see Oliver's battle model. It's a deformed version of the generic Bishop. It looks utterly hilarious. No wonder Ike calls him a massive gasbag.

    I'm pretty sure that having any of the NPCs die here won't prevent them from getting recruited later. Unfortunately the same isn't true for Mordecai and Lethe in chapter 9.

    Fun fact: You can look at Leanne's stats on this map. Since Ike carries her you can't select her directly but once Tibarn's crew show up you can simply select them and then cycle through the rest of the NPCs on the map, which includes Leanne.

    "...I'm...sorry...I am ignorant as to what words of contrition will be appropriate to one of the heron tribe. Yet I stand before you as a representative of my people... From the depths of my heart I apologize to you... I am sorry... So truly sorry..."

    I suppose Sanaki's approach wasn't too bad. But instead of apologizing for the crimes of her people, she should have told the herons to let go of their hatred and throw herself of a cliff. Oh well, she is only like 12. So she might still grow up to be a true champion of peace. Besides, there probably wasn't a good cliff around anyway.
     

    That's a really interesting point about Oliver. It would make a lot of sense from a story point of view for him to be less capable at fighting than some of his underlings. I guess he was just beefed up in Maniac to make him sort of threatening, or at least he would be, if Tibarn didn't make a beeline for him haha. It's kind of poetic in a way. 

    It is kind of strange to me how the last few bosses have been increasingly more pathetic, with the lone exception of Shiharam. I have to wonder what they were thinking with Homasa especially, given that his map is an Assassination mission. You'd think he'd be scary being a Swordmaster and all, but nah. 

    LOL about Sanaki. There are never any good cliffs around when you truly need them. 

    I am going to give Ike Wrath/Resolve, yes, if he ever wants to get defense. Kind of regretting not giving him Aether, not gonna lie. That one fight later on is going to be interesting for sure. Especially since I recently remembered you can't use Resolve until after the fight. 

    Never really noticed how crazy Soren would have to be to confront the traitor like that. Especially given everything we know about him. It's kind of out of character, even. Normally, you'd think he'd have at least mentioned his suspicions to Ike or something, so that confronting him wouldn't be so dangerous. 

    On 6/23/2017 at 3:17 PM, Interdimensional Observer said:

    She could've volunteered to drown herself instead, her heavy clothing would surely make her sink like a blue whale carcass.

     

    More relevant to this topic, I checked my old game guide, and yeah Chapter 16 is hideously thin on enemies on the lower difficulties. The first stretch is all but empty and does little but give the mounties an edge over everyone else. Devdan is all by his lonesome- it's only near the boss that there is any density at all. Maniac does a lot for this chapter.

    Though the thieves are too quick to spawn indeed. Below Maniac, I recall being able with a high movement team to get Devdan just as the first thief spawns, so while I still had some leeway on getting all the treasure, this map certainly isn't overly forgiving in this regard.

     

    Be sure to load up on weapons for C17- you surely don't want to run out.

     

    Actually, I think you can just look at Ike's data to see how he's rescuing and then click on Leanne's name to view her stats. I think you could do this in the GBA games too.

    I had no idea that Leanne had stats. She's even arguably better than Reyson. You learn something new every day I guess! 

    In hindsight, I think that Chapter 16 is actually fine. A bit crazy, and you'd almost never see it coming the first time, but I guess the game kind of expects you to use optimal strategies on the difficulty called maniac, and I think that's fair. It's true that you still need to use mounts to get it done, but at least the way you have to use them here is pretty creative, especially since you have to get Devdan too, and none of your mounts can recruit him bar a promoted Mist I guess. It gives you a reason to use Tormod right away if nothing else, which is pretty cool.

     

    So being that I haven't updated this thread in a while, I just added the full playlist and individual chapters to the OP. I'd hate to drop this thread given all the interesting trivia and experiences everyone has been sharing, so check out the OP if you've missed some of the updates that I've put on my channel. I will actually remember to keep up on this from now on haha.

    This is the latest update, Chapter 20, in which I am a terrible human being and make Jill confront her Father issues head on. And boy, do I legitimately feel like scum. 

  11. 5 hours ago, Espinosa said:

    Warping Faye in Desaix's map, hmmm... I don't think a 2 AS Faye would be able to do anything useful there. I better start feeding her kills in Act 3; hopefully, the maps there will be RNG-friendly enough to allow feasible resetting for decent level-ups. 

    Thinking on it, I'm pretty convinced that it will be very difficult if not impossible to take Faye from where you have her (Level 2 at the end of 1-7, if I understand correctly?) to Level 10 by Tartara in Alm 3-F without going far out of your way to do it. Breaking it down:

    Spoiler

     

    3-1 gives her some opportunity for EXP; Witches in particular are essentially a free level

    Same for 3-2, and Arcanists give good EXP. Her combat against them is pretty bad though, so she'll need to pick up kills where she can and stay out of the way on EP

    3-3 Ends in a turn

    3-4 is Desaix, where she can in theory contribute against the Armor Knights. She may even be able to kill Desaix, which would help pretty significantly, though I'm not sure how far out of your way you'd have to go in order to do that since there are better ways of handling this map, as was noted

    3-5 is a Mathilda/Clair/Other Ridersbane/Rapier user stomp. In a perfect run, it can end in 2 Turns IIRC, depending of course on where you're willing to draw the line in terms of reliability. It doesn't leave much for Faye to do, regardless

    3-6 every enemy outranges her and can deal a significant amount of damage, bar one enemy Witch with Fire

     

    Getting Faye to Rescue before 3-F does indeed result in a time save for 3-F as was mentioned, so you'd want to get that if at all possible. It also goes without saying that spending some of those high EXP yielding enemies on Faye hurts your other units as well. She does have the benefit of gaining more EXP in your case, due to a lower level, but on paper this sounds a lot like raising Silque to Level 7 by 1-F, only without the bonus of a good Enemy Phase.

    I don't think that getting the Killer Bow during Act 3 Alm is feasible without Silver Grinding. You need 2 of Mathilda/Clair/Gray/Other Anti-Horse Unit to have the ability to ORKO Act 3 Cavs, especially for 3-5, and that alone drains most of the Silver you have available. Complicating things further, you'll need the Ridersbane powered up going into Act 4. I'm still playing around with Act 3, so I can't personally say whether or not it's possible to do all of the above, and forge a Killer Bow going into Act 4, though with all the Silver Purse drops it should be just barely possible. 

    3 hours ago, Art_Dealer said:

    The problem I had in chapter 1 with archer Kliff (or any villager archer) was he didn't have the speed or power to snowball and get the stats necessary to contribute much for 1-7 since silque has to take too much exp. However, if you are able to get him enough levels, I can see him being useful for killer bow use in chapter 3.

    FWIW, you can take an Archer!Kliff from ~3.XX to promotion in 1-7, albeit not easily. I was able to bring him in at 3/3.34, with 25 HP 11 ATK 3 SKL 5 SPD 10 LCK 5 DEF 8 RES (Bold=Above Average) as his stats, which resulted in:
     

    Spoiler

    Cq94opO.jpg

    pPPnO6o.jpg

    This was an 8-Turn, with 7 maaaaaaybe possible if you can somehow squeeze in an extra kill for Kliff somewhere along the way. Assuming that the 7 Turn of this strategy is possible and that the 6 Turn clear that Espinosa theorizes is possible as well, you could very well go into Act 3 with a Level 1 Sniper at the cost of 3 Turns, and only a cost of 2 if you choose to sacrifice Faye's promotion as the OP did. In a run where Silver grinding is allowed, the prospect of a Sniper!Kliff with early Killer Bow sounds very promising on paper. 

    Edit: The Cavs on 3-4 are reinforcements, actually. You don't have to fight them there if you force an ambush and clear it in a turn. 

    Edit 2: Do you mean skip the Sea Shrine entirely, or just come back for it later? Coming back for it later is fine and probably preferred, but skipping it entirely results in immediate time loss in 2-F. Saber needs to be promoted for the 3 Turn, and Celica needs Seraphim. Skipping the Shrine entirely also means that the likes of Saber, Leon and potentially Kamui (depending on if he was in use to begin with, it's honestly debatable) start Act 3 at a pretty severe disadvantage compared to what they could potentially be. Genny would be alright, but she can also potentially promote at the Sea Shrine, so it's a pretty big loss all in all.

  12. 6 Turns seems incredibly ambitious. 7 Turns is already hellacious, for most of the same reasons (albeit with a bit more leeway), but 6 Turns...yikes. You'd need the patience of a saint, and luck to match. Nothing but respect if you can pull that off.

    On the defense point: since damage dealt seems to be the largest/only(?) factor in who the enemy will target, Gray will surely want lower DEF than everyone in the immediate area. In theory, the ideal number would be 6 DEF so that Slayde would target Gray over Alm/Clive in your setup, while maximizing Gray's bulk.

    If you can lure the Soldier to the wall with Clair, it should be easy enough to take him out, but if you impose a 6 Turn limit I can't see it. I forget, can Python and Kliff both attack the Soldier at the same time? You might be able to chip him down enough so that Clair can 2RKO by herself. If not, Kliff with 11+3 ATK and Clair with 9+4 ATK should be able to do it as well, RNG willing. 

    If you could somehow cutoff weakened Cavs from reaching the healing tiles that might help as well. Gray will need to heal sooner or later, and if even a single Cav gets away the run is pretty much hosed. I'm not sure it works out positioning wise, but if you could make it work then you'd be able to get a lot more done on EP. 

     

     

     

     

     

     

  13. Hmm this seems like the first time we have a very different approach here. When warping Gray first, you would indeed kill an Archer first because sending him right into the fray has issues that we both seem to agree on. He definitely kills an Archer when he aggros though. For whatever reason, when placed in a certain way one of the northern two will always attack at 2 range and die on the counter, giving you one less enemy to chase down later. I see the benefits of what you're suggesting though, so I'm interested to see how your 1-7 turns out.

    Using some on Kliff is definitely not a bad idea. He'll mostly be competitive with his Sniper bases that way, albeit with 2 less effective range. From my own experiences, Archer!Kliff really wants a little something extra going into Act 3 if he's to stay relevant. 

     

     

  14. Gray absolutely appreciates DEF somewhere along the way, but given the floor tiles everywhere it's technically possible from base DEF with enough Turnwheel. Not ideal, sure, but I never felt raw DEF was mandatory in this case. I'd avoid the wells for the reasons you said: ATK is just too good especially with Silque needing a minimum of 12 make 1-7 work in the first place. 

    I believe that Gray is the best candidate to aggro Slayde's unit on sheer damage potential alone. Leather Shield!Tobin and Alm make for pretty good secondary units here in my experience, being able to easily finish off an injured Cavalier with relatively good accuracy (Fire/Wrath Strike), but ultimately Gray is needed to carry the offense. He also has the benefit of ORKOing one of the Archers in Slayde's group when you use him to aggro, which none of the other candidates can do thereby setting your offense back. Honestly, I avoided the Turn 1 aggro because of the reliability issues that you had mentioned regarding Gray's staying power, but regardless I'm fairly confident that he should be the one to lead the charge, so to speak.

    I believe that you can at the very least use the Thieve's Shrine wells if you chose to save those, based on the fact that you can go back there to talk to an unrecruited Silque with Celica. No idea what happens if you tried the Deliverance Hideout. I imagine you could, but I've honestly never even tried to re-enter the HQ with Celica.

     

     

  15. Just so I'm understanding correctly, Silque is at 6.XX after 1-5 correct? She should be able to make it on 1-6 if you drag out killing the initial wave of Cavaliers a bit. Granted, I doubt that this would work if you can somehow get the 4 Turn on this map, but on my last run I believe I was able to squeeze that last level out by using Alm/Faye to weaken the Cavaliers for Silque. This is just from memory, but as I recall she ended up with 2 Cavs + the boss who she would kill on PP 5. Claire flew north to injure 2 of the Cavaliers on EP 3, Gray choked the bridge and was attacked by the boss on EP 4. Tobin and Faye set up the kill for Silque, as Kliff injured the 3rd Cavalier approaching from the north. The remaining 3 cavaliers killed themselves on Gray during EP 5, for the 5 Turn clear.

    Again, it may not be possible with a 4 Turn restriction, but with 5 Turns I think you should be able to salvage the run. Alternatively, you could have Silque draw in the enemies in place of Tobin for your 1-5 strategy, and try to squeeze some more EXP out that way, although you would lose out on some points towards Swap. Good luck man!

  16. Updating is probably the best bet, although to be honest I have my doubts on whether or not they'd know about this issue. It's still quite strange to me, I have to say. Your 1-3 clear basically debunks my original thoughts that it was tied to a single unit receiving too much combat. I've only personally ever had this happen to Silque, which is the main reason I had made that assumption. I can tell you that this is a rare issue, but unfortunately the save file where I had this problem is long since gone (shout out to Intelligent Systems for only including 3 save slots) so I can't help too much, sorry.

    There's really not a whole lot that I've been able to find on the BEXP system for this game either. Perhaps there's some strange quirk in the way the game handles things that causes this to happen under certain circumstances. What's very odd though is how you say this persists on repeated playthroughs of these maps. Have you been able to get the game to properly register BEXP from these maps if you deviate from your strategy? Or does it seem like your actions have no bearing on this glitch, in which case unfortunately, the file is probably lost?

     

     

  17. 4 hours ago, Espinosa said:

    Something very odd keeps happening in 1-5. When the map ends, everybody gets their bonus exp. Silque gets from 6.01 to like 6.21. However, when I check her stats after the battle, she's still at 6.01. It looks like she's not the only character who this is happening to. 

    Any rational reason for this? When I reload and do the chapter again, the same problem repeats. This could well rob me of my lv. 7 Silque before 1-7. 

    I have had the same thing happen with Silque before. I initially thought that it might have something to do with fatigue (I.E a unit who takes too many actions doesn't get the BEXP), because the only times I've been able to trigger this have all been in cases where Silque would see enough combat to put her well past her fatigue limit, and then some. Seeing as to how you didn't get this issue on 1-3 however, I'm not entirely convinced that it's the cause. 

    I assume that Silque was fatigued in 1-5, but what about the other characters that this is happening to? Is there any characteristic that they all have in common? If not, then it's possible that this is some kind of glitch or oversight.

  18. 1 hour ago, Espinosa said:

    I've just recorded a pretty wild 1-3 clear. Silque gets nearly 3 levels out of it, emerging @ 3.94, which basically means she needn't be babied so much on EP anymore if I keep this save. She got 2 mag but no spd from it. Alm got +str/spd/def and Kliff got to lv. 3 with another spd proc, which is the only stat he needs to grow before his Archer promotion. Faye, sadly, didn't level up, @ 2.99, but in the 1-4 clear I uploaded to YT she did no attacking through the walls so I should be fine. I dunno if Physic access in 3-1 is as big of a deal as Deltre claims it is. 

    Holy crap that Silque is insane, how did you even pull that off? I can't even imagine how many kills she must have gotten haha. That sounds like a keeper to me, although Faye might prove to be a little concerning later down the line, especially if you go for some of those crazier strats.

    I should have been more specific about the 3-1 Physic. It would be more accurate to say that she wants it as early as possible in Act 3. I don't think that it saves a turn in 3-1 (in fact, I'm almost certain you'd lose no time without it), but it's more that grabbing it earlier lets you give more combat EXP to other units like Clair much more aggressively, while letting Faye coast by until Rescue very easily. Faye's level is something that is almost entirely irrelevant until you need Physic/Rescue, where it's suddenly very relevant and very noticeable when these skills are absent. It's also nice for the fact that other units arguably want that kill EXP more in Act 3 (Clair who needs +5 SPD by 3-3, Gray, unpromoted Archer!Kliff to an extent, Mathilda eventually) and Faye doesn't have nearly as easy of a time securing KOs in Act 3 as she does in Act 1. Compounding that, Warp shenanigans are now fully underway: maps are completed quickly and Faye is pretty low on the list for priority Warps on the next few maps past 3-1. Without Physic, it also seems like you'd be somewhat forced to keep Faye near Silque in any case where you'd want to Warp more than 2 times. Of course, SoV LTC is a relatively unexplored territory so take that with a grain of salt. That's just how I see things, at any rate. If you could grab it on 3-1 itself, you'd probably be just as well. 

     

  19. 20 minutes ago, Espinosa said:

    Assuming Silque gets to Warp, 9 turns seems hardly satisfactory. I mean, a turn 1 Warp enables you to bait Slayde and start fighting the northern enemies as early as turn 1. It can't take that long to get to the enemies on the sides, and Silque can continue Warping people forward once per turn.

    I've been investigating just how feasible 1-7 Warp is. It does look like it's possible but the amount of work required is beyond anything I've ever done in LTC, Turnwheel or not. You need the right enemy phases for Silque, good levels on Silque, not to mention good levels on everybody else. And of course the enemies should all die fast enough while you do all of the above. It's ridiculous.

    Doing my best. Just now made it to 1-4 with a lv. 2.99 Silque (has been better on some attempts but with much poorer levelups) and found that apparently not having 5 spd on Lukas and Kliff still being an archer totally butchers the 4-turn clear (the one I put up on YouTube is incredibly tight, as the soldier that advances from the right is too bulky to be handled by your scrubs and needs a mage... who are mostly all busy doing something else (and Faye is too slow to double him). 

    So I'm going back AGAIN to see if I can promote Kliff by 1-4 without hurting Silque's levelling, which is priority number 1 pretty much. All that work to promote Faye early... I don't think she helps with anything in part 1 other than healing Silque in 1-7 for more Warps.

    That's fair on the 9 Turn point. I should mention that I was testing some things out, mainly experience distribution, so if you have a different route it's definitely reliable to do it faster. For me personally, 8 is about average and 7 would be "the golden clear", although it's certainly possible that you could improve on that. The biggest trick of course, would be doing all of that without sacrificing EXP on key units. For what it's worth, it is possible to: 

    1. Get Warp by 1-7

    2. Promote Gray after 1-7

    3. Promote Archer!Kliff after 1-7

    4. Get Physic after 1-7

    as well as start to work on Clair and some other minor things, with only a 2-Turn loss from what you have so far. The two extra turns that I spent were on 1-2 and Thieves Shrine, so that Kliff and Faye would promote for Ram Valley. Take it with a grain of salt, but the extra experience on Faye for an earlier Physic and the potential for early Bow Knight!Kliff should in theory save at least that later on. Physic for certain makes 3-1 better, but if you can work in extra experience for Faye somewhere else, or sacrifice promoting Kliff, then you could get away with less.

    Leveling Silque is indeed terrible. You pretty much have to hit Level 3 by the end of Ram Valley so that the BEXP doesn't go to waste. Of course, she needs every bosskill too (I think you can skip the 1-4 Boss, but don't hold me to that). Faye is not nearly as much of an issue, but picking up Physic by 3-1 is handy. Fortunately, that's not nearly as tight, just having her pick up kills when possible and taking out Slayde is enough for that, although this is coming from the perspective of someone who promoted her at the Thieves Shrine.

     

     

     

  20. 4 hours ago, Espinosa said:

     

    Hey man I like the vids, I've been working on an LTC myself so I think I might be able to help answer some of your questions. Silque can 100% reach Level 7 by Zofia Castle. The best way to do that is to milk enemy phases as much as possible, and force multiple enemies to suicide into her during one turn. It's a bit frustrating dealing with 60%x2 accuracy for the first few maps (Ram Valley is incredibly frustrating), but past that it becomes much more manageable. I've been keeping track of my experience/stats on each map, and could PM you some of those if it would help you out. Also, +2 SPD is generally enough for Silque if you're willing to rig 1 SPD at Ram Valley. +1 is possible, but it's very painful.

    Also, FWIW Gray doubling Slayde isn't necessary as you guessed, but it is really nice for reliability. I theorize that if everything (including all your level ups to that point) went your way you could maybe knock out Zofia Castle in 7 turns (and that's a big maybe), and you'd want Gray to double if you're attempting that. 8 or 9 turns is more reasonable though, and Gray doesn't need to double Slayde for that.

    For the marks issue, I'd say only fixed items, meaning treasure chests/items you find via examine only. Doing it that way circumvents the issue you're describing where the best move is to simply grind for marks and max all of your gear ASAP. There's really not any middle ground that I know of between the two, unfortunately, without creating a totally arbitrary ruleset. Sidequests should be allowed (in my opinion), but since it's your run it's really your call.

    The reinforcements are still a bit of a mystery. From what I can tell, you can manipulate them to move/not move given enough resets, but that's really all I know. I'm not even entirely sure if the spawns themselves are fixed or what. I was able to manipulate an ambush during Chapter 3 (Desaix's Fortress onto Crossroads), but that's about the extent of my testing. I don't think that it's possible to indefinitely stall a group of reinforcements or prevent them from spawning entirely either. Not to add to your concerns, but some reinforcements carry Silver Purses, and I don't know if those are fixed either, given that some areas spawn multiple types of enemies (I.E Act 3 spawning both Paladins and Arcanists). If the order of spawns is fixed, it's probably not an issue, but it's worth mentioning. The encounters themselves should definitely count though.

    The Turnwheel is definitely fair game in my opinion. It's not very abusive, and most of all it makes training Silque quickly much less of an exercise in frustration.

    Anyways, good luck going forward. I'm surprised to see anyone else crazy enough to try this haha, so I'll definitely have to keep up with this to see how it goes. 

     

     

  21. Wow, it's been almost a month since I last updated this! Summer definitely took a bit of a toll on this playthrough, and Echoes certainly didn't help, but I finally sat down and had a chance to record some more of this.

    Chapter 16 is certainly a lot more dense with enemies than I remember. Haven't completed it yet, but I really like the changes that I'm seeing on this one; the Thief spawn is kind of brutal here. Not to mention Oliver gets some more screentime which is always nice. 

    On 5/18/2017 at 4:01 PM, BrightBow said:

    And you can cycle through your units with the X button on the Gamecube controller. On a related note, there is also a soft-reset feature by holding Start + X + B.

    I love how the game keeps to immediately address the questions you are pondering. I also love the Sigrun info conversations here. It is a great blend of tutorial, character development and world building.

    I have no idea how I missed that for so long, but thanks a million for pointing that out haha. I also really like how the game goes out of its way to address questions that the player has as they come up for the most part. It shows a surprising amount of understanding to what kind of things a person might be thinking as they go through the story, right down to the finer details, which is honestly shocking to me looking back on it. It's really hard to say that the writing in Path of Radiance isn't as good as people give it credit for because of all the small instances like that. 

  22. Just use the highest settings your PC can handle honestly. If you go the the Graphics option, both OpenGL and Direct3D 11 work pretty well, but I think OpenGL is a bit better. Kick up the resolution there too, since it looks pretty bad at default settings and fullscreen. Under enhancements, turn up the Internal Resolution to at least 2x. You're going to want to turn on Anti-Aliasing too in order to fix some small graphical things. I use 8x MSAA, but you have a stronger processor than I do so SSAA might be better, I honestly don't know. I'd also recommend turning up the Anisotropic Filtering a little bit, again because of some small graphical issues. 

    Hopefully that helps. There might be a few minor things that you have to tweak, but that should get you started. 

     

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