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Von Ithipathachai

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Everything posted by Von Ithipathachai

  1. v3.1.1 is now available! It fixes a few bugs found in v3.1 of varying degrees of severity. Your v3.1 save files should be compatible with it. Enjoy!
  2. Dangit. I’m getting reports of Seraph Robes not working. And the game crashing when you beat Chapter 14. I’m guessing these issues are due to a plugin Lady Rena has been trying to help me with which is supposed to prevent higher than displayed stat gains on promotion after using stat boosters on capped stats. We’ve been struggling with it for a while now and I may just have to simply allow these excess stat gains as a legitimate game mechanic with an explanation of it provided somewhere in-game. So expect a v3.1.1 later, I guess, which’ll also include some minor rewrites to Chapter 3.
  3. Here be the Dragon Riders! And with that, v3.1 is now available! No new chapters have been added, but further refinements have been made to the game to enhance the gameplay experience. Unfortunately, your v3.0 and prior save files will not be compatible with v3.1 due to the new weapon proficiency system.
  4. If we're on the subject of balancing Ballisticians, I had another idea for balancing them. Ballisticians (or rather, Shooters) are among SRPG Studio's default classes, but custom "dismounted" assets exist for them without their ballistae. The idea is to force them to dismount indoors like you would mounted units. Normally, they'd have 3-10-Range with Bows, but when dismounted, it would go down to the normal 2 or 2-3-Range. After all, these indoor areas presumably have roofs that are hard to shoot through.
  5. I'm sorry to disappoint you, but if Three Houses wasn't able to satisfy your appetite for huge sweeping battles, then Genealogy of the Holy War will probably be the only other candidate for that. The scale is certainly unmatched by any other Fire Emblem game. As for the quality of the game itself... ehhhhh... the best word for it would probably be "divisive".
  6. Don't worry about saving the green units, they're pretty much only there to be meat shields, though they do have an annoying habit of stealing kills. Ciceria and Bertus are definitely good choices for going after Boudicca, since both of them have Hit +10 and Bertus should still do a bit of extra damage to Boudicca despite getting his damage output halved against her.
  7. Nice to meet you! I'd love to hear more about your game!
  8. I've already unwittingly addressed the problem of Boudicca being too difficult for the next version of the game. What Level are your units?
  9. Honestly, I think the Normal difficulty in FE is a stimulating challenge enough for me already. Plus it gives me more freedom to use the units I actually like, even if they're considered in most circles to be suboptimal.
  10. Some people just want to have a convenient promotion platform for their work so people can find it more easily. Heck, that's why I joined this place initially.
  11. The new member thing is supposed to be an anti-spambot measure. That said, I have seen guest users post threads here before, so I don't know how effective it is. The only solution is to just keep posting responses in places. Sorry.
  12. Actually, according to my representation checklist, Awakening's cast has the highest percent representation in Heroes of any FE game, with roughly 75% of its CYL4-votable characters present in the game right now. Yeah. I heard about it and I felt like Dr. Eggman casually browsing Twitter and suddenly seeing Shadow's junk.
  13. Basically this. GBAFE Fighters are usually reviled for having poor Spd, so this one will probably want to have better Spd immediately to be a little more competitive with other units.
  14. Oh, crap, this sounds like it has a few more chapters than the one you shared on /r/SRPGStudio's Discord server. I'll definitely need to give this another look. Have any major changes been made besides the addition of new chapters?
  15. Thanks for the hidden Skill suggestion. I don't anticipate bosses will ever need more than five Skills visible at a time, so I could definitely try this. In most cases, the reinforcements are supposed to move onto the map instead of simply appearing. Does changing Auto Cursor in the Config menu change anything?
  16. Since you've at least beaten Radiant Dawn on US Easy, I'm assuming you've already figured out you need to pick a select group of units to train and stick with them throughout the game. But in case you haven't, do that, and try not to give too much EXP to units you know you're probably going to permanently bench later. Binding Blade (the one with Roy), for example, gives you a large number of subpar units in the early-game whom you probably won't use in your final party. If you give as much EXP as possible to the better units, the ones you'll want to keep using throughout the rest of the game, it'll make certain particularly difficult chapters like The Ostian Rebellion easier. More broadly, there are certain recurring trends with playable units that you'll want to pay attention to. Keep in mind these aren't gospel and there'll be exceptions depending on the game: Mounted units in general are considered superior to non-mounted ones, being able to fight just as well as regular infantry on top of having better Mov and/or Canto and/or Rescue utility. Bow specialist Infantry (i.e. Archers) are usually considered bad, not only for having poor base stats, but being rendered obsolete by 1-2-Range weapons like Javelins, Hand Axes, and magic (especially Wind magic when it exists and it's anti-Flying). Mounted Bow users (i.e. Nomads, Bow Cavaliers, etc.) at least tend to have better stats on top of the mounted utility described earlier. Axe specialist Infantry are usually considered mediocre at best and bad at worst due to not having enough accuracy to hit reliably and/or not being fast enough to double-attack. Armored Knights are considered particularly bad due to their lower Mov than other classes and their Def (even as high as it is) being rendered moot by their low Spd and/or Res. Also keep in mind that turn count is the main (but not necessarily the only) metric of efficient play, and that unit evaluation is often based on difficulties above Normal (or Easy in Radiant Dawn's case, since US Easy is actually Japanese Normal) where enemy quality is higher.
  17. What difficulty are you playing Three Houses on? Which other Fire Emblem games do you have experience with? Trying to answer the question of how to improve at Fire Emblem as a whole is a little tricky because no two Fire Emblem games play exactly the same.
  18. Thanks for the feedback! Woods can simply be given a Javelin since you have people with 1-2-Range, but I can't just give Corgan a Hand Axe and call it a day because none of your units in Chapter 1 have 1-2-Range and Bertus will still be able to attack him from 3-Range. What I might do instead is make his AI move if all the other enemies on the map have been defeated. However, I'll also need to make enemy-only variants of playable classes with 0 Mov for enemies that are supposed to be stationary at all times. You may have noticed in Chapter 5 when you attacked Dougall that his and Boudicca's movement range suddenly expanded out. Stuff like this happens in several chapters and I don't like it because it can potentially lead to unexpected unit deaths. I've only now come up with an adequate solution for it. I'll have to play around with moving the opening narrations to the bottom of the screen. That's odd. I swear I saw it move during playtesting. Yes, attacking Dougall early provoked them both into becoming mobile. Until now I haven't been able to figure out how to reword Boudicca's hint to account for that. The Chapter 2 typo has already been fixed. Anyway, I hope you enjoy the rest of the game if you decide to finish it. As for your game, I'm on Chapter 4 right now and so far it's been very impressive. Once I'm done I'll send you a text file containing my feedback if you don't have a thread for your own game here already.
  19. What engine were you planning to make this game in? Some of this stuff sounds very, very ambitious, far too much for a GBAFE hack.
  20. Working on my SRPG Studio game is still my main hobby. However, I've also been working for a former professor of mine as a TA this semester.
  21. Oof. Guess I'll have to reproduce it here for you, then. Anyway, I'm glad you enjoyed yourself. EDIT: The bit with me groveling is part of MarkyJoe's unit interview, which has a random chance of happening if he's alive at the start of either Player or Enemy Phase depending on which team he's on.
  22. Okay. Well, good luck, and have fun!
  23. Welcome! Depending on what kind of game you want to make and how much you want it to deviate from GBAFE mechanics, SRPG Studio is a great engine for making FE clones if you have $60 to spare. I'm using it myself to make a game right now, which is about 3/4 of the way done. Of course, if you want to do something simpler or don't have the money, there's also FEBuilder.
  24. Hello again. The following game is my entry for Ghast’s Make A Fun Chapter contest this year. This is a one-chapter game in which you control a team of characters competing against another team on a questionable gladiatorial combat game show that I host. The prize: for each person on the winning team, one wish granted by me. (Don’t ask how I’m able to do so, you’re probably better off not thinking about it too hard.) The primary draw of this game is its heavy use of self-randomization. There are 20 playable characters in the game; each of them receives a random class, inventory, personal Skill, and weapon type specialties, and you receive 10 of these characters at random to use while the computer gets the rest. The environment types (swamp, desert, fort) each round takes place in are also randomized. My goal here was to make an amusing player experience while also cramming as much replayability as I could into a single chapter. No two playthroughs of this game are exactly the same, and it is designed for ironman play in a single sitting as the player must make the best use they can out of the resources they’ve been given. The cast, gathered from various people from Discord servers for /r/SRPGStudio, FEUniverse, and Sanctaea Chronicles: Some other notable features include: Single-RNG (which SRPG Studio uses by default) A Weapon Triangle (Swords, Lances, Axes), which grants Accuracy ±15 A Trinity of Magic (Light, Anima, Dark), which grants Attack ±2 and Accuracy ±15 Universally 2-3-Range Bows and Fates-style Daggers, which are Triangle-independent AS = Spd - Wt (you need 5 more AS than your opponent for follow-up attacks) Dropbox link Screenshots: Enjoy!
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