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Posts posted by Von Ithipathachai
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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.
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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.
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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.
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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".
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6 hours ago, Dandy Druid said:Spoiler
They're all level 3-5. I've been trying to disperse EXP evenly. I got gimped on Ch.3 because Tito had no issue taking down everyone on the left side before I could even reach them.
I think that maybe I wasn't fast enough in that chapter, but I wasn't expecting him to be over by the blue village by Turn 3~
SpoilerAs long as you can get everyone to at least Level 3 in Chapter 3, you should have enough EXP for Chapter 5, so I've never considered Tito stealing the boss kill to be a problem. If Ferrum somehow manages to get close enough to Tito, he can rescue him, which will prevent him from stealing any more kills. Though, Ferrum's main job here should be visiting the red Villages, so that may or may not be feasible.
6 hours ago, Dandy Druid said:Other than Boudicca, I've no problems with the chapter. I also got pretty unlucky with Vin missing and Bertus was killing the shaman off to the side. I think I'll try to have Bertus closer next time. I also healed one of the green units (i think the one that triggered Boudicca), so I won't heal him next time. Hopefully they're all K.O.ed before they can reach her next time.
I don't think I'm screwed, but I do have to rely on some luck. The green unit dodging a lot and my units missing their hits on Boudicca despite having 70%+ chance was definitely unlucky for me. I don't think it's a greatly difficult chapter, I was mainly screwed over by RNG each attempt.
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.
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Nice to meet you! I'd love to hear more about your game!
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6 hours ago, Dandy Druid said:
I'm enjoying the hack so far except for Ch 5, as I feel like there's been a huge difficulty spike. Boudicca has been troubling for me to take down, mainly due to her weapon being powerful and our axe unit (Marcela) can get one rounded by her. And she has great avoid too. She always manages to kill one of my units. I'm going to keep attempting this chapter because I will get it eventually, but my main issue is that the green units keep mobilizing Boudicca much earlier than Turn 10 while I'm still trying to visit the last houses. I'll report back when I finally beat the chapter (or not)
I've already unwittingly addressed the problem of Boudicca being too difficult for the next version of the game.
SpoilerDougall and Boudicca join your army once Claudius and Carol's armies merge, and she has the exact same stats and inventory as a playable unit that she does as a boss. She can be very OP in the current version of the game, especially if you decide to pump her full of stat boosters, so I nerfed her by replacing her Spirit Lance with an ordinary Javelin (among other things). This should make her easier as a boss as well, since she hits Def instead of Res now on top of having less attack power.
What Level are your units?
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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.
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13 minutes ago, eclipse said:
The restrictions are there because some people that came before you are scum.
Anyway, post more (note that Far from the Forest doesn't increase your post count). We don't bite. The worst that happens is that you dump your project and leave, but. . .in which case, why are you here?
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.
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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.
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1 hour ago, Sunwoo said:
This one is weird in particular though because we're still missing so many Awakening characters. It really does feel like a filler banner more than an actual Awakening banner.
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.
24 minutes ago, BZL8 said:Oh wow. Mustafa is trending on Twitter it seems.
Yeah. I heard about it and I felt like Dr. Eggman casually browsing Twitter and suddenly seeing Shadow's junk.
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3 minutes ago, CWGameplay said:
I'd say it also depends on the game. Some games start out harder because of more limited resources and untrained units, but others get harder because of how difficulty ramps up. As a general rule of thumb though, good bases are better than good growths. Assuming said Fighter is level 1, that 10% extra growth will only contribute an extra 3.9 speed on average, and that's only if you level that fighter up to their maximum level. 3.9 (or 4 we'll say, for the sake of the argument) is obviously more than 2, but in context I think it's not as good. Having 2 extra speed right out the gate is better than eventually having 4 extra speed, by the end of the game.
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.
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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?
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3 minutes ago, robinco said:
I agree with your idea for Corgan. Making him move is probably best.
The way I did this was to make an invisible skill which reduces movement to 0 (Parameter Bonus). You can give this to enemies, or add/remove it by events. Definitely easier than duplicating all your classes.
I've had another look, the camera does actually move but only for an instant before jumping back to your party. Have you got your reinforcements moving into the map rather than just appearing? (i.e. Direction set to something other than None)
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?
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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.
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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.
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38 minutes ago, robinco said:
I've finished the first 6 chapters and am really enjoying it overall. I liked the split armies at the start, and each unit feels useful in some form which is great. First maps were pretty easy (to be expected, it is early game), but started to pick up by Chapter 6. In terms of the story, I'm liking the intrigue you built up with Ferrum and Cato, making it not just a matter of "good country" vs "bad country".
Onto a few issues I had (most of them are really minor):
- Probably my biggest issue was stationary 1 range bosses. They can just be trivialised by attacking at range. I'd either give them 1-2 range or make them move (probably the latter)
- The narration text between chapters obscures the world map. I'd move the text to the bottom of the screen instead.
- The camera doesn't move to show reinforcements appearing. Caught me out a few times.
- In Ch 5, Boudicca started moving on turn 5 despite her saying she won't until turn 10. Maybe it was because I'd attacked Dougall? A similar thing happened with the armour knights in Ch 6. In any case I'd try to be a bit clearer about when enemies move and don't.
- Only spotted one typo in the Ch 2 intro: Derrick says 'villagee' instead of 'village'
Also thought I'd share that a green unit ended Ch 5 by killing Boudicca, which I thought was pretty hilarious.
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.
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Welcome!
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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.
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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.
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2 hours ago, AnonymousSpeed said:
I skipped the Round 2 dialogue on accident both times because I have no patience.
Oof. Guess I'll have to reproduce it here for you, then.
Spoiler(The environment is loaded)
Von: We now proceed to Round 2: The Dragon That Ate People. This one will take place in a [environment type] environment. [Description of environment type] Let's start this round by introducing our guest of dishonor...
(The cursor focuses on Karen)
Karen: Hey! Where am I? What am I doing here? I demand to speak to your manager!
Von: This here is Karen. You know, Karen. That annoying customer you encounter at work who almost always has something to complain about. Today, we're going to get some revenge. Bring out Orbison!
(Orbison bursts roaring into the arena)
Orbison: PRETTY WOMAN... WALKING DOWN THE STREET/PRETTY WOMAN... THE KIND I'D LIKE TO EAT/PRETTY WOMAN.../I DON'T BELIEVE YOU, YOU MUST BE TRUE~!/NO ONE CAN LOOK AS GOOD AS YOU~!
Karen: Wh-what the-?! Don't tell me you're going to feed me to that thing!
Von: Well, as the manager, I believe it is my duty not to hide anything from you, so... Yeah. Orbison is hungry and you're going to be his next meal.
Karen: You bastard! GET ME OUT OF HERE! GET ME OUT OF HERE, NOW!
Von: I'm afraid I can't do that. The round's supposed to end once you get eaten. Yes, you heard that right! Your objective for this round is to kill more enemies than the other team before Karen gets eaten. Aside from that, the rules haven't changed. Every survivor on the winning team will still get 250 EXP before the next round, and you'll still be able to buy additional supplies from the Shop with whatever money you have left.
(The cursor focuses on each shop)
Von: Oh, and, uh... If you tie, I'll just determine the winner with a coin toss. Happy hunting!
Orbison: *smack, smack*
Karen: ARGGGGGHHH!
Von: I'm starting to get hungry myself... Say, I don't suppose either of you lovely ladies want a slice? ...No? Okay, then. More leftovers for me?
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.
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2 minutes ago, JohnJohn said:
I'm looking to use pretty standard FE mechanics and using FE8 as a base. I just know nothing about it. I have the money to spare, especially with all my overtime I'm getting due to the virus going around lol. I will have to check out SRPG. I want to make my own stand alone game, not just reskinning or redoing already made games. Once I can start posting and stuff, I was actually going to look around and try to 'recruit' other makers to help me out to help make my dream come true, lol.
Okay. Well, good luck, and have fun!
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36 minutes ago, JohnJohn said:
Hey, I'm John! I've been playing Fire Emblem games ever since I was eight and now that I'm 21, I'm still an avid fan of the series despite having to be an adult in life now. I have frequented this site for years but never actually made an account, but now I decided to! I'm very interested in making my own FEHack and have all sorts of interesting prospects for a new fan game, but have literal 0 experience with hacking or anything like that to do so. Any insight or help is much appreciated! I'd also love to talk about anything really, be it FE related or not. Glad to be here!
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.
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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:
SpoilerVon: Von Ithipathachai
Dave: Dave the Aubergine
Air: Airtempest
Aren: Aren
MarkyJoe: MarkyJoe
Kyrads: Kyrads
Ambrose: AmBrosiac
Tacos: GermanTacos
Josh: JtheDuelist
Briver: Briver
Faerghast: Faerghast
Scratchy: Scratchy
Viteri: Viteri
Savira: Soviet
Rena: Lady Rena
Hilda: Lila Corpsegrave
Madison: Radrex
ThatGuy: ThatGuy
Doug: Mr_Karkino
Gregor: RandomWizard
Nevrikx: NevrikxSome 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)
Screenshots:
SpoilerEnjoy!
Sanctaea Chronicles (SRPG Studio, Fully Playable)
in Fan Projects
Posted
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!