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Anonymouz

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  • Favorite Fire Emblem Game
    Path of Radiance

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  1. Your points are all right. From my perspective, not having to worry about stats is worth the loss of gameplay options. Even if that worry is mostly unfounded. It's a casual vs hardcore type of thing. If the stat coloring matched the stat in comparison to it's expected value, that would make it more obvious when a character is deviating from their role or when to ditch a character. Unfortunately, I don't have a save from that point. I think it was from the dialogue when you start chapter 12.
  2. I got some questions (AFAIK, the answers aren't on discord). I'm on chapter 13 so far on hard mode (v1.0.28). Questions Do supports work the same as the base game? Is the healing formula for healing staves the same as the base game? (I've never had a heal not go to full, wondering if the mag stat actually matters for healing or not) Is there a min stat enforcement on promotion to a class or is it just fixed per character? (If I promote my level 10 Clovis to Wyvern Lord, he gains 10 def, which seems insane for a promotion stat boost) Are all promoted mounted/flying units supposed to have canto+? (Wyvern Lord, Great Knight don't, but maybe that's a tradeoff for the high def?) If a character can use a weapon type, are they always going to have access to that type on promotion? Do Caimy, Raul ever learn steal+? Do you plan to add support for playing with fixed stat gains? Bugs? Rogues can use staves, but that is not part of the promotion description. Trying to repair an item that can't be repaired (i.e. Devil Sword) ends Andre's turn. In the character menu, the stat highlight color is based on the growths. In another mod, I've seen it based on the character's current stat compared to the expected average. I feel like that is more useful. Paragon doesn't seem to apply to healing exp (if mend really does give ~20exp, then this is a good thing). In the dialogue before chapter 12(I think). Feedback Aside from the dialogue, this game feels incredibly polished. From the discord, I can see that you don't want to spoil character skills, but can you share the class stat caps and class skills? Also, I think there should be more clues for reinforcements. The dialogue does a good job at hinting at where reinforcements will come from, but it could be more precise in either time or location ('south' on a large map is very broad). I think adding a 1 or 2 liner a turn or 2 before large reinforcements would stop people from feeling blindsided.
  3. I don't remember there being too many obstacles that they were useful for. I overleveled them early on and kind of avoided using them unless it was necessary. Some maps had large numbers of archers and it was easier to just push and tank all the hits. I was using 3-4 healers + fatima so I was getting more exp than usual. On the final chapter I had 12 units at 20+ and 9 at ~lvl 18 (no prepromotes). I also had something like 1400 bonus exp left . Almost every character is able to take 2-3 hits in 1 of the 2 damage types. All you need is 3-4 of them to create a sturdy front line. Enemy groups with mixed damage types were a bit tricky, but that was because I rarely used Bill. I never noticed this. Nice that it's there. I was perfectly willing to just let someone die since it was the last chapter and it takes a long time to reach the point where you get targeted. He ended up targeting my thief who had a whopping 9 pow so I had nothing to worry about. If I was trying to be strategic, I would have abused fatima to get a unit to cover the range so he uses his main weapon instead.
  4. Just finished playing v3.0. Had a good time. You've done a really good job with this. Some feedback: + Drop-able door keys and chest keys for every door/chest so that thieves aren't required. The debuff from daggers still makes the class useful without forcing you to deploy them. + 6 move flying units (instead of 7). + Stages that actually punish using cavalry and flying units. + Native skill to class types (armored skill makes enemy armored units actually tank). -- Cato as a character doesn't make sense. He is presented as a reasonable guy, but his actions completely contradict that. To make him believable, you'd likely have to add more early chapters to communicate just how bad things are in their territory for him to be willing to take such measures (since this happened before he got corrupted by Iopter). Story isn't that important to me, so I don't see it as a big deal. Just something that stood out. -- Way too much exp given. I used 21 characters up until the final chapter and had no trouble keeping them above average level. That's without using much bonus exp. -- Characters are too tanky. Almost every character is sturdy. They either have ok def/res or are able to tank one at the expense of the other. -- No checkpoints or in battle save. If you add more berserk users in future chapters, people will cry. Weapon Levels: I know that you are committing to weapon ranks, but I actually like weapon levels because it lets you take advantage of multi weapon classes. Access to multiple weapon types isn't nearly as useful if you are limited by rank. The 15 hit/avoid is also not that useful when characters are so tanky. I also hate staff grinding my mages. Other: I saw on older pages that there were shops on maps. Do those still exist in the latest version? I went the whole game without knowing they were there. If they are there, what stuff did they sell? From a balance perspective, I actually thought that the caravan limit for indirect weapons was sufficient (still had kodachi/javelin/hand axe uses on most chars by end of the game). Is there a way to selectively highlight enemy ranges? Is that reasonable to add in? Enemy mounted/flying units don't seem to use their leftover movement points. I have 0 clue how much actually gets debuffed from daggers. Is there any way you could have stat buffs/debuffs show as green/red text next to the stats instead of having it applied directly?
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