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SquareRootOfPi

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  1. I think my original reason for removing the comma was rhythm reasons, to keep the sentence flowing quickly since it's supposed to be a fast-paced dialogue; However I can see it going either way.

    Anyway, now it's time for another update! It took a while getting all this ready so the detailed writeup will come later. For now, enjoy the video, and have fun picking out the various things I've added. (Please do not point out the "worst" typo, I am aware of it. Feel free to point out anything else I missed though!)

    https://www.youtube.com/watch?v=WRpjakNu2YI

  2. Pi, I have a request.

    Could I serve as your spelling/grammar checker? I'm a bit of a Grammar Nazi, and I've already noticed a few things missing here and there. If you wouldn't mind or haven't already found somebody suitable to the task, I'd really appreciate if you'd let me do this.

    Whenever the first release is out you can compile a list of errata. There's no need for an editor during the development process; the dialogue that hasn't been shown off is still in flux and can change at a moment's notice. Text, like graphics, is not the highest priority if I want to get a release out in a timely manner.

    Quite possibly, but I'm hoping that he will. That one missing comma in the Kruge video is killing me.

    What line is this and what's the correction you suggest?

    In the meantime I'll see if there's anything I added that's worth showing off right now. There are a lot of new and exciting things added and I'm keeping them ready for a month's time! It will be... memorable.

    Edit:

    I haven't played many FE hacks, but so far this looks pretty good. I'd like to play it, but...The download link is dead. Can anyone fix that...?

    I can't exactly edit the first post, but try this link: https://www.dropbox.com/s/05nkt347yma6hwi/feiv0.a.ups?dl=0

    Here's a mini-update on the current situation. In terms of chapters I've started working on the final segment of Chapter 2, where they player storms the capital. Once that's done, there's 3 parts for Chapter 3 (Jacoban, Eltoshan and Shagall 2) and then I'll be able to start tidying things up for a release! Even with that in mind, there's still a bit of work to go.

    First off is rebalancing some gameplay elements. Several overpowered weapons will be shuffled around and you won't get them as early. For example, Lex no longer gets a Brave Axe from Verdane. Instead, he gets the aptly named... Golden Axe.

    oiRvMZO.png

    It may not look powerful at a glance, but frugal players will find a great return on their investment, so to speak. Nonetheless, the Brave Axe hasn't vanished into thin air. But exactly how you obtain it will be revealed later...!

    Secondly, an important element of the complete package are cosmetic touchups. Armies will have their own unique colors to set them apart from each other!

    OZyYWSA.pngBbyFYgF.pngmwV8BMa.png

    Finally, another skill trickles in. Although it's not the original Critical, I'm sure Noish will find it to be a good substitute.

    A9NWTZ8.png

    As the image says, Daredevil will improve Noish's critical rate if the enemy has high hit rates. Take a big risk, get a big reward! The exact bonus is half of the enemy's hit rate, currently capped at a maximum of a +25 bonus (so you get the maximum bonus if the enemy has better than even odds of hitting you.) Of course, you don't have to take such a big risk. Even an enemy with 30 hit rate will still give a modest +15 bonus, potentially turning the tide of a battle.

  3. If a chapter uses a preparations screen, any player character you load in the opening will not be added to the roster. Any character you want to add can only be added after the chapter begins. Instead, If you want a character to appear in a preparations screen, you need to load them at least 1 chapter beforehand.

    If you want a character that "appears" in both a chapter and the chapter's preparations screen, you can fake it by loading the character during the ending events of the previous chapter, during a point where the screen is black.

  4. Classes are set during events, you want to change what their class is the first time the game spawns them. This requires knowing which chapter the unit first appears in. Once you know that, you can disassemble their chapter events from the game and find their data to edit. Alternatively, there are some Nightmare modules that handle that (Chapter Unit Editors), although these only work with the events from the base game. If you use the Nightmare route, note that a unit can appear multiple times in the module (but only one is actually used for the spawning) so you'll want to change all their references to guarantee it goes through.

  5. There are at least two reasons for your problem. In order:

    1. How are you accessing chapter 16? Are you loading a save state or hard loading it from the menu? The game only loads the map if you hard load it, save states will only remember the map that already existed when the save state was made.

    2. If you *are* loading it from a hard load, then it's possible you didn't actually point it correctly. Are you sure you saved the change in Nightmare? If you did, you should be able to find the edited pointer in Nightmare.

  6. I feel like using Ardan to reduce every boss fight to piddly amounts of work will be an effective strategy. It seems his skill works against weapons AND magic both.

    Well, good luck not getting doubled! On a related note, here is an opportunity for you, the audience, to give feedback! Let me know what you think of the following planned change to the stat screen.

    wAswtiH.png

  7. Hmm, I thought I had more content updated but apparently not as much as I thought I'd have. Anyway, here's some of the new stuff added in (very) recently:

    GBoBoEN.pngzUPEQwX.png

    Droppable gold, like in FE8. The gold goes directly into the war chest instead of being an item you need to sell. Many enemies carry it too, making it a source of easy experience for Dew, although it does make it harder to get some of the better loot...

    fWFX8a8.png

    The supply has *finally* been added after several months of procrastination. From the start of the game you'll have access to the supply in the prep screen, as well as accessing it on the map. For now it works like in FE4, you'll have to access it by visiting a home castle instead of consulting with a merchant.

    Don't ask how Dew sends all his loot directly there.

    K3q5EHA.png

    Finally, here's two new skills added that change the dynamics of battle. Arden becomes even more of a walking ball of pure, impenetrable defense, with attacks dealing literal scratches whenever he has full health. Keep him topped off and nothing will be able to kill him!

    Ol3vgZd.png

    Meanwhile, Verdane becomes a surprisingly vicious threat with its new skill. Earlier builds of the hack became extremely difficult to survive when everyone and their mother had access to this ability. Keeping an eye out for units with this skill is vital for success...

  8. Dropping by to answer some questions:

    I'm going to be shuffling most of FE4's classes around, merging some (there's only one knight class who can use all physical weapons for example) and eliminating a few (Hunters are redundant.) Mage Fighters are still in (I have a very specific plan for them.)

    Substitute children will have the same role, but I have some ideas to experiment with them to shake things up.

  9. Hey there! Haven't updated this thread in a bit... well... I guess six months is a bit more than a bit. I've been preoccupied by many, many things. But don't worry, work has still been done, although at a snail's pace, on the hack. Here's a new video showcasing the things I've been working on in the break:

    Let's go over the many things I've been cooking in the oven.

    hTJBmUO.png

    First off, what's the deal with Kruge? Who is he? International man of mystery? You'll have to wait if you want to learn the whole story behind him, although with a bit of work you might be able to figure some information out yourself. Let's just say... he could become the world's greatest dad. (But probably won't.)

    jIujt6q.png

    Next up are scrolls. Basically the magic equivalent of glass weapons, scrolls are pages torn from a high level magic tome, giving early access to powerful attacks early on. However, they differ from the tomes they're based off in various and notable ways: They cannot be repaired, as they disappear once they're used; furthermore, they're slightly weaker than their tome equivalent, not being usable at 2 range. Some of these items also require a hefty stat investment to be usable...

    OIkpRWd.pngZrQvasW.png

    Now we come to the meat of the update: Dancers. Dancers still follow the usual GBA rules, but they have an important skillset added to their repertoire: Sword Dance. If you haven't noticed in the video, whenever a dancer attacks, all units next to them are refreshed. Much more powerful than a regular dance, but you'll have to work around the Dancer's poor aptitudes if you want to make full use of it.

    sBbEBZs.png6H1FJoX.png

    Another aspect that's been worked on is how poison works in the game; Poison now has several debilitating effects on top of HP loss per turn. The most important change is that you are not able to recover HP by any means (items, skills, terrain) while you are poisoned. The second, less worrisome side effect is that poison also reduces all your battle stats by 3. Better chug those antitoxins while you can and sharpen your Restore staves! (Which incidentally, will be more available.) Of course, the one saving grace is that you can no longer die from poison damage, you'll simply be left at 1 HP. Oh the other hand, since certain enemies will happily carry poison weapons to injure you, perhaps you can take advantage of the situation with the help of a friendly thief...?

    4HvgCeC.png

    Finally, on progress. As you can guess from the video, I'm currently knee deep in Macbeth's chapter, working out some writing details and playtesting to finalize the gameplay. After that's all done, there will be three, that's right, count 'em, three more chapters before we hit the first milestone and can work on polishing things up for a release! Unfortunately, given the rate of work that probably won't happen in 2015. No, I'm not saying this so I can surprise you in April. Seriously. Or maybe I'm saying this to get your hopes up? Either way, I will be aiming to get another update ready before the four-one date, but circumstances will dictate if I can deliver on this promise; there are a few things behind the scenes that still need a lot of work and I will be occupied with other things.

    Anyway, that's it for now. Although I guess this hasn't been a very festive update... and there still won't be a release for a while... so for those of you who enjoy Final Fantasy, have a little treat while you wait:

    zDWWnnx.png9q1HYP0.png

    A hack of Final Fantasy V Advance that changes a few things, and adds new content: The Hero job. As a Hero, you can draw out inner strength in the form of various heroic abilities, such as super strength and heat vision! Minor changes include an updated Brave Blade, insane Berserkers and Monks who can... bless their fists with holy might?!

  10. Okay, time for a progress report! The Verdane storyline finally has playable events finished. This doesn't mean they're done, but it's playable and the balance has been tweaked to a good degree for now. I'd say we have:

    Chapter 1-1: 95% complete

    Chapter 1-2: 70% complete

    Chapter 1-3: 60% complete

    Here's some meager screenshots of 1-3 since I don't have any graphics for the characters in that chapters:

    aQQg34m.png3MjklYc.png

    In the meantime, I'm starting work on the the Agusty saga, which will be between 5-7 chapters, 6 if everything goes as planned. The first chapter, Heirhein vs Nodion, is tweaked a tiny bit:

    tb4WjOC.pngnozc7bs.png

    6RlW1vv.pngXKfbMFE.png

    You'll still be able to pick up an item for protecting Nodion, but don't worry. You won't have to save everyone, just the three named characters. If you've seen the previous mini-update, you'll also know that Holyn will be recruitable in this chapter as well. Or maybe he'll be replaced by someone else?

    Finally, now that I've also replaced the Phantom of Edda, I can also reveal what the Valkyrie staff does in this hack: It opens doors*. The video also shows off how 2-1 plays at the start, although Nodion has the advantage in this run because of a certain bishop's meddling. You can also spot some of the new cosmetic content that I've added!

    *It does not actually open doors.

  11. The graphics on the sand tiles seem to be the ones used for test tile animations, so it might have something to do with those? I don't know what could be causing that off the top of my head; someone would need to check how the tile animations interact with those particular tiles.

  12. So it turns out all the FE6 Tiled tilesets are messed up in the exact same way. A certain 3x3 block of tiles are all incorrect across every tileset.

    The reason for this is that whoever extracted these tilesets did it by changing Chapter 1's map to a 32x32 map with every tile and then took snapshots (either from the game screen with layers turned off or through the map viewer); this strategy is a clever way of ripping the graphics from the ROM. The problem is that... Chapter 1 has a map change in the opening event. A 3x3 map change. So the tilesets were all ripped with said map change.

    One of FE7's tilesets was also incorrectly ripped, a small section was misaligned, but otherwise the rest of FE7/FE8's tilesets were accurate where it mattered. In any case, the corrected tilesets can be downloaded here.

    Also, I know that the Mappy version of the tileset used in Linus' version of Four-Fanged Offense (it's one of the FE7 1000XXYY tilesets, so there might be an issue with all of them) has issues with not displaying all of the tiles [in general, though others aren't in the palettes that they should be]. (Do the different tilesets flag different palettes for different areas - i.e. one of the ones in this block makes the water/sand transition tiles work, but also makes the wood deck tiles not work? I mean in addition to the sand being bright cyan instead of yellow; almost like if it's Cycle 1, sand is visible tile but wood plank is a "garbage" tile.)

    All the tilesets involving ships have the same quirk that there isn't enough memory to store all the colors at once, so IS made multiple palettes to accomodate for whichever section of the tileset they need. So in the end there are multiple palettes for that particular tileset across all the games, and any map which uses such a tileset just "cleverly" avoids using tiles that clearly do not belong to the palette.
  13. Have you ever said to yourself: "Man, wouldn't it be pretty swell if I edited Night of Farewells to make it even more of a nuisance to play? Guess I should remake the map by hand in Tiled and include all 42 map changes."

    eMXtjn6.png

    No? Good, because that would be a ludicrous idea. Instead, download this package, which contains (nearly?) every GBA Fire Emblem map in Tiled's .tmx format, with map changes included. Every map is correctly formatted so it can be re-inserted into a GBA with little effort. I say "little effort" because it turns out certain maps in GBA have null tiles in their map changes.

    Each map should be placed in the same folder as the tileset it uses, these tilesets can be found here.

    At this point everything ripped should be correct, but if you find something wrong with one of the maps leave a note about it in this topic.

  14. If I can cleanly stop the arena from playing death quotes then I'll use FE4's alive at 1 HP system; I think the arena shares the same code as regular battles (which would make it annoying to do) but I haven't looked too deeply into that yet.

  15. Some people (I don't remember if any were on this forum) were asking about how arenas will be handled in this hack. Well, here's your answer:

    The arena won't work exactly the same as FE4, for example everyone will be using the same pool of opponents instead of each person being able to fight through the entire group. I'll also be tweaking the opponent count as necessary to balance the EXP gain as well. The ranged/non-ranged sets will obviously return, and I'm going to leave using the equipped weapon on the table... for now.

    Hopefully there'll be a more substantial update in a few weeks!

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