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Kngt_Of_Titania

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Everything posted by Kngt_Of_Titania

  1. Another update: Chapter 4 redesign is nearly complete. Comes with a rebalancing of Artur & Lute and their promoted classes and changes to the C4 map. I've made all the updates on a Microsoft Word file, so I'll probably just link that in my OP. Read at your own peril for seeing spoilers.
  2. Alright, since it's been about a week, I'm giving a notice. Baldrick/HongLei, you have one more week to complete the draft. Any chapters you have not completed by then will not count for any points. If you have anything going on IRL or I see you're trying to complete it in a timely fashion, I'll be more than flexible, but it's not fair to Boron and Konnor97 if I don't tabulate the final score. EDIT: I realized looking back that I can score up to C25 now. I'll do that later tonight, probably.
  3. I want to touch up all of the balance changes and enemy buffing before I touch maps/skills/possible new classes, stuff like that. It's still my first hack, so I'm winging a lot of this (and being surprisingly successful due to how nice Nightmare UI is).
  4. Thanks for that; I think that makes sense now. Looking over Blazer's "FE Hacking for Dummies" guide, he suggests you can use Mappy (mapwin) to find out the map coordinates; I'm assuming you have to import the in-game maps somehow? Also, more updates. Neimi's base stats have been increased (and her growths minorly nerfed), javelin MT is now 2, hand axe is now 3 MT, and longbow has been redesigned; 9 WT/3 MT/20 uses/400G worth/E rank needed. In addition, longbow is now treated as the javelin/hand axe of bows, and can be purchased in Ide's shop. Colm still needs to be balanced a bit (I'm still trying to figure out how to make his stat spread, especially since he needs crit for silencer but raising his STR/SKL makes him like a myrm more than a thief). C3 got a basic buffing, although I still need to change the weapons/classes of a few of the enemies.
  5. Alright, just curious: How does one change the starting position of an enemy on a map for FE8? I tried just adjusting the X and Y coordinates on the Map Unit Editor, but it simply crashes the program (plus, the X and Y coordinates given for them actually don't make sense at all given their relative positions on the map). Other than that, the initial readjustment of C2 is finished. Mainly, I ask because many of the enemies in C2 start on mountain tiles, and moving them affords me more flexibility as to what types of enemies to put on the map.
  6. So this has been bothering me. What would you specifically think should be the move for: - Cavalier (Currently: 6) - Great Knight (Currently: 7) - Paladin (Currently: 7) - Valkyrie (Currently: 7) - Ranger (Currently: 7) - Unpromoted flyers? (Currently: 6) - Promoted flyers? (Currently: 7) - Thieves (Planned: 5 w/ Significantly Reduced Terrain Penalties) - Rogues/Assassins (Planned: 6 w/ Significantly Reduced Terrain Penalties) If I put Paladins alone back at 8 MOV, I WILL have to nerf back their combat. Currently, the GK/Paladin choice is this: Paladin: - More SPD/SKL (caps, promo gains). - Only wields Swords/Lances. Great Knight: - More STR/DEF (caps, promo gains). - Wields the trinity. - Armoslayer weakness (and this WILL be relevent in KoT patch).
  7. At this point, I'm getting used to Nightmare AND laying down the foundations of the hack. The class/character/item/enemy number changes are simply what I think needs to be put down in place first to start things off; it'll be getting more ambitious from then on out. I expect to be building on and refining this hack for a while...this thread is mainly an announcement of things to come and a chance to get advice from people while I can still fix things easily (thanks for all of the feedback, btw -- really appreciate it! ). I'll be adding more things on the same line as the Horseslayer on C1's boss -- new reinforcements, enemy class changes (so making that simple soldier into a sniper you have to plan around before advancing, or making an armor-heavy section with lancereavers and horseslayers so you may not want to cav rush that section), possibly a new class or two if I can ever get that to work. It's a bit hard to fully implement clever stuff like that on the earliest chapters when you have like 4 units, although I'll make an active effort like that. Hopefully, C2's changes should reflect that more. I also ultimately want to modify skills: Concepts like a miniature-Luna for mercs, make Sure Shot do 150% damage for snipers, possibly make Great Shield based on %SKL so it's more usable at lower levels (Generals now have one of the lowest SKL caps, so its proc chance at level 20 would be only minorly higher at --/20 than in vanilla), etc. And, since I do love them FE9/10 Neph, I want to change Amelia's cav option to a soldier/halberdier option -- just warning you, the halberdier will use the soldier artwork at first until I can implement new artwork! Again, this is what I HOPE to do by the end. Obviously, reality and imagination don't always play well together, but I'm determined to make as much of it work as I can. EDIT: As for the MOV nerf on mounted units, it was mainly an attempt to nerf rescuing to occassions where, well, you want to RESCUE somebody. It's hard to justify buffing paladin caps/promo gains or buffing Vanessa's combat without first nerfing their utility like that. Rescuing is still useful for sure, just not dominating. HOWEVER, it's very hardly set in stone. At this point, it's simply an experiment, and reverting it is simply a matter of adjusting a few variables on Nightmare. I'd like to complete up to C8, have a few players beta-test it, and see how they like it. If it stays this unpopular, then yes, 8 MOV for paladins again...yay~
  8. Oh crap. I forgot to mention in my notes that I'm buffing her base lance rank to C, for the sole purpose of making her easier to train. Thanks for that.
  9. Update! While finishing testing on C5x, I've noticed unused animations for Shaman(F) and Druid(F). Since the poll in C6 looks to favor making it a partially shaman themed chapter, and because Knoll comes so late, I will add a recruitable female shaman in C6! The initial splice, which is the first I've ever done, is now done (or at least the second draft): For now, her planned name is Cassandra (or Cassie if the former doesn't fit). I'd be glad to let any more experienced spriters touch it up if necessary; proper credit will be given, of course. I'm STILL playing through my patch from Prologue to C5x, which means updated pictures for every chapter. Introduction: So, after playing FE4 Shin style and loving it, I've been inspired to make a Shin-style patch for FE8, where I'm basically going to balance characters and buff the difficulty. I mainly chose this installment because it needs the difficulty increase the most and because the branching promotions and skills give me more options for balancing. At this point, the patch is not out yet (although constantly in production), and I've only balanced up to C5 right now. I'll probably release my first version once I get C6 done, but the post is mainly so people can give feedback on the changes I have planned and possible ideas for balancing I can use. It's my first hack, and a balancing patch allows me to work with a basic knowledge of Nightmare. I'll be doing more interesting changes as I ease into Fire Emblem ROM hacking/editing. Every chapter so far has been alpha-tested by me and I'm rather confident competent Fire Emblem players should be able to beat them without tremendous issues, although it will be a challenge. If not, I'll always adjust the difficulty. Chapter Sneak Peeks: [spoiler=Prologue] Seth, are you feeling under the weather? You're not *quite* as awesome as I remember you... Wow, nothing like a bad-ass O'Neill to drive home the point that this isn't vanilla FE8. Perhaps Seth should take on this guy... [spoiler=Chapter 1] My god! The soldiers are as strong as the rest of the units! Yes, he gets an axereaver. Yes, Gilliam is now an awesome unit. No, I'm not always this merciful. Oh well, Seth can take care of business... ...Or maybe not. Eirika? Eirika! Get your ass (and your rapier) over here! [spoiler=Chapter 2] New and improved Ross...now isn't terrible at base! ...I think he might have inherited his awesome from his father. There's a new merc on the block! Seth isn't happy. SHHHHHHHHHIIIIIIIIIIIIIIIIIIIIIT. Should've checked for reaver weapons. At least the boss doesn't have a reav---COME ON! CURSE YOU, ME! [spoiler=Chapter 3] Neimi has bad bases. OH SHIT ITS A BOLTING -- WAIT, NVM. Colm's bases are also terrible. [spoiler=Chapter 4] Just give me the damn useless... ...Iron axe? Version History: v0.1: Up to chapter 5 re-done, mostly with buffed generic enemies, different enemy weapons, and bosses with better stats and more interesting equipment. Characters up to Forde have been retuned, usually with slightly different bases and more appropriate growths; notably, Seth has been made in the FE12 pre-promote model -- low bases, high growths, which makes him somewhat necessary but far less game-breaking. Killer weapons have been nerfed slightly, javelins/hand axes have been nerfed in MT, and longbows have been redesigned as the bow version of javs/HAs (w/ 2-3 range instead of 1-2) and are now buyable in Ide. Multiple class changes have been implemented, mostly adjusting stat caps/promotion gains for t2 classes. Mounts/fliers have eaten MOV nerfs, which may be reverted in a later version pending feedback. Current Changes: The following link contains ALL changes in the patch. Click this if you don't care about spoiler alerts, but want detailed information about what is in the patch. KoT Patch.doc
  10. Production of the KoT Patch Is Underway!

  11. Happy birthday Imp! You can now legally enter into contracts/marriage without parental permission and gamble! SPEND ALL OF THE MONEY
  12. Girls: Neimi, Vanessa, and Eirika Guys: Innes, Moulder, and Dozla
  13. Np, unless I misunderstand this post. If I'm going to do the draft, I'll do it right. Anyways... Chapter 10 - 3/58 Standard w/ Vanessa. Ferry Eirika to boss, kill, cap. Eirika ORKO'd with a killing edge fairly easily, allowing Vanessa to nab a Longbow on turn 3. Now I'm on a crusade to nab as many levels for Artur as humanly possible before I promote him (much to the detriment of Colm & Neimi), which is that much harder when you only have 3 turns to do so; had to throw an Angelic Robe on him to keep him alive when I threw him alone at the swarm of enemies. I might wait until Saleh joins, since you said it's possible to get A staves before Warp for Saleh. I'm keeping a battery save of this spot, though, just in case I can't. EDIT: Screw it, I'm promoting him. Torch spam is too delicious in C11 to give up. UNIT LEVEL HP ST SK SP LK DF RS WEP LEVEL Eirika 18.18 29 18 20 20 19 05 07 A Swords Vanessa 16.67 35 16 18 20 13 08 07 A Lances Neimi 7.42 23 09 09 09 08 08 03 C Bows Colm 4.76 19 05 06 12 10 03 02 E Swords Artur 13.52 31 17 13 15 06 03 12 C Light
  14. Chapter 9 - 9/55 I CANNOT BE BROKEN! There. Moved Vanessa one space more down and killed them. Amelia was recruited by Franz, and he was not hit by anything. I managed to use up somewhere around 36-38 uses of javelin. Wee~ UNIT LEVEL HP ST SK SP LK DF RS WEP LEVEL Eirika 16.95 27 18 18 20 17 05 07 A Swords Vanessa 16.53 35 16 18 20 13 08 07 A Lances Neimi 6.59 23 08 08 09 08 07 03 D Bows Colm 4.58 19 05 06 12 10 03 02 E Swords Artur 11.95 24 15 11 14 06 03 11 C Light
  15. Yes, I could have skipped her, but I didn't. C9 also was a gigantic bitch to swing, and Franz got hit once, neither blocking a village nor any other character nor any route of the enemy (and specifically recruiting her from the side so the path north-ward would not be blocked). It's not like I stuck Franz in front of Eirika so he wouldn't get hit and risk dying, or in front of one of the villages so the pirate couldn't reach it. I just really don't want to spend another couple hours getting the 9 turn again because Franz ate a rogue arrow.
  16. It's difficult to recruit Amelia without getting hit by something, considering that the space she stands on is covered by an archer and a hand axe fighter. I made sure to unequip Franz, not have him block any routes for the enemies, and send him down when almost nobody was there. :> I'll probably be able to swing the same turn count without it, but it's essentially the same strategy, except probably having Vanessa take on 1-2 more units as she flies towards the boss. But if you want me to spend another 4 hours doing it because Franz got hit once...Horace, your call. You're hosting the draft. LET ME KNOW, HORACE! CANT CONTINUE DRAFT UNTIL I KNOW! EDIT: Here's the route Vanessa took: Red circle: This is where Vanessa killed almost every 1-2 range and 2 range enemy in that area with a javelin. I'd just move her 1 space more down if I were forced to re-do it; then they MIGHT possibly not be hitting Franz when he recruits Amelia on like turn 7-8. Yellow circle: Turn 8 is a javelin to take care of the archers, turn 9 is an axereaver to take care of the boss.
  17. Getting REALLY fucking lucky with Vanessa's semi-H4X dodge (against Binks, the axereaver I got in the chapter gave him 18% accuracy, so he was easy); also, chugging like 4 uses of elixirs. There's a reason I haven't posted a chapter in 4-5 hours. My strat was basically PKL's, but less reliable without the whip (and Vanessa being mildly cursed instead of blessed in DEF did NOT help). Remind me next time to get a durable unit in a draft.
  18. Chapter 9 - 9/55 Holy shit, this chapter was so hard to swing 9 turns in, especially without promoting Vanessa. Franz recruiting Amelia got hit by an archer, who was barely reached by Artur on turn 9 (no, he wasn't meatshielding, he was recruiting, which is allowed, so no penalty for me). Anyways, turn counts are good so far, and I managed to save both villages. ^^ Now I have nfi who to give the second Angelic Robe to...Artur, probably. I think my Eirika's cursed. =P UNIT LEVEL HP ST SK SP LK DF RS WEP LEVEL Eirika 17.15 28 17 20 20 17 07 08 A Swords Vanessa 16.07 34 16 17 20 12 07 07 A Lances Neimi 6.74 21 08 08 10 07 06 03 D Bows Colm 4.40 20 05 05 12 09 03 02 E Swords Artur 11.91 25 14 12 15 06 04 11 C Light EDIT: This has been re-done.
  19. I'm only on the home castle in C3 right now, but I should give some feedback on what I noticed so far, since I'm a test player in a sense. I'll probably add more later. General: > Noish. The lack of pursuit REALLY hurts him, and he just doesn't...he's bad, simple as that. From what I can tell, he just doesn't have a proper skillset, mainly because the proc rates of them depend on stats he's not very good in (SKL/SPD). He'd be a good candidate for a skill revamp. I'd find him way cooler, for example, with something like Moonlight Sword and a large SKL growth rate/base, although I wonder if that will make him too similar to Alec. Prologue: > You said that some people hated this chapter; after you get used to it, it's not bad, but it's easy to get caught in a crappy situation here if you rush to save the villages. The church near the repaired bridge is a bit of a godsend, but the one closest to the starting point is...annoying, or useless, from what I found. However, this is hardly a big issue. > The rush of brigands/axe-users after the bridge is repaired is easily the hardest part of this chapter. The fact that hand axes now are killers (and that a bunch of them wield it) can mean you get gibbed by sheer bad luck, which can be irritating if RNG frowns on you, although I rarely see them proc it. Chapter 1: > Kinbois is an ass. Seriously. The bastard has 46 ATK and Continue. And moves. If continue procs, he can (and has repeatedly, to my irritation) ORKO Ardan. There are obviously ways around it, but 2 ranging him means he can kill you with Critical OR Continue, depending on if your name is Azel or Midayle. > I saw you mention that you buffed Dew so he can hold back the army for Aideen. For the most part, this works well, but there is one thing that is...off, I guess. The captain with the hero axe can OHKO Dew until he gets a few good durability levels under his belt, attacks twice (obviously), and has a 20% hit chance with forest terrain. Dew living comes down to RNG if you use him to hold off the army sometimes. Maybe I did it wrong. Chapter 2: > Getting the Bargain Ring is insane. Not only do you lose turns from losing 1 MOV from mounted units, you lose 1 turn on top of that for sure because Sigurd is...1?...space short of recruiting Lachesis on the turn you'd probably do it in vanilla. I've managed to get it, but you, at the very best and have Sigurd manage to keep moving without ever being blocked by anything ever, have 2 turns left (1 if you get the Elite Ring and recruit Beowulf, which you obviously want to do). > Fuck. Those. Bolting. Mages. That section of the map sucks in general, with the mounted mages who 2HKO many of your units and the massive swarm of normal cavs. But trying to assault that castle means that only Sigurd/casters can really approach it without blowing up, as they 2HKO the vast majority of your army (or, well, mine) and get super awesome accuracy from the prince's FIVE leadership stars. Silence staff helped. > The layout of the map and backtracking sucks enormously, but it always has. All in all, great game, great patch! I can't write all of what I like about that since my hands would fall off before I ended up typing it all.
  20. Just curious...is it even possible to 5 turn C8 with Nessie alone? I get Franz doing it with the armorslayer, but Nessie can't wield that, so I'm stuck doing a 6 turn. Anyways... Chapter 8 - 6/46 Yeah, yeah, I wanted a 5 turn. However, the earliest Nessie/Eirika can reach him is turn 5, and she can't ORKO him with anything since the motherfucker has 15 DEF and a shitload of health (and throne bonuses *cough*). Eirika was forced to spend turn 5 OHKO'ing him with a lucky rapier crit. Never have I been so pissed that Nessie is lance-locked prior to promotion. Anyways, since I've never ever completed a draft of FE8 (or period), I can only guess that Eirika'a route is shorter from what hearsay I've picked up on SF. EDIT: Yes, there's the heavy lance, but Tana brings the first...one chapter later. Damnit.
  21. Chapter 6 - 3/36 So it turns out a 3 turn clear IS possible with Vanessa, even using Colm instead of a Torch staff user. I'm glad I did do it in 3 turns, or else terrible, terrible shit was about to happen to my party. I'm having serious, serious questions about the levels of my party, especially Artur, who I'll need to promote early. /gulp Who needs Seth? UNIT LEVEL HP ST SK SP LK DF RS WEP LEVEL Eirika 12.29 23 14 17 17 14 05 05 B Swords Vanessa 9.61 22 10 12 17 08 07 06 C Lances Neimi 3.26 19 06 07 08 06 04 03 D Bows Colm 3.18 19 04 05 11 09 03 02 E Swords Artur 5.69 20 09 08 10 04 03 07 E Light Chapter 7 - 4/40 Damn, I thought I might be able to 3 turn this, but the boss attacked Vanessa instead of Eirika on turn 2 EP, thus avoiding being ORKO'd. Oh well, the 4 turn is much easier to swing and it allowed me to get Colm across the river to steal that beautiful beautiful energy ring. UNIT LEVEL HP ST SK SP LK DF RS WEP LEVEL Eirika 13.44 24 15 17 18 14 05 05 B Swords Vanessa 10.64 23 11 13 18 08 07 06 C Lances Neimi 4.20 20 06 07 09 07 05 03 D Bows Colm 3.18 19 04 05 11 09 03 02 E Swords Artur 7.15 22 11 09 11 04 03 08 D Light
  22. Yeah, I'm just waiting on Baldrick at this point, I think.
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