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Fields

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  1. I used the Raze Etoile in conjunction with Volo's Deathmatch, and I can appreciate the exp, items and money given the limited resources in Berwick. But hey, there's an escape point right there if you don't want to fight Thor - you can partake in as much combat as you think is needed and leave.
  2. Bring mages to fight wyverns - you might notice each of them are weak to different elements. Also, Izerna can tank them with Holy (it has what is essentially vantage at 1-range) - even Thor can be dealt with this way. If you haven't trained any of Enid, Percy, Izerna or Aegina you're going to have a bad time.
  3. It's understandable given the amount of time the project took. I'm waiting for a discount myself, no rush. Similar indie SRPGs that I can see on Steam are priced around ~$15.
  4. Modern war is of course more complex with more factors involved, but even guided missile systems and computerized fire control for cannons have a first hit probability attached to them. Usually the threshold that modern militaries try to reach is 80%. And just like in Berwick, this chance is modified by the target profile, the exact weapon being used and environment (plus whatever else might be relevant, like jamming). There are other things you can do in Berwick to manage threats, like making extensive use of guard and provoke (they're extremely useful on escort missions, for example).
  5. I don't mind romances if they're written with some subtlety and care. I can even go with a harem plotline if it's well integrated (The Last Sovereign comes to mind).
  6. https://store.steampowered.com/app/694770/Vestaria_Saga_I_War_of_the_Scions/
  7. Welcome to the forum, Lightningdawn.
  8. Could you be more specific? Unaided hitrates can be bad, but there are several ways of improving them. Aggro_Incarnate discusses this at length here: https://old.reddit.com/r/fireemblem/comments/8l9jeo/berwick_saga_and_middling_hit_percentages_thoughts/dzexdik/ Generally if you're training weaker characters like Ruby, do it in the side missions where missing attacks is less of an issue (besides, for training shield skill you need to be struck by the enemy anyway). Keep in mind that you can outrange the enemy to reduce chances for them to retaliate when you miss (eg pilums vs 0 range enemies), and be aware of the turn order at all times.
  9. Unfortunately that would be a programming nightmare to implement. You'll need to track it manually. The following page will help: https://serenesforest.net/wiki/index.php/Berwick_Saga_Calculations#Mercenary_Happiness
  10. I think that was an optimistic estimate on Aethin's part, and assumed his job and other responsibilities wouldn't interfere with the project. Speaking as a tester for the patch, another update is imminent - I'll let him post the details.
  11. Lugh is a reference to this: https://en.wikipedia.org/wiki/Lugh If I recall correctly, "Leif" is the Scandinavian version of the name Lugh. Appropriate given how much eastern Judgral is influenced by Celtic mythology.
  12. A translation already exists, it's been posted here: https://serenesforest.net/forums/index.php?/topic/80209-berwick-saga-translation-beta-patch-out/. Aside from 36/41 maps, all the menus and system text are done, so the game is playable to the end (there are also some portions of the endings\epilogue in English as well).
  13. -Change the way turn order works, to limit enemy phase tanking. Simultaneous turns are one way of doing this -Make paladin-type units have to pay for armor\shields (these can add protection at the cost of weight\AS, for example) -Less open terrain, and map design adjustments in general to promote more careful advance. Weather, FoW, ambush+scout skills could maybe come in here -Giving mounts their own stats + costs for replacement\maintenance -In conjunction with the above, being able to dismount before moving\attacking, to protect one's mount or suffer less movement penalty in rough terrain -Disallowing canto if the mounted unit took damage in a combat encounter on their move, or other similar restrictions on its use -Giving infantry specific skills and niches (eg more resistance to magic, lower terrain penalties, spears that impair cavalry attack) and other stat differences -Combined\dynamic objectives that force you to split your army, eg escort + defend point, or rescue + escort + escape, or seize + capture/defeat boss.
  14. I recommend consulting the Berwick Saga section here on Serenes: https://serenesforest.net/berwick-saga/ The combat mechanics are generally explained in-game (accessible on the objectives screens of early missions), although things like happiness score, mercenary recruitment requirements and food bonuses are not - which is where the above information will help. Save at least a couple of times before a mission, so you can jump back to where you were if you want to change your deployment (I assume you're using PCSX2, so creating more memory cards is no issue). Keep in mind that citizen requests often need certain people to accomplish them, which has been helpfully noted in the menus for you by the translation patch. Hitting square (if I recall correctly) brings up the menu inside the city and in battle, which lets you check side objectives and so on at a glance. Leon and Adel deployed together (especially in Reese's command range) have very reliable hitrates early on. Some units also have skills that can improve reliability like Deathmatch, and Desperation. The more expensive mercenaries are of course more accurate. Later you'll be able to craft very powerful weapons that dramatically improve units' effectiveness; equipment is much more important given the stat deflation in Berwick. The durability system is a bit too RNG at times, so always keep spare weapons on hand - you'll want multiple types where possible because of how range works (eg. throwing spears like the pilum can be used to safely hit-and-run melee enemies).
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