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wertigon

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  1. Here are a few hidden items/events that will make the game considerably easier during the first five maps (names may be different in your translation): * Chapter 0: There is a speed ring in the village near Jungby * Chapter 1: Make sure Finn and Cuan have their conversation for bonus stats * Chapter 1: Send Lex to the tip of the peninsula northeast of the spirit forest for a brave axe * Chapter 2: There is a bargain ring to be had, but you really need to blitz the first enemy castle across the map. Once you do, make sure to dance the mage for added movement. * Chapter 2: Same area should also have an armor cutter. * Chapter 2: Save all three NPC knights if you want to give a foot unit the ability to Canto (love to use it on an archer or mage) * Chapter 2: Send Arden to the beach peninsula west of Nodion (south of first enemy castle) for a pursuit ring * Chapter 3: Wing clipper in one of the villages * Chapter 3: Send Dew to the tower at the top of the map for a Wind Sword * Chapter 3: One of the villages also provides some stat gains * Chapter 4: Send Sylvia to one of the villages up north for a Sleep Sword * Chapter 4: Once you have liberated the Queen, make sure to pay a visit with Levyn for the best weapon in the game Other than that, enjoy! 🙂
  2. Hmm, seems like the script needs some proofreading on your end: "Swordfighter Navarre, why is someone of your calibur a bodyguard for thieves?" (What? Is Soul Calibur in this game? 😮) Admittedly I like it better than "Navarre, why's someone your strength fighting with" Anyway, decent first attempt, good job, and that WVF is much easier on the eyes. 🙂
  3. Interesting, however I feel like you're kinda making a mistake in doing a "true" representation of FE4. Here are my ideas on how to tackle the two Jugdral games; I realise I'm just another smelly internet user with another smelly opinion, so feel free to go your own way about this. 1. Take inspiration from Fire Emblem 7, and let there be three paths; Sigurd's path and then Seliph's path and Leif's path. 2. The best part of FE4? The gargantuan maps. The worst part of FE4? All the traveling over said maps. So, is there a way to fix this? Why, yes, I believe there is. First, the game should have the map stitched into it's entirety. There is one project out there that has attempted this already: https://feuniverse.us/t/the-jugdral-continental-project-finished/8551/42 This way, the illusion of grandness would be kept, while still allowing a more traditional map by limiting the scope for each map. Second, each castle seize should be it's own independent mission. That's not to say each and every map should be a seize map; while those would be the main objectives, some secondary objectives are also interesting. For instance, a couple of defense maps and so on. Third, given the humongous cast (24 characters each generation), there should be multiple deployment options. Take chapter 2 for an example of how this can work; - You start with the first map centered around Nodion, where Sigurd says "we ride for Nodion, immediately!" and then you have a cavalry-only map until the foot units can catch up. - From Nodion, you could have the Heirhein siege/sacking, but at the same time as you send units to Heirhein and subsequently on to Anphony... - You could send some units up to get supplies in the villages, where they of course encounter the bandits and a certain mage. - Then this group would have to deal with the Augusty counter attack sent to destroy Nodion... - While your new mage catch wind of a planned assault on Evans, routing another dispatch there. - Finally this dispatch is sent as a strike force to take out the ballistas in the mountains while Sigurd returns to Nodion and marches up to Mackily. - All converge then on Augusty. I feel this allows for quite a few more dynamic exchanges, keeps the spirit of the original as well as avoiding the boring "Must-Travel-From-X-To-Y-To-Z" parts of the original. Just some food for thought. 🙂
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