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kdports

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Posts posted by kdports

  1. On 5/16/2021 at 9:04 PM, Black Pawn said:

    Hi kdports,

    I did another check... This seems like an easter egg / a bug?: 

      Hide contents

    In the last chapter, there is one house which gives unlimited experience.

    That is the house directly below the tunnel exit (just over the mountain range is the castle). It is NOT the house inside the mountain range though.

    Anyone can visit the house repeatedly in ONE turn and get 30 xp each visit (provided that they get carried there by air - as it is inaccessible on foot). I made my Clint level 15 max Vanguard there

     

    Ah, never caught that. Thanks for reporting. Sorry for the late response, but I don't really use SF that much so yeah...

     

    In regards to your other comments: I definitely hear you on the point on objectives sometimes being confusing. You aren't the first one who's gotten stuck in that second village because they tried to visit the wrong tile. Going forward I'm going to try to be more clear with highlighting the exact square to step on.

  2. This is the 1.0 release of Snow & Fire, a tactical RPG made using the Lex Talionis engine.

    1

    This game is, at its core, an experiment on long-form map design. It is completed with four massive chapters, for a total of 8-10 hours playtime. Includes battle saves, mandatory full deployment, daggers, a skill points system to add reliability to activation skills, fifteen characters, numerous fully-written talk conversations replacing supports, and a unique set of choices that influence later chapters.

    Hard mode is recommended for veterans. A story and normal mode are included for less experienced players who still want to try the game.

    Link to the google drive is here: https://bit.ly/33lt7oL 

    The drive contains a folder and a manual. Download the entire folder and open the .exe file inside to play. The manual is best used as a ctrl-f search guide, as it’s probably too long to read in its entirety.

    This took approximately nine months of work to make (probably slightly longer? I sorta lost track). A full list of credits can be found in credits.txt or through the credits screen accessible from the main menu.

    The hack is completed, but feedback is appreciated. I can’t see myself adding new areas or chapters, but new conversations, rebalancing, or even new characters are absolutely fair game.

    2.png.2cdace0293c5dce2a190773ff548f113.png

    I’ve avoided mentioning FE4, because that game’s gameplay is certainly contentious. To be clear, I tried to evolve the game’s design beyond many of FE4’s weaknesses. For example, arena grinding is gone, as the few arenas that do exist are strictly limited in uses. I’ve tried to limit the number of dead turns that exist (where you’re doing nothing but moving units). I haven’t been able to entirely eliminate them, but I have a healthy amount of talk conversations to fill the space. Chapter sections are also no longer just “seize the castle,” and each chapter has a number of varied sub-objectives.

    3.png.7c0ebdd7e37841890917832d5c8e00bf.png

    Most importantly, the option to save is given upon each completion of a sub-objective, rather than the start of each turn. Loss carries consequences, but is never overly punishing.

    Finally, I tried to redesign how tactical RPGs treat bosses. While the first few you meet will continue the tradition of standing still on a defensive tile, more complex bosses with their own unique AIs and strategies will be slowly introduced. My goal was to make boss battles worthy of their title.

    6.png.fb6e339299bc0d8707e2b383d4cdd1e3.png

    As mentioned before, there are fifteen playable characters spread throughout the game. Each has numerous talk conversations spread throughout the chapters that develop their goals, fears, and convictions. The game’s status as fully written includes these conversations.

    The game itself is not a branching narrative, but areas and encounters change based on choices (both implicit and explicit) made in prior chapters.

    7.png.8f00e9450448485e84a1ace5faebfa5e.png

    The story follows Clint, a mercenary from a small village, and Alison, a trader looking to sell her wares at a nearby city. The frozen island they live on has fallen prey to instability and rebellion, and they are quickly forced to choose a side in the conflict.

    This was not the focus of this hack. It is, primarily, a gameplay experiment. I’m generally happy with the writing, but please understand that it isn’t the focus.

  3. Hey rainlash, I recently downloaded the engine and started messing around with trying to make my own level. When I did, I got this error:

    Quote

    *** Lex Talionis Engine Version 0.9.3.19 ***
    Main Crash 'NoneType' object has no attribute 'items'
    Traceback (most recent call last):
      File "C:\Users\Kevin\Desktop\Games\Projects\Lex Talionis\lex-talionis\main.py", line 122, in <module>
        main()
      File "C:\Users\Kevin\Desktop\Games\Projects\Lex Talionis\lex-talionis\main.py", line 44, in main
        run(gameStateObj, metaDataObj)
      File "C:\Users\Kevin\Desktop\Games\Projects\Lex Talionis\lex-talionis\main.py", line 62, in run
        mapSurf, repeat = gameStateObj.stateMachine.update(eventList, gameStateObj, metaDataObj)
      File "C:\Users\Kevin\Desktop\Games\Projects\Lex Talionis\lex-talionis\Code\StateMachine.py", line 196, in update
        input_output = self.state[-1].take_input(eventList, gameStateObj, metaDataObj)
      File "C:\Users\Kevin\Desktop\Games\Projects\Lex Talionis\lex-talionis\Code\Transitions.py", line 577, in take_input
        self.build_new_game(preloaded_level, gameStateObj, metaDataObj)
      File "C:\Users\Kevin\Desktop\Games\Projects\Lex Talionis\lex-talionis\Code\Transitions.py", line 631, in build_new_game
        for item in reversed(unit.items):
    AttributeError: 'NoneType' object has no attribute 'items'
    === === === === === ===
    Damn. Another bug 😞
    Quick! Copy this error log and send it to rainlash!
    Or send the file "Saves/debug.log.1" to rainlash!
    Thank you!
    === === === === === ===

    Is this something I messed up? I'm gonna look at the code, but I'm a bit confused.
     

  4. Raphael is supposed to be an androgynous looking character, yes. As noted in his bio, he struggles with self-confidence issues for many reasons, one of which is him being small, frail, and not your typical masculine guy. 

  5. So I've been looking at the information we have about Fire Emblem If and have come up with a list of similarities between it and the main line of Pokemon games.

    1. Of course Fire Emblem If is coming in two versions with a third that is a mix of both, similar to how Pokemon has been released since it's beginning.

    2. Weapons are no longer breakable similar to how recently Pokemon stopped having breakable TMs. And yes I realize that Gaiden had unbreakable weapons when it came out, but it was the only Fire Emblem game to do so until now..

    3. You train Pokemon and and your FE units very much the same way. In both games you should train your unit's/pokemon equally since they all have their own advantages and disadvantages, and in both after you train a unit/pokemon up you can evolve them into a new better unit/pokemon.

    4. In Pokemon there are rivals and evil syndicates in FE If there's rivals (Your family) and a evil syndicate (Garon and his followers).

    5. Secret Base and My castle. In pokemon ORAS you had a secret base that you designed and battle people in, In Fire Emblem If you have my castle where you can design and fight people....

    6. Pokemon Amie and what ever that thing that you touch your units in Fire Emblem If... I don't think I need to explain...

    7. I don't if this is coming back to Fire Emblem If or not but in Awakening you breed units similar to what you do in Pokemon.

    So yeah... There's the list.

    Now my question is do you like this? Dislike this? Agree? Disagree? Am I missing anything? Please do tell.

    1. Sure this FE has two versions, but this is gonna most likely be a one time thing. There is no way they would do this for every FE game here forward, like time travel was Awakening only, and how laguz was Tellius only. Unlike Pokemon, FE likes to consistently try new things, and always has. This two game style is an attempt at something new, and it is VERY unlikely this will become a staple of the FE series from here on out.

    2. You have a good point here, but this isn't really the same situation. In pre gen 5 games TMs were hard to come by (At least in my experience), meaning you had 1 chance to teach a Pokemon that move via TM. Now that shops have been confirmed for FE IF we know we will have a lot more access to duplicate weapons then we did for TMs in Pokemon.

    3. Yes, you train both your units/Pokemon by fighting. But isn't this the way you train in almost ANY RPG ever? I can't think of a combat based RPG where you don't train by fighting. Unfortunately, this connects Pokemon and FE just as much as it connects a game like Xenoblade Chronicles and FE. To be fair, evolving/promoting are a lot like each other, but both these mechanics have been around since the series beginning, and therefore do not contribute to FE becoming like Pokemon. Not only that, but with IF's reclassing this really separates evolving and promoting.

    4. First off, I believe you are being a bit too general in your wording. Correct me if haha IF. Get it? I'm wrong, but are you saying that both Pokemon and FE have villains? And if that is what you are saying, then yes, both games do have villains.

    5. I don't believe Secret Base and My Castle have much relation other then acting as a base for you. Secret bases are no where near the scale of a castle would be, and while you can battle in both locations, this is just how these games feature streetpass, nothing more. Not only that, since you can collect resources and buy from shops at your castle, these locations aren't very related to one another.

    6. This is definitely a valid point, and one I would agree with you on.

    7. Sorry, but this is completely untrue. Pokemon breeding is very hands-off in that you need to leave 2 Pokemon alone to get an egg. Getting an S-Support is VERY hands on, and will need to be controlled by the player every step of the way. Also, since you are referring to Awakening breeding, getting an S-Support will most of the time immediately get you an optional level where you can recruit a full-grown unit. Getting a Pokemon's child means walking x number of steps and finally having a level 1 baby Pokemon hatch from the egg.

    Even though I disagree, you made some great points in your argument, and I appreciate having someone to argue with. :)

  6. There is a lot wrong with the face rubbing, but I think we just need to take a moment and think. You can RUB PEOPLE'S FACES. Honestly, this is the funniest hing I have ever seen in an FE game. I'm not complaining, as long as its optional and I don's have to do it, but this feature is just so out of place. But yeah, the My Castle seems cool. I doubt I'll use it in my Nohr campaign, but it's nice.

  7. I'm actually really excited for the options they have for these boss battles. First of, every major boss will have dragon's vein, which could REALLY screw with your strategy. Also, there is a good possibility we will be seeing a lot of moving bosses, because of Takumi being an archer. Basically, I figure IS wouldn't have him stand still, because it would be WAY to easy to boss farm him for EXP. Not only that, most of the Nohr royal family seems to be on mounts, so it would make a lot of sense to use their mount's potential to the fullest.

  8. It shouldn't have been an option in the first place. Grinding can ruin the game.

    Not if you don't grind. Grinding is completely a player's choice. The game does not MAKE you grind, and having an OPTION to grind is no reason to hate the game, or the grinding. If you think grinding ruins the game just don't grind.

  9. They should not have an incentive to go one side over the other.

    Then how are you gonna decide which side to go to? Both have different incentives to help me decide, and without them my head would probably explode from the necessary decision making. I don't want my head to explode.

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