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Wayward Winds

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Posts posted by Wayward Winds

  1. Also unlike other chapters, 9B has an auto game over if the turn limit is reached.

    Ouch! Okay, I think I'll be leaving Katrina out of this one, the customary rearguard can actually be on the front lines for once.

    So both of them ended up on the tile?

    Pretty much. I'm afraid I forgot to take a screenshot though. Graphically, it was basically the wyvern rider's sprite behind Seymour's, with just the head and little else showing. It didn't really matter seeing as the wyvern moved out of the tile normally the moment the enemy phase started, it just looked odd. I believe Seymour's status window (health display) was prioritised when selecting the tile.

    It's probably a one off; I suppose moving the spawn points a bit further up would prevent a repeat, but it's your hack. I'm surprised than anything, because in base Fire Emblem the AI seems to seek the nearest empty tile for these movement based spawns (whereas a tile spawn such as on a fort can just be blocked by parking someone on the spawn point). Maybe I've overestimated Intelligent Systems, maybe they just have redundant spawn destination tiles until there's no way you could have blocked them all.

    ...But seeing as you'll clearly be more knowledgable in programming than me, I'll lay off the needless speculation. I personally don't see the glitch as a serious issue (it doesn't break the game or anything, it just looks odd), but I thought it might be worth reporting anyway.

    ...Next time I see something, I'll screenshot or save state.

  2. ...7 turns. Wow. My finish time was much worse, although that might have had something to do with Chester being a reset magnet and having to wait for most of the enemies to be cleared out before he could start out on the grand chest tour... and don't think I failed to spot Mr. 'Plunder Our Own Treasure Vaults' sneaking about with his VIP card. I haven't actually gone looking for a secret shop for Ch. 14A though, mainly because when the map's perfectly symmetrical, nothing looks especially suspicious.

    So, all in all... 35 turns. I'm not proud of that, but then, I'm a defensive/completionist player. But the epic ending scene cheered me up. If this is what Ch. 14A looks like (and 14B is similarly climactic), then one can only imagine how impressive the finale will be!

    On the other hand, saved all the villagers in Ch. 8B (not that I likely needed to in order to get that Psychic staff, but you never know), and am now cringing at the twelve turns limit for Ch. 9B. Still, it all depends on just where Farrel is going to show up. (I like that design decision; beat chapter in x number of turns or we set stupidly powerful enemies on you. Better than a generic "No, we were too slow!" scene and game over when you actually get beaten in gameplay... or just hare it for the boss and beat them before the nuisances actually catch you).

    One question; was there a hidden purpose to the westernmost house in Ch. 7B (the one you had to fly to, that stated "locked")? Or was that just to mess with 100% completion obsessive heads? (If there is a hidden purpose, then don't state what it is please. I'd rather figure out just what it is myself...)

    One glitch; Ch. 8B, the wyvern riders that pop up as you approach the boss. One of them managed to land in a tile already occupied by Seymour (I was heading for the ballista archer). Probably bad luck... or something fishy going on in a Hector/Florina introduction fashion...

  3. Veritas is a good weapon for 14A if you didn't miss it back in 9A, it's especially potent if you have a promoted Kolbane though, since his speed is usually high enough to double, but if you don't it's not the end of the world just team up or something

    Didn't miss that one, in fact I don't think I've even used it yet - I try to save non-replaceable weapons until I really need them. Same with the Partisan (although that was more me taking a few chapters to figure out that only Juan could use it, seeing as it was listed as "C" rather than "Prf"), and I've still got some twenty Golden Edge uses left. I have nearly finished with the Xiphas though. As for Kolbane, he's 2 EXP from level twenty and promotion, so that's no issue. He's also one of the few characters (apart from Seren, Amelia and Renair) who can guaranteed double at this stage, but a little extra speed never hurt...

    ...I'm going to stop rambling now and let you actually have some peace.

  4. Well, up to Chapter 14A now and... this could be a problem. Ancient Blade = S rank weapon (I somehow missed the Ancient Lance), no one's even reached A rank yet - despite Kolbane and Renair being just shy of level 20. Oh well, maybe I'll just chuck Halberdier Seren at those three and see what happens, she's been massacring everything else (I thought Soldiers were supposed to have "no exceptional abilities"? So did she miss that class or something?). Or maybe Amelia can Thunder nuke 'em. But what a climax chapter!

    On another note, there was a slight graphical issue with Chapter 13A; the scenery turned bizarre while the twins had their first "They're getting closer brother!" line, although it fixed itself once the scene was over. It's probably already been pointed out to you; if not, then I'll upload screenshots... just as soon as I figure out how.

    The only other annoyance was a lack of visual clues to where the poison traps were in Chapter 11A - I saw one activate itself on an enemy (cavalier?) on the first enemy turn, so I was at least alerted to their presence, but there was nothing foreshadowing the one that got Chester! Or maybe I'm just blind...

    Good to see that you're throwing in little surprises for the chronically suspicious; Anna and her locked, empty rooms!

  5. Heh, well done development team, "Dream of Five" seems to have hooked me more than Blazing Sword did, and that's not easy. It's challenging but not impossible (the constant level one enemies are odd but okay, seeing as EXP gains just rise with the stats), and you've actually made me keep thinking my way through levels instead of my classic FE method of power levelling flyers and Lords and just massacring the opposition - I'm glad to say trying that one here got me massacred. I'm even using Chester offensively, and I never use thieves offensively (until now). And apart from the little Support conversation issue, I really can't see any technical issues so far. Although I never encountered these infamous "no EXP enemies", have they been removed?

    There is one gripe I have at the moment though - chapters 8A, 8Ax and 9A having no access to the preparations screen. I understand the story at that point makes 8A and 9A somewhat difficult to work the preparations into, and I accept that. Chapter 8Ax on the other hand could have seen everyone getting ready before sending Gareth off for the rendezvous as a precaution. Then all of that nice gear with Katrina could have been used instead of sitting through three chapters out of bounds, and Gareth wouldn't have started off with naught but a Greatbow and could have avoided the panicky trip to the armoury! I made it through with the depleted weapons in my team's inventory, but after all that chapter 10A's preparations screen was very welcome.

    ...You never really know what you've got until it gets taken away, do you? Anyway, that's only a minor gripe, even if my moaning makes it sound otherwise. It'll teach me to manage my party's inventory a bit better!

    But anyway, you've got yourself another fan. Great work!

    (Current progress; Chapter 11A, separate file ready to go on 7B)

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