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Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)


Dunal
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Have you tried seeing if the original NTSC game works without the patch? And if you start a new game on the patch, does the same thing happen?

I think I know what the issue -may- be but it isn't replicated on my end or most people. I can try something if you can confirm the above though.

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Finished 1-5. Most of the levels have been pretty cool so far, and when I've noticed differences they've mostly been positive. Some random comments.

I wasn't really paying too much attention to the text, but for 1-1 you might want to add a warning in one of the houses that reinforcements appear at the escape point. It's not really a big deal, but like I said before, I did get randomly screwed once because I wasn't expecting it.

The longbow in 1-2 surprised me. The archer on the ledge there is usually not threatening because he only has 2 range, so when he randomly attacked me from 5 tiles away I got scared. It almost forced a restart (luckily Micaiah survived the hit with 2 HP). That's really my own fault though. Overall the level is fine. It's basically the vanilla level, except you probably need to go a bit slower (at least I needed to) because the enemies are somewhat more threatening. Most of the time in vanilla I'm used to splitting my army in half at the beginning, having one half clear out the right side while the other half climbs the ledge. Maybe I'm just bad, but I found that if I tried to climb the ledge on turn 1 then somebody was going to die most of the time. I didn't try very hard to make it work though. After one or two resets I just stuck to going slower.
1-3 is fine, except Kurth is still the tankiest character you have by far (he has 80+ HP...). I know it's because Kurth is actually a dragon in disguise, but its sort of weird having one of your most effective frontline characters be an NPC who can't attack. Granted, you do need clever unit positioning to ensure that Kurth is the one who gets attacked, not Aimee. Or you could rescue Aimee to get her out of the way and not have to worry about all that, but that means one of your units is gimped, which is actually somewhat relevant in this rework because all your units are okay.
1-4 doesn't seem too different. The laguz hit hard, but they've always done that. I think you might have moved some of the enemy starting locations? I remember being able to hit some of the enemies with 1-2 range weapons right from the start on this chapter, but it doesn't seem to be possible anymore. I did note that Leo's longbow is actually really strong on this map, since it has a new and improved 5 range. The enemies (boss included) don't seem to prematurely transform, so a lot of the times you can snipe them for ~40 damage while they're in human form, which makes them much easier to deal with.
1-5 started to get really interesting. I noticed a lot of changes to this map. I like how you added two green Shamans to the map. They're a nice introduction to dark magic and help out a lot because this map is quite a bit harder than before. There's also a loooooooot of Draco Knight reinforcements, which frankly surprised me the first time and forced me to play really safe. And why does the boss have Meteor? It wasn't a big issue, but it meant that Volug was much less useful on this map because he could always randomly get hit for 19 damage. Also, we get access to the boots really early. Is there another copy, or do we just happen to have the boots really, really early? One thing I found kind of annoying about this level though was that I was basically forced to rush north as fast as possible in order to get the master seal. If you don't aggro the mage holding the seal on turn 1, he runs straight into Taureneo and friends and dies a horrible death before you can do anything about it. There are quite a few options at the beginning for this level: you can run north, climb the ledge, or take the bottom path to the right. But there's really only one option if you want to get all the items, because you need to put a unit in range of the mage at the top of the map, and that unit is going to die horribly unless you escort him and clear out some of the enemies that can aggro him.
I took a look at 1-6-1, but haven't actually started the level. The change in spawn location is a really nice touch, and I already spot some promoted enemies. Looking forward to finishing the rest of the demo (what's the last chapter in the demo?).
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I took a look at 1-6-1, but haven't actually started the level. The change in spawn location is a really nice touch, and I already spot some promoted enemies. Looking forward to finishing the rest of the demo (what's the last chapter in the demo?).

Thanks for the comments/feedback!

The last map is actually uhh... 1-6-2. Kinda? =P

1-1: This will be fixed. I've figured out the best way to do it.

1-2: It's actually really possible to climb the ledge turn one. Edward/Micaiah can both go up and only be in range of the fighter. Nolan/Leo can go right at the bottom. I usually use this strat and I can't see any feasible way this can be screwed up since the hand axe fighter shouldn't get to you by turn 3 and the far right fighter is quite far away too.

1-3: You don't really need to use Kurth at all. That said, he's probably tankier than what he's going to be in the full release -- chances are I can lower his stats since while I do I want them to be close to identical for when he becomes a PC, logically it doesn't necessarily need to be that way. Perhaps castles give huge EXP? I've always been able to play efficiently without him at all though. In fact, he may even slow you down since he can't retaliate. Nolan/Aran/Sothe can do the same and actually fight back.

1-5: Firstly, Provoke has priority over Volug so long as he isn't really low. So slap that on Meg/Nolan/Aran with a pure water / barrier and the boss isn't a threat whatsoever.

Also, the mage at the top is completely out of range of the NPCS so you just need to put someone in range of them turn 1. Just clear some of the enemies in the way and drop sothe in his range. I doubt he'll suffer too much.

Finally, there's actually two master seals to steal -- one from the Killing Edge myrmidon in the lower right. This is so Sothe has the opptunity to go either right or north to steal one. But I doubt most people would get both. It's just so you have that option.

The boots only increase movement by 1, not 2. So you essentially get half the boots early?

There's going to be 3 or 4 of them in total.

Other stat boosters have the same treatment:

Speedwing: 1 SPD.

Seraph's: 5 HP.

Draco/Talisman: 1 DEF/RES

Ashera's Icon: 3 LUCK

However, it just means they can be more common and you can distribute stats more evenly amongst your team as a result. So while speedwings are half as good, you get at least twice as much of them and can then split each point of speed into your team, which is convenient and encourages using more units in general.

Edited by DLuna
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Thanks for the comments/feedback!

The last map is actually uhh... 1-6-2. Kinda? =P

1-1: This will be fixed. I've figured out the best way to do it.

1-2: It's actually really possible to climb the ledge turn one. Edward/Micaiah can both go up and only be in range of the fighter. Nolan/Leo can go right at the bottom. I usually use this strat and I can't see any feasible way this can be screwed up since the hand axe fighter shouldn't get to you by turn 3 and the far right fighter is quite far away too.

1-3: You don't really need to use Kurth at all. That said, he's probably tankier than what he's going to be in the full release -- chances are I can lower his stats since while I do I want them to be close to identical for when he becomes a PC, logically it doesn't necessarily need to be that way. Perhaps castles give huge EXP? I've always been able to play efficiently without him at all though. In fact, he may even slow you down since he can't retaliate. Nolan/Aran/Sothe can do the same and actually fight back.

1-5: Firstly, Provoke has priority over Volug so long as he isn't really low. So slap that on Meg/Nolan/Aran with a pure water / barrier and the boss isn't a threat whatsoever.

Also, the mage at the top is completely out of range of the NPCS so you just need to put someone in range of them turn 1. Just clear some of the enemies in the way and drop sothe in his range. I doubt he'll suffer too much.

Finally, there's actually two master seals to steal -- one from the Killing Edge myrmidon in the lower right. This is so Sothe has the opptunity to go either right or north to steal one. But I doubt most people would get both. It's just so you have that option.

The boots only increase movement by 1, not 2. So you essentially get half the boots early?

There's going to be 3 or 4 of them in total.

Other stat boosters have the same treatment:

Speedwing: 1 SPD.

Seraph's: 5 HP.

Draco/Talisman: 1 DEF/RES

Ashera's Icon: 3 LUCK

However, it just means they can be more common and you can distribute stats more evenly amongst your team as a result. So while speedwings are half as good, you get at least twice as much of them and can then split each point of speed into your team, which is convenient and encourages using more units in general.

1-2: I basically only tried climbing the ledge once. I killed the fighter on turn 1 and then one of the soldiers moved and gibbed Edward, and I was like "well maybe I should go a bit slower". That's probably my fault though.

1-5: I didn't buy provoke, since I didn't think I needed it. I completely forgot about the Pure Water though. My problem with the mage in the upper left of the screen is that it forces you to follow the strategy of "clear some enemies in the north and then put someone tanky in the mage's range", which necessitates the large majority of your forces running straight up instead of either climbing the ledge or going right. Because if you don't bait the mage on turn 1, he runs to the right on the enemy phase and then on the other phase Zihark wrecks him. Also, what you're saying doesn't match up with my game. In game the killing edge myrmidon had Vantage (drop on death), not a Master Seal, so the only Master Seal on that level was the mage at the top of the map.

The stat booster thing makes sense. I gave the robe to Micaiah and was somewhat confused when it only increased HP by 5. I guess that change is a nice one.

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Here are some more unit data that are finalized:

UNIT DATA

EDWARD

Edward.png

SOTHE

Sothe.png

ILYANA

Ilyana.png

VOLUG

Volug.png

FIONA

Fiona.png

TORMOD

Tormod.png

VIKA

Vika.png

IKE

Ike.png

PELLEAS

Pelleas.png

These aren't the full profiles or anything. Just some data worth showing for now.

EDIT: Added Tormod

Not sure on that. Although, once you learn/memorise the patterns for each bio type, it isn't too difficult. I suppose people haven't done so in the past considering how negligible it was in the original game.

Interesting... Ilyana is a Light Magic User (and a earlier Staff User). Pelleas also has earlier Staffs (that is cool :3) and the Fire Magic (and he will need it because the Dark and Thunder Magic have a lower range).

But probably the most interesting thing that I saw is the Laguz Gauge with Volug and Vika.

Volug only can lose Gauge in Battle Transformed, and Vika only can win/lose Gauge with turns.

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It same as the other dude, it works if I revert back to the vanilla iso (the one for patch B). BTW, I forgot about counting the prologue so it was at loading 1-2's map, not 1-3.

Also, reposting what I editied into that post as it's lat of a page and it might've ben overseen:

Incidentally, 1-1 in the base game is the only Escape chapter where you don't get BEXP for any player unit that escapes before the commander (Micaiah). if you can change it to do so, do it, but if not, it would probably be better off as an Arrive, to avoid confusion.

Regarding the "surprise" reinforcements at the escape tiles of 1-1: counter-intuitively, maybe they'd be better off arriving at the end of turn 6, instead of turn 7. This way they will give you a bit more time to make a plan (as long as they're immobile), and you can still both get the max BEXP from finishing in 7 turns AND the EXP from killing one of the two guys (killing both and escaping at turn 7 would be beyond me, but HEY, that would give reason to having two escape tiles!).

Because if it comes to deciding between 20 extra BEXP, and the EXP from killing one guy and picking at another, the choice is clear, but if it's between 20 BEXP, and killing a guy, it's way closer.

P.S: It's funny how the only foolproof way to apporach the 1-1 boss is to bait him with Nola, the only one who can tannk one of his 5-6% crits, despite him having the WTD.

Edited by Mr. Mister
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@Mr. Mister, I have sent you a PM which has a solution for both of those. The 1-1 reinforcements has already been fixed and you'll be able to see that.

The boss of 1-1 is difficult to approach yeah -- it's possible I'll change this map again in the future.

1-2: I basically only tried climbing the ledge once. I killed the fighter on turn 1 and then one of the soldiers moved and gibbed Edward, and I was like "well maybe I should go a bit slower". That's probably my fault though.

It's more than possible to jump up the ledge without luring in that soldier. Just check his range.

1-5: I didn't buy provoke, since I didn't think I needed it. I completely forgot about the Pure Water though. My problem with the mage in the upper left of the screen is that it forces you to follow the strategy of "clear some enemies in the north and then put someone tanky in the mage's range", which necessitates the large majority of your forces running straight up instead of either climbing the ledge or going right. Because if you don't bait the mage on turn 1, he runs to the right on the enemy phase and then on the other phase Zihark wrecks him. Also, what you're saying doesn't match up with my game. In game the killing edge myrmidon had Vantage (drop on death), not a Master Seal, so the only Master Seal on that level was the mage at the top of the map.

That is true! The vantage was a recent change. However, I can list the master seals you can get:

Two in 1-4.

The one in 1-5.

One in 1-6.

One in 1-7.

One in 1-8.

One purchasable in 1-6.

Once purchasable in 1-8.

Once purchasable in 1-9.

Two purchasable in 1-E.

That's 11 total so you're not forced to get them all. There's only 9 units for you to promote. And you'll likely end up promoting 1 or 2 of them naturally anyway. So 7 or 8 you'll need?

They'll probably be another one in 3-6 for Laura/Fiona or something if you've yet to promote them. A blind player might do so under the realization that they are freely deployed.

That said, the difficulty of getting the Masterseal in 1-5 isn't too difficult. You cannot jump the ledge turn one anyway. So just put Sothe in range of it with a knife and clear out most of them on turn 2.

I can rout the entire map when doing the above, so I understand that it isn't an issue of speed or urgency. What I can do however is do something with Jill & co. to make her less vulnerable so your attention doesn't need to draw towards them as much. But if other people agree with the master seal mage I can move them closer if need be. It's just a nice way of forcing you to be on the offensive and/or making a good play in order to grab the seal and move on. Keeping everything too close to comfort isn't ideal for a game like this. It's not like you lose for missing it.

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That said, the difficulty of getting the Masterseal in 1-5 isn't too difficult. You cannot jump the ledge turn one anyway. So just put Sothe in range of it with a knife and clear out most of them on turn 2.

I can rout the entire map when doing the above, so I understand that it isn't an issue of speed or urgency. What I can do however is do something with Jill & co. to make her less vulnerable so your attention doesn't need to draw towards them as much. But if other people agree with the master seal mage I can move them closer if need be. It's just a nice way of forcing you to be on the offensive and/or making a good play in order to grab the seal and move on. Keeping everything too close to comfort isn't ideal for a game like this. It's not like you lose for missing it.

A lot of your units can jump the ledge on turn 1. Especially Meg, who doesn't have the ledge climbing penalty. If you start her really close to the ledge she can reach the longbow archer. (Combined with somebody else with high move you can kill him T1). Other people on your squad can climb the ledge and kill the other enemy there (I think it's a fighter).

I actually think climbing the ledge on T1 is "better" than proceeding north, since you don't get boxed in on the ground by draco knights and regular enemies coming from the southeast. You still have to deal with the draco knights, but the grounded enemies are stuck below the ledge and you can fire on them with ledge advantage easily.

Except you can't actually climb the ledge until later because you have to move north. Of course, you can kill all the enemies regardless of what direction you start out going in, as long as you play efficiently. But the only real way to steal all the items is to go in a specific direction. It's not that big of a deal, but it was just something I noticed.

Edited by Silly
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I have the necessary files uploaded for the V2.0b patch as well. For ease of access, I'll post both links in this message.

V2.0a: https://mega.nz/#F!i8lRmZ5D!TEeKl1wjLC6lMsiwIojEpQ

V2.0b: https://mega.nz/#F!Xg8lwZSA!IMrCQ6LguniyOqhSj1Pu6w

EDIT: You'll also need this XML file for Riivolution to recognize the patch. Place it directly into the riivolution folder. If that doesn't work, create a folder named "config" in the riivolution folder and move the XML file there.

XML: https://mega.nz/#!7xECQRyB!lxGm-IANuVShTGm0PVVLI_3nAaIwheYs9N-AeqpOnlY

Edited by Elite Lord Sigma
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I also have the issue of this freezing on the Wii, whenever I load 1-2 after the conversations it fades to black and doesn't load.

Currently investigating this. Either to do with thieves existing on this map or the game not remembering set classes properly on the console (emulators work fine).

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Updated weapon triangle:

Weapon_Triangle.png

Tweaks to make it more straightforward and easy to remember.

Can we have Nolan and Aran's stats, just out of curiosity?

UNIT DATA

NOLAN

Nolan.png

ARAN

Aran.png

Yes, their caps do appear to be quite unusual and well... extremely good. But do remember that Danved/Levail and Boyd need caps that fit them as well. Otherwise you run the risk of gimping one of them just so caps fit for the other. Small price to pay for that is that it could make any of these units crazy good with blessed stats and stat boosters but we'll see how that pans out.

Update on issues running this on a Wii:

Currently investigating to see if the Wii is handling or reading map files differently than on an emulator, specifically for the NTSC version on say, a PAL console. Once we can figure out what the issue is then I can provide a fix from there.

Edited by DLuna
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Anything on those Wii issues yet?

Not quite. I'm currently investigating this with someone and could take a couple weeks to get fully resolved.

I may delay the next release a bit just so I can get it working for everyone first.

As for an update:

FIONA PROFILE

Fiona_Profile.png

She's a unique one, to say the least.

And yes that does mean she has 11 base movement. Go wild.

Highlights for next release:

- Magic weapons! The venin weapons are now dark magic infused and scale off magic + target res. They also share dark magic WTA/D and therefore reduce damage by other weapons.

​- Wind Swords are now classified as wind magic and also deal magical damage + scale off magic.

- Ragnell, Alondite and Florete are the same. Yes, that does mean Ike's a viable candidate for spirit dusts! Also you gives you a good reason not to use Ragnell all the time (enemy has high res). So time to bust out that Urvan.

- Bolganone/Thoron/Tornado being brave weapons and balanced accordingly. The magi are ready to party! They no longer has effective damage though.

- Nosferatu is now 'Resire' and is now non-elemental physical damage. So yes, it scales from strength. Sorry Laura. Hellooo Oliver.

Edited by DLuna
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Not quite. I'm currently investigating this with someone and could take a couple weeks to get fully resolved.

I may delay the next release a bit just so I can get it working for everyone first.

As for an update:

FIONA PROFILE

Fiona_Profile.png

She's a unique one, to say the least.

And yes that does mean she has 11 base movement. Go wild.

Highlights for next release:

- Magic weapons! The venin weapons are now dark magic infused and scale off magic + target res. They also share dark magic WTA/D and therefore reduce damage by other weapons.

​- Wind Swords are now classified as wind magic and also deal magical damage + scale off magic.

- Ragnell, Alondite and Florete are the same. Yes, that does mean Ike's a viable candidate for spirit dusts! Also you gives you a good reason not to use Ragnell all the time (enemy has high res). So time to bust out that Urvan.

- Bolganone/Thoron/Tornado being brave weapons and balanced accordingly. The magi are ready to party! They no longer has effective damage though.

- Nosferatu is now 'Resire' and is now non-elemental physical damage. So yes, it scales from strength. Sorry Laura. Hellooo Oliver.

Wow! Fiona is a really interesting character (and she probably will be the best Imbue User with that Magic Base, Growth and even Caps with 32 as her Magic Cap). Fiona has a special niche after the promotion with the Staves... Her Skill growth is low, but her bases (and good luck) are enough to give some use to the Venim Lance's low Hit.

Wow, now the 1-2 Swords are magic swords like in the other games... even Ragnell xDU... I'm wonder how much Magic will have Z... Black Knight in his battle xDU.

I want to know the exact changes in the S Rank Magic Weapons xDU

N... Resire is physical damage now? But it's still light magic right?... Ilyana could also give it some use with her high strength xD

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- Ragnell, Alondite and Florete are the same. Yes, that does mean Ike's a viable candidate for spirit dusts! Also you gives you a good reason not to use Ragnell all the time (enemy has high res). So time to bust out that Urvan.

This is the first time I've been visibly disappointed in a decision that has been made so far. Ragnell now seems completely useless, because last time I checked, Ike's magic stat was literally worse than poop

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- Ragnell, Alondite

No. The only reason I'd say "no" is because it works physically in FE9.

But hey, if you can insert into the plot somethingsomething about these swords growing over magic and giving Ike at least a 20% magic growth, why not.

I like the other changes though.

As for Fiona, she looks... interesting. At least we're sure she'll survive in 1-6-2 right? I quite like the way her stats are handled. Do Cards work with her though?

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Ike has a 35% growth and now gains +6 on promotion. Not really something I wouldn't think about or overlook.

There's also nothing inherit to the plot saying "Those weapons aren't magic and hit defense" either so...? They shoot magic. Sure you do wrack with them close range (Like a Wind Edge too) but from a range...

I also don't even need to explain "swords growing over magic" when they were blessed by the goddess.

Ike's magic is now very good and the Ragnell's actual MT is increased as well so the only real difference is that it targets RES.

It's actually a very likely buff I'll need to monitor it going forward. Ike's STR as we know is very high, but enemy RES is typically lower and it means that Ike can use Imbue and Cards wells.

Yes, Fiona can use cards!

In other news, class names have changed across the board:

Tier 1 knights are all now just called 'Cavalier'.

Tier 2 Paladins > Free Knight (Sword) / Duke Knight (Lance) / Axe Knight (Axe) and Arch Knight (Bow)

Silver Knight > Paladin (Fiona/Oscar/Geoff) or Valkyrie (Astrid SS Staves but no Lances)

Gold Knight > Great Knight

Reaver > Berserker. Now has +25% critical. But one of the only promotions that makes you lose stats (In this case, defense and skill)

All tier 2 armors are now just all called 'General'. Tier 1 armors are known as 'Sword/Lance/Axe Armor'.

I was also thinking about giving a unique name for each Marshall type. Lance > Marshall, Sword > Champion, Axe > Baron. Thoughts on that?

Dark Sage > Sorcerer. Archsage (Dark) > Occultist (can SS staves).

Draco > Wyvern. Master and Lord have also been swapped for tier 2 and tier 3.

Edited by DLuna
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...

I think we've found the new Life-saver for the laguz part of the game.

Cards + Canto with high magic and movement against enemies with no res ftw.

Cats have much more res though. So... partially true? But you'll be facing off against Hawks too which don't have much res (Unlike Ravens).

Also, Fiona can get hold of a Demon Lance (New Venin) which also makes her combat great. Her naturally high movement + canto does indeed make it so she's excellent at weakening enemies with no risk.

It's quite heavy though so she does get weighed down by it quite a bit. But you'll be doing a good 20 damage on tigers which is nice. However, it may be worth saving it until her STR rises to the point where she can double with it.

Edited by DLuna
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If Valkyrie is going to be the name for Astrid's Tier 3 class, will it still be used for Mist's Tier 3 class as well?

Also, if it helps you uncover the underlying problem, I'll describe to you how I obtained the files for the Riivolution patches I've been providing. First, I used Dolphin to extract all of the files from the ISO. Next, I used WinMerge to compare the files' binary data to determine which files had been changed. Each of the files was then placed in the appropriate folder(s) with an identical name to the folder(s) extracted from the ISO. With the XML patch I provided, Riivolution would then replace the appropriate files in-game. The disc ISO has two partitions; most, if not all of the altered files are in Partition II. I'm not sure if that has anything to do with the black screens and crashes when loading maps, but that's all of the information I have.

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Ike's MAG cap is 30 and the Ragnell has 18 MT. But much like light magic it has +8 MT against dark magic.

On average however, Ike reaches 24 MAG at 20/18, so you'll need to utilise BEXP.

If Valkyrie is going to be the name for Astrid's Tier 3 class, will it still be used for Mist's Tier 3 class as well?

Yes, still Valkyrie.

It's basically just my way of telling the player "Yes, Astrid can SS staves" in the easiest way.

As for crashing, it's a matter of finding out what is causing the crashing on loading the map. It could be the amount of data that has changed, certain map models loading, if the game pre-reads things like class data on the wii etc...

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