Eltosian Kadath Posted March 8, 2020 Share Posted March 8, 2020 I probably shouldn't be starting another LP but I have been waiting so long to play this and you can only be blind once and I want to share that experience join me on my first play-through played in the way Kaga would have wanted no resetting for poor planning no resetting for bad luck no resetting for lost treasure no resetting for tragic deaths only resetting when the game forces me on the brand new translation by the legendary @Aethin and his team, of Now Lets begin Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 8, 2020 Author Share Posted March 8, 2020 I think I will start with the story section, and for this first entry an overview of what I figure out about the controls and game mechanics in far too much detail, and finish with a quick look at our starting roster. Sorry if this gets a bit over explanatory, but I feel like this sort of experimentation is a part of the blind experience that I want you to be a part of that, even when I am wrong and have to correct myself. Spoiler I must admit I am a fan of Kaga's scale here, and willingness to just jump right in. First thing to note when looking at the map, while the Kingdom of Veria and Empire of Raze were mentioned in the opening scrawl, we see numerous other countries. Add to that the Empire is invading one of these smaller nations at the start of this war between Veria and Raze seems to imply that while Raze maintains a more direct or centralized control over its territory, Veria controls these smaller nation through a system of influence or alliance. Now I wouldn't be surprised if they are as independent as the members of the Warsaw pack were independent to the USSR, but is interesting to note. Its also interesting how they are using character portraits without actually naming these enemies, I hope this means these characters not only show up again, but get their introduction closer to when it would be relevant (like a map you face them) that way they are establishing these enemies early, but don't have a name dump moments into the game. Its interesting that they try to give numbers and a sense of scale to the battles here. I wonder if that means our characters will represent commanders leading thousand of troops when we battle. That is quite a few nations... I don't even see 24 nations on that maps, so unless there are some really tiny city-states, or nations off the borders of this map in that alliance something seems off. I wonder if we learn about why its called the Berwick League (and by extension why the game is named Berwick Saga) Did Mordias not have an heir? Was the heir a minor requiring a regent? Did this spark off a succession crisis? It seems like this transition in government/organization leadership shouldn't have taken close to a year in such a crisis (or at least not long enough for three nation, and a better part of a great world power to fall). With how long it has taken him to reach this losing scenario, I have no faith in either his competence, or his bureaucracy, as one of the two must have failed for this disaster to occur. I do also like how they have started recoloring the nations to show those that have been taken by the empire. Well at least they are trying to recover from this utter disaster. That does seem to be a fair distance for the court of Veria to flee, which either reflects poorly on the two nations they pass through, or indicates Narvia is a nation of particular power. Margrave is an interesting title to give this Bernstol, as it was a real life title given to those whose land was a March (meaning a county on the border that was given additional power and rights to help it defend the border). It sounds like this Bernstol is the leader of the independent nation of Shinon, and if so that has some interesting implications. Marches tend to be regions within a nation, and if this title is traditional it implies Sinon gained its independence from one of the other nations. Barmoar looks the most likely based on the map, but a more interesting idea would be if Narvia was once a major world power like Veria, that had many of its territories gain their independence, with Sinon once being one of its Marches on the border with Veria. So its been over two years since this story sequence started that the game actually begins. ...or we have more dialogue. In some ways I like that the default is to autoplay the dialogue, and even better lets you not only change that mid dialogue, but leave the prompt for that change there for you. For the sake of capturing images I turned it down and then off. Either the crossing of those mountains took forever, or the Imperial army must have been making excellent time to cover what looks like over double that distance with a much larger force. Also that Priest must not kn- ...well that. ...This is going to be a cliched early game bandit map isn't it. That is an interesting take on the old bandit map cliche. I like that there is a reason for this banditry; it reminds me of Thracia, and hints that this game will explore ideas, and themes more nuanced than good guy beats the evil empire and kills the bad dragon man. Than again young Reese is facing off against the Raze empire, so we will see. Good thing Reese is here to save the day. Then again this feels like a more small scale conflict, so perhaps the earlier scale doesn't apply to our army, just to the story. This Izerna must be our first healer. ...This is sounding suspiciously like why Lena was in that early bandit map in FE1/11... and why Enteh was in that early bandit map in TearRing Saga... I guess we will learn about this Mother Quescria some time in the future, as she sounds like an important member of whatever religion is in Berwick Saga. Does the Kingdom of Veria share its name with a deity? With Margrave having been used in real life by the Holy Roman Empire, and this reference to the Berwick league's leader being the Kingdom of Veria, and the extremely loose nature of the HRE, I wonder if that was the sort of political arrangement they were going for with the Berwick League. I kinda like that they explain this is a seize map, and the justification for why seizing ends the map in universe. I guess this is setting up that we are going to have some of the troops show up a few turns in like in FE4, which is good to know. And with those pleasantries done its time to get to the map and this is the first thing that pops up. If you are learning a game, knowing the win and loss states is one of the most important things to know, so props to Berwick saga on this being the first screen. I try pressing start for tactical hints to see what it has to say, but that doesn't seem to work... oh well lets see what we can figure out. Triangle (well seeing as my controller is modeled on an SNES controller X really, but I will try to stick with PS2 button cinventions when referencing controls) on an empty space brings the movement cost of the space, which is nice to be able to see on the map, and not have to look up online. Using it on a unit on the other hand shows us its full stats page and pressing Triangle again gives us more details on everything shown on the stats page. Now give me a moment to look through these for anything interesting Huh, so character's mounts can die...that is interesting. Now this is some interesting information. First shields are in this, but looking at the shield in his list I don't see a number of uses listed so it doesn't work like in TearRing saga. Then again I don't see a number of uses listed next to the weapon either, so it might not mean much. Its also nice that they make it very clear next to defense how much of that is coming from the shield. Another interesting thing is that there is a difference between arrows and bows, and I wonder what they will do with that, whether we will get the uninspired iron, steel, silver sort of split or something more interesting like based on different arrowhead tips, which have differing effectiveness versus differing targets (like broadheads dealing more against unarmored enemies and horse, bodkins dealing more against armored foes, and forked heads dealing with ships (really their sails) and horses etc.) and more realistic bow types. These show us what a unit can use and the most interesting by far are the information on mounting and accessories. With all of my starting troops being cavalry I was wondering if Kaga balanced cavalry by letting everyone mount up, but it sounds like that isn't the case we just have more horse than FE4. I wonder how many accessory types there are (and what they are) Having Hit/10 as a way of displaying weapon accuracy makes sense, but it is going to take some getting used to. Also Shields have an accuracy, so I guess units only have a chance of getting the defense from their shield. I wonder if there is a difference between weapon and shield accuracy calculations. Also of note is the weapon rank requirement, and I am guessing that is what is at the bottom of the screen. No idea what Dur (Duration?, Durability?) means, and more importantly what a D in Dur means. Also the weapon quality/degradation in the description makes me wonder if there are higher/lower stat versions of all of these equipment based on that description, and if so it will be hard getting into the habit of checking that. Is this also how much "rank" you need to use certain weapons? How does it increase? The 50+ makes me thinks it increases with kills (similar to mechanics in FE4 and TRS) So these look to be the character's stats...I guess weapon skill doubles as weapon ranks and skill, and there is defense a bit latter, but this seems rather lean. Magic is playing double duty as resistance like in Thracia. Nice for them to explain how strength works in the damage calculations (and knives seems incredibly frustrating to use), also it doubles as weight reduction, which I have never been a fan of (I prefer a separate stat for weight reduction as it over-centralizes the value of strength when it impacts both AS and damage). Also interesting that it is base speed and not attack speed that effects avoid in this game. Its odd that melee range is range 0 instead of 1. Oh boy, this is getting complicated. So the + symbol is a brave effect? the +a must be for those terrible knives. /n is an interesting way of dealing with magic weapons. Ok Xn must be brave effects (and it sounds like you can have quadshots like in TearRing Saga and Vestaria Saga), so + is ability to double like an FE4 pursuit skill attached to weapons I guess. The example makes it clear +nH is for lances, and I like that mechanic, giving cavalry a powerful charge with a lance. Additional damage that ignores defense is an interesting way to deal with crits, but I hope there is some way to determine how much additional damage a crit might deal. Ok, so I stand corrected it is AS that effects avoid. Also this range 0 weapons being able to counter at range 1 makes me wonder what these range numbers actually mean. Also I am guessing the + symbol is referring to the retry strike, in which case it is interesting that a successful counter attack prevents this, also it sounds like you can't get a double hit, only a second attempt to hit which is kinda disappointing. Its interesting that they have three different avoids, the only real difference is range gets double the terrain bonus, and magic ignores terrain bonuses. Also of note there looks to be no negative avoid based on his negative attack speed. Food bonus being a thing makes me think of Fates, but there is no way it would work in anyway similar. Finally seeing that range 2 and above is considered range makes me really wonder how weapon ranges actually work. I guess it is just the 0 range that is the odd one out, but this will take some getting used to. So the status boxes have a lot of interesting surprises. Some of these look familiar like Psn, Brsk, and Sleep, with Cnfs being a slightly different version of Brsk. Some of these sound like the results of special actions like Axeguard, Watch, Prvk, and possibly Standby (that last one I am less certain of). Finally there is Injured and Crippled, first I wonder what causes these, and second its interesting that capture is a thing (is there some capture command like Thracia that causes Crippled), and I wonder what they mean by cannot hide, is that simply a flowery way of saying they wont move or is hide an actual mechanic. Nice to see there are skills, but this generic enemy doesn't have any. Back to some of the controls circle gives you the menu on a blank space, shows the enemy select's movement range, and lets you command your units. Square brings up the menu on any space. X seems to be the cancel button, L1 and R1 cycle through the units in opposite orders, while R2 brings up the full map. No idea what if anything L2 does Finally lets look at our units. First we have the main character Reese Comparing him to my other low level units he seems to be a bit slow, with a high defense and middling strength. The Rapier is such a classic weapon for a Lord, and a +7 shield looks incredibly generous, but what does that (2) bag mean? I guess bags are kind like a Convoy? Now lets check out his skill page That is quite a few of them, and it is nice to be able to see descriptions for them. That is a dangerous restriction on Canto, it may be the good kind of Canto, but Canto is RNG reliant in this game, which sounds irritating. As for Adept its currently 9, and how it scales will depend a lot on how weapon skill increases. I like Commander, its basically FE4 leadership stars, and I hope it shows up on a lot of named enemies. I wonder if Expert and the mounted bonus are already shown on the stats screen, I think they are but it would have been nice to indicate that those values are being modified by a skill. Playable units have an additional screen which I recognize from TearRing Saga, the old levelup tracker. Its such a novelty, but its a fun to be able to see how your units have grown as the game progresses. Its interesting to see the level cap being 30. Next we have our Jeigan character, Ward (who shown himself in the earlier cutscene) and is apparently level 22 Veteran Knight. I bet this means that your level doesn't reset when you promote (assuming promotion is even a thing in this game). Its also interesting that he also has a bag that could hold extra gear in. The only new skill he has is guard, which looks like it could really save me, but is really situational. I wont be showing this page for everyone, but its interesting to see how it works based on the difference between the two, with the y-axis indicating the stat, and x-axis indicating level, with it jumping from 0 to its base stat at his base level. It also kind hints that 40 may be the global stat caps for all of the stats except HP which might be 80. Next we have Sherlock our mounted archer. He is slighghtly higher level, and is even faster than our Jeigan. I guess the + that was mentioned in the speed description wasn't talking about doubling, but instead the 1 vs 0 range counter thing. Too bad he is an archer that probably doesn't have either of those ranges. This is my first time seeing how bows and arrows work, so Looks like most of the might is in the arrow, and all the metal conventions that don't make much sense for bows are used. It looks like these can counter at 1 range in melee, so that is interesting to note. Also Arrow have a limited number of uses (unlike weapons I guess). Now lets see what is in that bag That is nice, looks like I wont need to resupply him any time soon. Now lets check out his skills Ok, so both of these skills have a cool-downs, with the number of turns left on that cool-down to the right of them (I think). I guess Kaga did the FEH style cool-down specials first. The first skill seems to let him get a second shot after an attack, so he can kinda double using this skill (possibly at a different target also in range? I may have to test that at some point). The second does let him double, I hope its some kinda brave like effect so he gets both in before any possible counter. The -5 accuracy sucks given the higher range avoid and FE6 levels of accuracy on this guy. Next we get Adel, a spear knight. The Pilum is odd in its low number of uses and being the only range 1 only weapon I have seen. As for his skills Vantage seems to have a lot of restrictions on it, and it seems to clash a bit with the Throw skill with the range restriction on both. Pitchforks were never made to be weapons so I doubt that skill will be particularly useful (bit you never know). Supportive sounds really good, and it looks like it is in effect given his high accuracy on the first screen, which must mean the last of our army Leon must also have supporter, he is a fair bit stronger and has more defense than his other supporter Deathmatch sounds like an incredibly useful, but also very dangerous skill. I will also say Robust is a very common skill, I guess Injury and Crippled status are mostly for enemies. I think I will leave thing off there for now. I will try and get the first map up some time soon.   Quote Link to comment Share on other sites More sharing options...
Saint Rubenio Posted March 8, 2020 Share Posted March 8, 2020 (Goddamn you I was planning to do the cool intro with all the screenshots of the opening and now it'll look like I copied you, are you trying to steal my thunder? I'll kill you!) Always a pleasure to see more Berwick Saga. I've gone through the game twice already, and seen a lot of what it has to offer, so I'll try my best to explain some things while keeping spoilers to a minimum. 1 hour ago, Eltosian Kadath said: I wonder if we learn about why its called the Berwick League (and by extension why the game is named Berwick Saga) Indeed you will. Not gonna say how or when, but you will. 1 hour ago, Eltosian Kadath said: In some ways I like that the default is to autoplay the dialogue, and even better lets you not only change that mid dialogue, but leave the prompt for that change there for you. For the sake of capturing images I turned it down and then off. Oh yeah, the amount of customizability in the game's settings is great. Only thing I'm missing is the ability to skip fights with start, but other than that, there's a lot of stuff you can tweak. 1 hour ago, Eltosian Kadath said: ...This is going to be a cliched early game bandit map isn't it. Hahahahahahahahahahah.... Ah, well... kinda, but if you count it as one, then it's the best friggin' "earlygame bandit map" ever. 1 hour ago, Eltosian Kadath said: the movement cost of the space, which is nice to be able to see on the map, and not have to look up online. ...goddamnit, two playthroughs and I never even noticed this was a thing... 1 hour ago, Eltosian Kadath said: Now this is some interesting information. First shields are in this, but looking at the shield in his list I don't see a number of uses listed so it doesn't work like in TearRing saga. Then again I don't see a number of uses listed next to the weapon either, so it might not mean much. Its also nice that they make it very clear next to defense how much of that is coming from the shield. Another interesting thing is that there is a difference between arrows and bows, and I wonder what they will do with that, whether we will get the uninspired iron, steel, silver sort of split or something more interesting like based on different arrowhead tips, which have differing effectiveness versus differing targets (like broadheads dealing more against unarmored enemies and horse, bodkins dealing more against armored foes, and forked heads dealing with ships (really their sails) and horses etc.) and more realistic bow types. Shields work exactly the same as weapons in this game: a few shielded hits will lower the durability of the shield. Durability goes blank > green > yellow > orange > red, with the chance of breaking increasing with every level (blank can never break, red is guaranteed to break next time it is used). So yeah, Kaga implemented RNG weapon durability in this game. Let me tell you right now, having a weapon break on green is the most frustrating thing ever. At the very least, though, the amount of uses to go from one level to the next is static. It depends on the "dur" stat you were wondering about: it goes from S to F, S being unbreakable and F being really really fragile. As for the arrows... yeah, you hit the jackpot! Again, I won't delve into too much detail, but yeah, you'll be seeing some interesting arrows in the future. 1 hour ago, Eltosian Kadath said: Is this also how much "rank" you need to use certain weapons? How does it increase? The 50+ makes me thinks it increases with kills (similar to mechanics in FE4 and TRS) Nope, that is actually just the skill stat. It's divided into the different weapon types in this game, but otherwise works as it always does, it increases your accuracy. The actual "rank" needed to use weapons is the unit's level. Higher level means you can use more weapons properly. You can use weapons that are a higher rank than your level, but their special properties will cease to work, and occasionally the unit will fail to use the weapon. 1 hour ago, Eltosian Kadath said: Oh boy, this is getting complicated. So the + symbol is a brave effect? the +a must be for those terrible knives. /n is an interesting way of dealing with magic weapons. Ok Xn must be brave effects (and it sounds like you can have quadshots like in TearRing Saga and Vestaria Saga), so + is ability to double like an FE4 pursuit skill attached to weapons I guess. The example makes it clear +nH is for lances, and I like that mechanic, giving cavalry a powerful charge with a lance. Hahah... yeah, that's how one feels when one starts playing this game. I'll do my best to explain. The way battles in BWS work is as follows. Let's say, for example, that Reese attacks an enemy: Reese attacks > If Reese didn't do any damage, enemy attacks > If enemy didn't do any damage and Reese's AS is higher (I think by 3), Reese attacks again As you can see, standard battles end when somebody takes damage. If the enemy is unarmed, you don't get to double: units only double if they are counterattacked and the counterattack misses / does no damage. This is all for standard battles, of course - there are plenty of skills and weapons that change things up. You were on to something regarding + and x weapons. + Weapons add a round to the combat (only for the unit wielding it), and x weapons add more attacks to a round. So basically, a unit with a + weapon will get a second shot even if they're hit, but they won't be able to double immediately if they miss. Conversely, a x weapon will allow the unit to attack twice in a row, but if they're hit, they get nothing. 1 hour ago, Eltosian Kadath said: Comparing him to my other low level units he seems to be a bit slow, with a high defense and middling strength. The Rapier is such a classic weapon for a Lord, and a +7 shield looks incredibly generous, but what does that (2) bag mean? The rapier isn't actually Reese's personal weapon. The Perseid is. The Rapier is just so high level that only Ward could use it apart from Reese. Reese can use it, of course, because of his Expert skill, which makes it so that, when it comes to wielding weapons, it's as if he's level 8. Bags are just extended inventory. Which you'll come to consider a godsend very soon, as this game does not have a convoy. I advise keeping bags on as many characters as possible. 1 hour ago, Eltosian Kadath said: Next we have our Jeigan character, Ward (who shown himself in the earlier cutscene) and is apparently level 22 Veteran Knight. I bet this means that your level doesn't reset when you promote (assuming promotion is even a thing in this game). Its also interesting that he also has a bag that could hold extra gear in. Yes, promoting is a thing. A vastly different thing. As for Ward, he is actually endgame ready at base. Not even joking. The fact that Kaga managed to make a Jeigan that is endgame ready but isn't even close to trivializing the game is quite amazing, honestly. To be frank, I wouldn't consider Ward a Jeigan as much as the second Lord of the game (who happens to work as a Jeigan). In many ways (both story and gameplay related) he's like a second protagonist. 1 hour ago, Eltosian Kadath said: The -5 accuracy sucks given the higher range avoid and FE6 levels of accuracy on this guy. Yeah, Sherlock has the weakest start of the initial cast, but that's mostly because early bows and arrows blow. Once you get him better gear, he'll become really accurate. 1 hour ago, Eltosian Kadath said: Vantage seems to have a lot of restrictions on it, and it seems to clash a bit with the Throw skill with the range restriction on both. Quite the contrary, they don't impede each other at all. Throw is a "player phase" skill, so to speak (not that phases are a thing in this game): you run up to a guy, Throw a spear at him with increased accuracy, and automatically equip back a melee weapon so that, when he comes to hit back, Adel can use Vantage and end the battle right there. Without Throw, you can throw stuff, but you'll be unable to unequip it, so a melee enemy will get a free shot at you. This is due to the way range works. 0 range units need to be adjacent to their target, but in the battle itself, they will "move" to the target's tile (meaning both units will be affected by the same terrain bonuses). In other words, if an enemy is standing on a cliff (reduces avoid dramatically) and you attack them with a 0 range weapon, your own avoid will also take a dive. 1 range is your classic FE melee: you'll stay in your own tile. Most of the time 0 range cannot counter against 1 range, but sometimes it's possible. I'm not entirely sure how that works, myself. After that, it's pretty self-explanatory. 2 range is where the unit's actual range on the map starts increasing. Quote Link to comment Share on other sites More sharing options...
Aethin Posted March 8, 2020 Share Posted March 8, 2020 (edited) Eyyy, an LP! This should be fun! The thing is, I'm not a huge commenter on LPs because I don't often have a lot to say, but I do enjoy reading them! Hope you attract a nice flock of other readers 🙂  That said, I have two things I want to add: 4 hours ago, Eltosian Kadath said: Margrave is an interesting title to give this Bernstol, as it was a real life title given to those whose land was a March (meaning a county on the border that was given additional power and rights to help it defend the border). It sounds like this Bernstol is the leader of the independent nation of Shinon, and if so that has some interesting implications. Marches tend to be regions within a nation, and if this title is traditional it implies Sinon gained its independence from one of the other nations. Barmoar looks the most likely based on the map, but a more interesting idea would be if Narvia was once a major world power like Veria, that had many of its territories gain their independence, with Sinon once being one of its Marches on the border with Veria. So, some of this background stuff you see in the game guide or strategy guide and not so much in the game itself (at least in the beginning). The Kingdom of Veria acts a bit like the Holy Roman Empire in that it's a bunch of mostly-autonomous states bound by loyalty to one crown. So, 14 of those 24 nations are actually part of the Kingdom. the Kingdom of Veria proper (lands held directly by the king) 7 duchies (loyal to the king of Veria) the Duchy of Narvia the Duchy of Bornia the Duchy of Serenia the Duchy of Yutoria the Duchy of the Highlands the Duchy of the Lowlands the Duchy of Diana 5 marches of the Barmoar region (loyal to the king of Veria) the March of Sinon the March of Mineva the March of Morrabia 2 other unnamed marches the Autonomous See of Danae (lands held by the Church, nominally loyal to the king of Veria) 7 Northern Lands (independent from Veria and each other) the Kingdom of Riana 6 other unnamed lands 3 Eastern Lands (independent from Veria and each other) the Kingdom of Ishs the Kingdom of Pesil the Kingdom of Leia Barmoar is just a name for the region, Liga is a desert under de facto control of Veria, and Lideon is an independent country unrelated to the Berwick League or the Raze Empire. A long time ago, I made this simplified map showing who controls what: Spoiler purple/magenta/red = Veria blue = Raze everywhere else is independent The Marches are indeed what they sound like--border territories that are in the process of being settled, and which require extra management/reinforcements. On Kaga's blog, he talks about how Sinon was established only twelve years previously from unincorporated Barmoar territory, and that Bernstol is its first Margrave.  4 hours ago, Eltosian Kadath said: is the first thing that pops up. If you are learning a game, knowing the win and loss states is one of the most important things to know, so props to Berwick saga on this being the first screen. I try pressing start for tactical hints to see what it has to say, but that doesn't seem to work... Oh, you don't press the start button to see Tactical Hints, you press right on the D-pad. Very important to read those if you're going in blind! They tend to show up from time to time, so try to remember to check for them whenever these info screens show up. Anyway, good luck to you! Hope you enjoy the game! Edited March 8, 2020 by Aethin Quote Link to comment Share on other sites More sharing options...
MrMinus Posted March 8, 2020 Share Posted March 8, 2020 Good luck! Berwick saga is a really good game, but I don't know how successful a blind ironman will be. Guess we'll find out. Also, what's cool about BS is that my favorite character (Ward) is available from the first map! Quote Link to comment Share on other sites More sharing options...
Hanes Posted March 8, 2020 Share Posted March 8, 2020 13 hours ago, Eltosian Kadath said: played in the way Kaga would have wanted I just want to nitpick this tiny part here but Kaga didn't tell anyone to never reset and only move forward. He said to not reset EVERYTIME something went wrong, so letting one guy die sure but if your most important unit died then that was probably fine to reset. Quote Link to comment Share on other sites More sharing options...
Emperor Hardin Posted March 8, 2020 Share Posted March 8, 2020 Are you ok with unit suggestions or PMU of any kind? Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 10, 2020 Author Share Posted March 10, 2020   Spoiler Lets start thing off with a bang by having my Jeigan tear this first enemy to shreds. If I understand combat right he should be able to get two hits as long as the enemy misses as well. Now I ca- Ok, so I think the colored tetris pieces that are often shown in the top right corner are an initiative order, with the blue ones being player actions and the red being enemy actions, and with how heavily out numbered we are the enemy are getting a cluster of them after every one of mine. Ward being an excellent Jeigan manages to inj- err crip-, heavily damages one. Its a little irritating finding the terms I like to use to describe how damaged an enemy are technical terms. The 0 damage with shield block is a nice touch as well, but I am not sure if its the range or the 0 damage hit that is preventing the counter. Now I can test out my horse archer Sherlock with a chipping hit. Crossbows have really weird range bands in this game being 0-1, so no counter to worry about on my actual bow. I guess I can check out those animations as well. Having that option before every battle is a really nice feature. I wish it showed a combat forecast like in most of the Fire Emblem games, but oh well. Everyone else just charges forward so next turn we have a surprise cut-scene. This is just like Enteh from TearRing Saga, where the bandist lured her to their hideout with lies of illness. Oh boy, this is starting to get TRS dancer dark here. Then the edgelord saving the lady cliche walks through the door. That's one way to diffuse the tension from such a scene. Well that was a fair exchange of insults. I wonder if that beast comment was a jab at Path of Radiance. Can you get more edge on that bla- wait is that an Axe he has? Well I guess if Kaga was going to add a third Dean to his games (as there was one in FE2 and FE5) he should use the other main weapon type (as the FE2 one used swords, and the FE5 one used Lances (while mounted)) Sorry this exchange just reminded me too much of the classic look at these hands line from the Fire Emblem anime. I rather like it when they use the story to teach us about mechanic, and here they are teaching us about healers. I like that they very clearly and explicitly tied healing to religion in this game. None of this wishy-washy base class priests and random promoted units having healing like in many of the Fire Emblem games. Well that was a nice way to end that exchange. Now lets look at these two new recruits. First thing to note is he has a diamond next to his name, which indicates he is a mercenary or guest unit, and not a permanent party member, which is rather disappointing. Those are some FE6 accuracy levels on him as well, but the skills are a bit worrisome. Vengeful looks like a good, but risky skill, and Desperation looks awful in the context of an ironman run. He is clearly meant to combo Desperation down to low health to trigger powerful versions of Vengeful, but that just seems too risky on an ironman run. Note he didn't start with lost health, I just didn't get around to checking their stats until after an enemy attacked him. Now for the Izerna Those are some awful stats, but healing will always be useful, and she is another temporary unit anyway. That random passive healing ability seems incredibly underwhelming, and her regular heal spell doesn't inspire much confidence. It is nice to see the healing formula all layed out, but the plus Light Skill%, seems rather ambiguous. Does that mean she adds the skill to the heal for 14, that she adds skill% of what she healed for 8.48 (rounded to 8 ) or + 6% of the targets total health. I guess we will see soon Now back with the map Adel nabs the kill Ward prepared on enemy phase, and Sherlock gets some free enemy-phase chip in Which lets Leon grab a kill. I am really liking supporter, it makes both Leon and Adel really reliable, so he cantos back next to his supporter. I then derp a bit and accidentally have Reese wait while trying to check things, until I finally get around to the Edgy healer combo, and Izerna is threatened if she doesn't move. Well with Dean injured she can test out the healing formula Looks like its the worst case scenarion, with it looking like an 8heal bringing him to 34/35. Back with the real army I have Ward chip with a lance for Sherlock to kill and Canto back to some terrain Back with Dean he dishes out a bit of punishment. but I am not liking that hit-rate. Not quite sure why the enemy doesn't get a counter here, is it a range thing like range 1 can't counter range 0 (I guess that would make the 0-1 range of crossbows not redundant). That ends off the turn and we have another event triggering. Having this turn 15 time limit for some loot is a nice touch. It is a generous amount of time, but it still incentivizes us to move forward, but there is one major obstacle in the way #1 This miniboss. Now I could circle around to the north to attack the more lightly defended ford up there, but I think I can take him. Reese opens up, and the Rapier seems to ignore that shield of his for some more consistent chip damage A boss conversation. Unfortunately it looks generic, but hopefully there are some character unique ones later when we start running into more important foes. Than again is is basically calling me out for what I was thinking, so its some nice dialogue anyway. With an adept proc he gets a respectable 10 chip damage in, and now for the classic heavy Jeigan hit. Next one last bit of chip From Adel to make far less dangerous. Fortunately this guy failed to use his shield throughout these combats, otherwise that could have gotten a bit dicey, but as it is we powered through him in a single turn. With him gone I get into a bit of a conundrum, it would be safest to have him canto to some good terrain, like those forests beyond the bridge, but if he doesn't block the path enemies can just clog up the bridge again making this a quagmire. I end up taking the riskier but more strategic move, which makes him take a hit. On the other side of the field Dean just can't get that inaccurate Axe to cooperate, and enemies are starting to threaten Izerna, so she is heading north towards safer terrain. That brings us to the end of another turn, and More recruits arrive. These must be the ones who were left behind (I recognize their faces from the opening story screen and everything) Well that was an awkward way to shoe horn in Christine being Ward's daughter. With how thing are going that might be a real concern. Now lets take a look at the new recruits Christine has the options for both bows and crossbows, which is interesting. I was expecting her bag to be full of Ammo like Sherlock, but I was pleasantly surprised to find the army's Vulnerary supply instead. Hopefully there is some kind of prep screen that lets me pass them around before next map. Now lets check out her skills Aim looks like it would be a nice skill, but with her starting so far behind I doubt it will see much use this map. Swap Horse and Horse-Lover are clearly meant to combo into her grabbing the most injured horse at the end of every map to heal it. I have no idea how good Armsthrift will be, as I barely understand how durability works in this game. I wonder if it will let her save arrows as well or if it is only works on the mysterious durability system. Now for Eliwood's Father Elbert Another slightly higher leveled character, only with stats to match unlike Sherlock. I am still kinda liking Sherlock more for incredibly arbitrary reasons. That being said Provoke looks like it could help us out of an otherwise sticky situation, and with Arrow bane making a two-third of arrow hit against him miss, he should be able to tank them like a champ.  Back on the battlefield Adel 1 nabs a kill. Sherlock tries to grab his own, but the accuracy is bad, so I test if an extra hit from his cool-down skill will let him get it but alas he misses both and Canto's back. Then I learn my positioning was a little off. I thought only the end of the bridge would allow entry, but apparently all the hexes that touches the brisge hex does. Thankfully Reese can fix that issue easily. Leon grabs the kill Sherlock (and Adel on the counter) missed, and Ward clears out the last of the chaff Now its time the edgelord to sa- or he can utterly disappoint me by missing. Well Izerna has got to keep running then. I guess I have the new recruits to move, Christine is charging way ahead, but I think I will have Elbert sate my curiosity about the shop in the starting, which means he has to to enter any of the buildings. Things just keep happening every turn, but this is a familiar friend from Vestaria Saga. The every 5 turn battle save is such a nice mechanic, and is greatly appreciated, even if it won't see much use on this run. Back with the battle Axey Mc Edgelord finally strikes down that foe of his While Reese breaks into the village proper after clearing out the last defender on the road in. As might be apparent by how many Ward has taken out I am not a fan of enemy archers. Its a bit of a habit from FE12 &13 Lunatic modes, and FE6 Hard Mode, where the numbers are tight enough that archers can really ruin your day if left unattended. Leon move in for a heavy chip with a long lance charge and he gets the kill on the enemy phase counter. Adel would come join him, and Christine in still trying to catch up, so lets jump to Elbert's disappointing trip to the shop. As far as I can tell everything in here is worse than my starting equipment. Well at least my curiosity was sated. Now for Sherlock he is heading into an archer duel with the enemy that has been loosely protecting the northern ford. No reason to leave XP and whatever he drops just laying around. Finally Izerna changes course, with the main army breaking into the city it seems silly for her to flee towards the defended ford, or the long way around the village. One thing to note (although I missed an image of it due to how unexpected it was) one of the enemies fled the map south of the village, so I send Dean to edge guard the map, but he not only miss the hit but got injured (at least I think that is what the lost grip is indicating) in the process. Hopefully the one that fled wasn't carrying anything too important on them. Speaking of droppable loot, Sherlock is now locked into an utterly unfair duel, as the ranges of crossbows lets Sherlock counter the crossbow when it attacks, and out range it on his attacks. he even gets to show off with an extra attack from one of his cool-down skills for some extra damage and some more Bow Skill. I guess this confirms that skill improves with use, and kills aren't needed to improve it like I feared, but the details are still a bit of a mystery. Next Reese takes out another enemy and cantos far enough to give his command to an- ...Well he missed Izerna, but that was concerning. I think its time to send Ward to save her after chipping the boss along the way That is your worst knightmare ...or he can miss and make all that boasting especially empty. Lets keep clearing out the city Well that is interesting, it looks like the bonus movement damage for lances isn't added if you hit with a retry strike. Now lets help Izerna a bit by hiding in the woods. Back with the archer duel Sherlock keeps hitting but Sherlock finally takes one in return, and it hurts. The rest of the turn is just the late arrivals trying to catch up, so lets jump to next turn, and how to tackle the question of how to save Izerna. Now I could use Ward's Guard skill to protect her, but that would just be treading water, to really solve this issue that enemy has to die, and Izerna can still take a hit so I don't have to Guard or risk death.  Ward starts chopping through this foe. Back in the village Reese wipes out the last of the generics in village limits Izerna is getting rather lucky with these dodges. Well its time for some more edgy disap- ...ok edgelord forgiven, as he just crippled that enemy. Well now I have to test out and it nets Leon free xp and items, which is kinda awesome. I hope there is some way to improve cripple rates as that would get interesting. Then I notice Izerna has a talk conversation with Reese. Its odd that she hasn't asked his name in return, but I guess her concern for the unnamed... huh I just realized they didn't give the priest a name did they. That's kinda weird, but I guess he isn't going be important in the future. I hope Reese's reluctance isn't the reason Izerna is listed as a guest unit. I hope they give us some more details about this Veria faith. These conflicting vows of self preservation and sacrifice for a greater good give us tinny tantalizing hints without any satisfying substance. Finally Reese has the common courtesy of introducing himself, but I wonder why she lingered on Sinon like that. Is the word just so foreign to her, or does she have some connection to it that brings her pause. Well its about time we got back to the battlefield as Adel is chipping one, Christine arrives in time to whiff the boss entirely. At least her range lets her get a free hit and Canto away. With Elbert moving along that ends off another turn. So Adel grabs the kill on the one he chipped moments before, and Cantos into supporter range to make The Leon deathmatch kill on the last enemy escaping to the south, for the first levelup of the LP. Kinda disappointing really. Meanwhile in the north Sherlock is still reeling from that first heavy crossbow hit, and goes for the cool-down double shot to miss the kill. He can take one more hit, so he stick around, but being on this side of his foe he should be able to Canto into healing range if things go wrong. Reese then  finishes off the last foe other than the boss and Sherlock's dueling partner. I guess its time to dogpile the boss, and the father daughter duo manages to get two unblocked hits in for some heavy chip. This should give Elbert the curious a chance to that house with the time limit. ...Boy Kaga is making these deserters extra creepy on the first map. Wait these characters have names. Even the priest didn't have a name. Are these characters going to make some recurring appearances in the future, or is this just a weird idiosyncrasy of this game's story. Then Elbert gets thrust into a multi-round combat. I wonder if that was scripted to ensure victory, or if a less capable combat unit (or a unit that can't fight like Izerna) could potentially die. He makes it out of there with no damage taken, which makes me think it might be scripted, but you never know. well when they have generic descriptors instead of names like those two its hard not to be the same. I hope I can convert this into an awesome bow somewhere by giving to a bowyer or something. Speaking of bows Sherlock wins his duel and canto his way into healing while he is at it. That leaves the boss as the last enemy, and Reese goes for some chip, and misses, so Christine goes for the ki- ...or she can get blocked bringing the boss down to exactly 1, so lets feed the kill to one of the supporters. Vantage is great, although I haven't caught an image that shows off how great it is yet, but when he hits with the vantage hit the enemy's whole attack gets canceled, but without chip xp Adel could really use some kills like th- ...or he can loss the bonus charge damage on the miss so the shield blocks the hit entirely. I don't want to feed a boss kill to any of the troops I have left to move, so Opening of turn 10 Reese grabs the boss kill I wonder if he is implying the Duke/court will betray Reese like they did Ritchens, or the more morbidly generic your life will end as violently and pointlessly as his did. ...sigh I guess I better get used to these underwhelming single stat levelups. Well Reese has to seize so we will have an 11 turn clear, but before I forget Christine grabs the most injured horse to heal. So ends the first map. Lets finish things off with the ending story section before the end of the update. That makes it sound like this should have been a boss kill map instead of a seize map. Wait does that mean there aren'y boss kill maps in this game? ...I have far less faith in the unnamed, possibly even unarmed priest to deal with any deserters, and unfortunately there is one that escaped the map... Well I guess this is goodbye to the healer Izerna, but I get the feeling we will see her again and Reese seems to agree with me. I will see you all next update, which will be responding to comment (assuming this one actually works), with more Lets play closer to the weekend.  Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 10, 2020 Author Share Posted March 10, 2020  On 3/8/2020 at 6:02 AM, Saint Rubenio said: (Goddamn you I was planning to do the cool intro with all the screenshots of the opening and now it'll look like I copied you, are you trying to steal my thunder? I'll kill you!) Bah just do it anyway, its a cool way to start an LP. Besides I was inspired to start it that way due to one of your Let's Plays anyway. On 3/8/2020 at 6:02 AM, Saint Rubenio said: Durability goes blank > green > yellow > orange > red, with the chance of breaking increasing with every level (blank can never break, red is guaranteed to break next time it is used). So yeah, Kaga implemented RNG weapon durability in this game. Let me tell you right now, having a weapon break on green is the most frustrating thing ever. At the very least, though, the amount of uses to go from one level to the next is static. It depends on the "dur" stat you were wondering about: it goes from S to F, S being unbreakable and F being really really fragile. Good to know. The tool tips for durability didn't explain anything at all. On 3/8/2020 at 6:02 AM, Saint Rubenio said: As for the arrows... yeah, you hit the jackpot! Again, I won't delve into too much detail, but yeah, you'll be seeing some interesting arrows in the future. Well that is exciting news, as the starting arrows were disappointing examples. On 3/8/2020 at 6:02 AM, Saint Rubenio said: The actual "rank" needed to use weapons is the unit's level. Higher level means you can use more weapons properly. You can use weapons that are a higher rank than your level, but their special properties will cease to work, and occasionally the unit will fail to use the weapon. Huh, wonder why they switched terminology and didn't just say level. On 3/8/2020 at 6:02 AM, Saint Rubenio said: The rapier isn't actually Reese's personal weapon. The Perseid is. The Rapier is just so high level that only Ward could use it apart from Reese. Reese can use it, of course, because of his Expert skill, which makes it so that, when it comes to wielding weapons, it's as if he's level 8. I should have know, as Kaga often had Rapier's usable by others ( Phina in FE3 could use it as well, and in FE5 it was a generic weapon) On 3/8/2020 at 6:02 AM, Saint Rubenio said: Quite the contrary, they don't impede each other at all. Throw is a "player phase" skill, so to speak (not that phases are a thing in this game): you run up to a guy, Throw a spear at him with increased accuracy, and automatically equip back a melee weapon so that, when he comes to hit back, Adel can use Vantage and end the battle right there. Without Throw, you can throw stuff, but you'll be unable to unequip it, so a melee enemy will get a free shot at you. Huh, I guess Throw is better than I thought. I figured out how good Vantage is part way into the map, but knowing throw gives you the weapon swap makes it much better. On 3/8/2020 at 6:02 AM, Saint Rubenio said: This is due to the way range works. 0 range units need to be adjacent to their target, but in the battle itself, they will "move" to the target's tile (meaning both units will be affected by the same terrain bonuses). In other words, if an enemy is standing on a cliff (reduces avoid dramatically) and you attack them with a 0 range weapon, your own avoid will also take a dive. 1 range is your classic FE melee: you'll stay in your own tile. More oddities with this new 0 range. I am still getting used to this new range band and how it changed 1 range in its wake On 3/8/2020 at 6:02 AM, Saint Rubenio said: Most of the time 0 range cannot counter against 1 range, but sometimes it's possible. I'm not entirely sure how that works, myself. According to the Attack Speed tool tip, its when the 0 range unit has 11 or more AS (and gets a + next to their AS)    On 3/8/2020 at 9:05 AM, Aethin said: So, some of this background stuff you see in the game guide or strategy guide and not so much in the game itself (at least in the beginning). The Kingdom of Veria acts a bit like the Holy Roman Empire in that it's a bunch of mostly-autonomous states bound by loyalty to one crown. So, 14 of those 24 nations are actually part of the Kingdom. the Kingdom of Veria proper (lands held directly by the king) 7 duchies (loyal to the king of Veria) the Duchy of Narvia the Duchy of Bornia the Duchy of Serenia the Duchy of Yutoria the Duchy of the Highlands the Duchy of the Lowlands the Duchy of Diana 5 marches of the Barmoar region (loyal to the king of Veria) the March of Sinon the March of Mineva the March of Morrabia 2 other unnamed marches the Autonomous See of Danae (lands held by the Church, nominally loyal to the king of Veria) 7 Northern Lands (independent from Veria and each other) the Kingdom of Riana 6 other unnamed lands 3 Eastern Lands (independent from Veria and each other) the Kingdom of Ishs the Kingdom of Pesil the Kingdom of Leia Barmoar is just a name for the region, Liga is a desert under de facto control of Veria, and Lideon is an independent country unrelated to the Berwick League or the Raze Empire. A long time ago, I made this simplified map showing who controls what: Thanks for the extra information I wouldn't have otherwise. That clears a couple of big questions I had and expands my knowledge of this world in interesting ways. On 3/8/2020 at 9:05 AM, Aethin said: Oh, you don't press the start button to see Tactical Hints, you press right on the D-pad. Very important to read those if you're going in blind! They tend to show up from time to time, so try to remember to check for them whenever these info screens show up. Ah, should have known. I thought the arrow was referencing the shape of the start button on the PS1/PS2 controllers.  On 3/8/2020 at 9:35 AM, MrMinus said: Good luck! Berwick saga is a really good game, but I don't know how successful a blind ironman will be. Guess we'll find out. Also, what's cool about BS is that my favorite character (Ward) is available from the first map! Thanks. Hopefully I catch onto whatever tricks are up Kaga's sleeves as they come up, but even if not, well as the old Dwarf Fortress truism goes: Losing is Fun.   On 3/8/2020 at 10:13 AM, This boi uses Nino said: I just want to nitpick this tiny part here but Kaga didn't tell anyone to never reset and only move forward. He said to not reset EVERYTIME something went wrong, so letting one guy die sure but if your most important unit died then that was probably fine to reset. Fair enough, and I suppose if I get to a point where I think the run becomes untenable I probably will take a shameful reset.   On 3/8/2020 at 2:34 PM, Emperor Hardin said: Are you ok with unit suggestions or PMU of any kind? I am fine with unit suggestions, as long they are options that are already available, or become available in the next map.  Quote Link to comment Share on other sites More sharing options...
Emperor Hardin Posted March 10, 2020 Share Posted March 10, 2020 3 minutes ago, Eltosian Kadath said: I am fine with unit suggestions, as long they are options that are already available, or become available in the next map. Ok, I'll tell you when you reach him. Quote Link to comment Share on other sites More sharing options...
ranger016 Posted March 10, 2020 Share Posted March 10, 2020 Finally an LP of Berwick Saga after the translation, and good to see you like Sherlock, he was my favorite among the 1st map units too. He did got replaced soon enough though.. Just a suggestion, Desperation is actually a pretty good skill to kill thieves IMO, and good for Dean since he have low hit rates and have enough hp to survive a few hits. Quote Link to comment Share on other sites More sharing options...
Saint Rubenio Posted March 10, 2020 Share Posted March 10, 2020 7 hours ago, Eltosian Kadath said: Bah just do it anyway, its a cool way to start an LP. Besides I was inspired to start it that way due to one of your Let's Plays anyway. Ahahahah, of course, of course - I was just kidding. Two LPs can coexist, and there's nothing wrong with that. Mine'll take a bit longer to begin anyway. Be warned, though: steal so much as a single viewer from me, and you will be fed to the rats! 8 hours ago, Eltosian Kadath said: tear this first enemy to shreds. If I understand combat right he should be able to get two hits as long as the enemy misses as well. Now I ca- Ok, so I think the colored tetris pieces that are often shown in the top right corner are an initiative order Bwahahahahahah... the natural reaction. Yes, that's exactly what the "tetris pieces" are. Yet another one of those beautiful things about Berwick Saga. Notice the subtle nuances of the map design: Ward is placed closer to the action than anyone else, so a player would feel tempted to lead the charge with him, discovering the turn system without danger of losing anyone immediately. Anyway, you got the battle flow right... almost. If he were using a normal weapon, that's exactly how it would've gone down. However, since Ward was using his Knight Sword, he would've gotten a second round of combat no matter what. Thus, he would've struck the enemy three times if he took no damage: Ward attacks > Ward takes no damage > Ward doubles > Knight sword's extra round. 8 hours ago, Eltosian Kadath said: I wish it showed a combat forecast like in most of the Fire Emblem games, but oh well. The option exists, you just need to turn it on. I advise taking a closer look at the settings menu, because a few of the things you were wishing for in this map do exist, they're just not enabled by default. 8 hours ago, Eltosian Kadath said: Then the edgelord saving the lady cliche walks through the door. Frankly, I wouldn't call him an edgelord as much as clinically insane. The guy's batshit crazy, even if he is capable of doing the right thing and saving the healer. 8 hours ago, Eltosian Kadath said: I like that they very clearly and explicitly tied healing to religion in this game. Yeah, religion is actually quite relevant in this game, unlike in most FEs. 8 hours ago, Eltosian Kadath said: He is clearly meant to combo Desperation down to low health to trigger powerful versions of Vengeful, but that just seems too risky on an ironman run. Well, that'd be... an approach, but Desperation is good for a much more obvious purpose: reliably finishing off enemies. Who cares about guaranteed counterattacks when the enemy doesn't live long enough to deliver them? 8 hours ago, Eltosian Kadath said: Izerna Izerna is bad. ...okay, I'm sure there's a way to use her, but she's so thoroughly outclassed so quickly that I've just never felt the need to use her. There's only two healers in this game that I consistently field, and she's not them. Not by a longshot. 8 hours ago, Eltosian Kadath said: I am really liking supporter, it makes both Leon and Adel really reliable, so he cantos back next to his supporter. Two other settings you can enable (I see you don't have them on here) are attack range (your usual red squares-- I mean, hexagons) and skill range (yellow hexagons for Supporter, blue ones for Commander). To be honest, the default settings are kinda bad. Once again, I recommend that you check out the menu. 8 hours ago, Eltosian Kadath said: but I am not liking that hit-rate. Not quite sure why the enemy doesn't get a counter here, is it a range thing like range 1 can't counter range 0 (I guess that would make the 0-1 range of crossbows not redundant). Yes, that enemy wields a handaxe, which isn't universal-range in this game, but rather just 1 range. These heavy restrictions on ranged melees ensure that crossbows and bows are far more useful than they are in mainline FEs. That, and the fact that arrows are awesome. 8 hours ago, Eltosian Kadath said: I end up taking the riskier but more strategic move, which makes him take a hit. Interesting maneuver approach. I usually prefer to have Ward fight Benner on his own, while sending the rest north, which usually takes long enough for the reinforcements to arrive and take the kill. 8 hours ago, Eltosian Kadath said: Well that was an awkward way to shoe horn in Christine being Ward's daughter. More like a way to introduce the extreme awkwardness that is Christine's relationship with her father. Believe me, it makes sense for her to speak that way of her. 8 hours ago, Eltosian Kadath said: Hopefully there is some kind of prep screen that lets me pass them around before next map. Ahah... well... you'll see. 8 hours ago, Eltosian Kadath said: Swap Horse and Horse-Lover are clearly meant to combo into her grabbing the most injured horse at the end of every map to heal it. I have no idea how good Armsthrift will be, as I barely understand how durability works in this game. I wonder if it will let her save arrows as well or if it is only works on the mysterious durability system. Not after every map, after every chapter. Not every map is a chapter in this game - there are only 15 chapters, actually. Most of the chapters have three maps in them. This skill only works when transitioning to the next chapter. As for Armsthrift... okay, let's see if I can properly explain this. It takes a static amount of uses (determined by the "dur" stat) for a weapon / shield to go from one durability level to the next. Armsthrift grants a chance for a use not to count towards that total. It does not work for items with numbered durability, like arrows. 8 hours ago, Eltosian Kadath said: is a familiar friend from Vestaria Saga. Bless Kaga for this. It prevents the frustration of losing at the very end of a map due to bad luck, while being a far more fair system than the built-in rewind FE has these days. 8 hours ago, Eltosian Kadath said: As might be apparent by how many Ward has taken out I am not a fan of enemy archers. Its a bit of a habit from FE12 &13 Lunatic modes, and FE6 Hard Mode, where the numbers are tight enough that archers can really ruin your day if left unattended. Well, bowmen in this game aren't that bad, for the most part. Crossbowmen, though... shudders... 8 hours ago, Eltosian Kadath said: ...or he can miss and make all that boasting especially empty. They both missed. It was a sad day for both of them. 8 hours ago, Eltosian Kadath said: I hope there is some way to improve cripple rates as that would get interesting. There are, yes. Injuries and dealing a fuckton of damage in a single blow are the main ways to increase the chance, but there are also weapons, skills and other things that improve the odds of both injuring and crippling. Still, the capture system of this game isn't reliable enough for my tastes. Something like FE5 would've been hopelessly overpowered here, but still... 8 hours ago, Eltosian Kadath said: Izerna has a talk conversation with Reese. Let me tell you right now: for some reason, sometimes characters will have talks but the button won't show up. You have to wait next to them. I suggest trying that if you ever find a unit to be suspiciously untalkative. This is about as spoilery as I'm comfortable with getting. But this can lead to some pretty bad losses later on, simply because Kaga didn't feel like programming the "talk" button. So yeah, keep it in mind. 8 hours ago, Eltosian Kadath said: the first levelup of the LP. Kinda disappointing really. Don't sweat it. Levels in this game are very irrelevant. Heck, once you know how promoting works, you end up hoping for weapon skill more than anything else. Berwick Saga: The game where skill-only levels are much appreciated. 8 hours ago, Eltosian Kadath said: Wait these characters have names. Even the priest didn't have a name. Are these characters going to make some recurring appearances in the future, or is this just a weird idiosyncrasy of this game's story. The priest would be the exception here, actually: Berwick Saga loves to name its one-off NPCs. It's a neat detail, I think. Makes them feel more like people and less like walking quest givers. 8 hours ago, Eltosian Kadath said: Wait does that mean there aren'y boss kill maps in this game? There are, this map just isn't one for some reason. I guess it's so that you don't risk missing the lumber by critting /vengefulling the boss or something. Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 16, 2020 Author Share Posted March 16, 2020 Spoiler I really like this little scene of them march forward on their mounts, and dismounting before the castle. Its a nice little touch. ...Wow, it really doesn't sound like the Kingdom of Veria is in a position to turn there nose up at help. Plus the nerve of these guards treating a noble like Reese this way. Exactly, but the level headed Reese helps to clear-up this confusion. What luck having the Duck's son and her highness show up to get Reese access to someone with the authority to get him the audience he desires. speaking of which. Once again Reese make a bit of a fool of himself by not following the basics of introductions with Ladies. I really like how their map sprites all fall to their knees, its such a nice touch. Yeah Reese is going a little overboard here, but I guess this is his first time dealing with royalty. Plus at least this princess understands the dire straights the kingdom is in, so there is some hope of the new administration being competent. One last thing to note before moving on the less than a hundred commentary is making it sound like he have a small implied army, as the usable units number less than a dozen ...That is a remarkably defeatist and sobering statement about the state of the Verian Kingdom. She is really trying to steer Reese to be the kingdom's beacon of hope, even if he is too overwhelmed and humble to see that . Well that worked out well, free regal lodging and the audience he needed. So exits the princess and heir to the Duchy. Its seems a little strange that they have to pass by the main gate to get to the King from wherever they were before. I guess I am assuming the King is holding court in a keep which aught to be more internal for defensive reasons, and the housing of people as important as the princess and ducal heir nearby for convenience, but I suppose they might have been out in the city, or perhaps the King is outside the court foe some other reason (like inspecting the troops or preparing for an excursion at one of the stables etc.) ...That is a weighty moral question, and holy oath, although it feels a bit deceptive. Presumably there will be more longer term suffering if they surrender to the empire, which should be on the other end of the scales, not simply what it is right. I guess Reese was expecting some meek girl that is simply there to be married off, and not someone with the inclination to rule. I can see that coming from Ward, but Reese is an heir and destined to rules and should grow accustom to his station. It is probably good that Bernstol sent Reese out here to learn the ways of politics, and not be intimidated by other rulers. Fair enough They are really nice horses, giving that +2 speed when mounted. Its a little worrying that they are putting so much focus on this, I wonder of there is going to be some fight in town where we have to fight without our mounts. ...did Ward miss Lord Carron being described as the late Lord Carron. I guess he wants details about the man's death, but that second question really makes it sound like he missed that point. ...ouch, the ravages of war laid bare. Curious to see this classic war flavored version of the sunk cost fallacy show up after the princess's request to maintain the war. Its kinda like she was addressing the wrong audience with that little speech, as he clearly didn't need it. ...Good job dragging the mood even lower with that sobering truth. On the one hand this next scene feels like a bit of a tonal shift, but if the magnificent view comment is jumped to as a wry sarcastic commentary of the previous scene than nice touch. Subordinate does bring to mind the idea of a militaristic chain of command, so I see where Reese's confusion is coming from, but he clearly needed someone to act as a housekeeper and secretary more at the moment. This reminds me a lot of a line from a New Hope (sorry for the lack of clip, youtube has been scrubbed clean of it) so to quote the script Quote                                         THREEPIO                             I see, sir.                                         LUKE                             Uh, you can call me Luke.                                         THREEPIO                             I see, sir Luke.                                         LUKE                                  (laughing)                             Just Luke. Time for a big tutorial of what I am guessing is the Berwick Saga equivalent of the monastery or perhaps a Fate's MyCastle sort of thing. So the storage room has two bags for storage, although it looks like there is room for more bags. I guess this is like a supply area for things like that wood that I wont want to carry into battle. I wonder what increases the number if storage bags available. The red is plenty acceptable, but I have no idea from that description what this room's actual function is. If I hadn't been directed to the setting screen already I might guess at this being a cute ingame area to change the settings. Sorry viewers, but if they give me full access of city after this, I get the feeling that just exploring this will fill an entire update, if not two. I am extra glad I captured an enemy on that first map now, as it sounds like I can gather information and gets some sorta ransom from them via the prisons. Being able to shop between maps is always nice, and the way that was phrase makes me wonder if the stocks change between maps or between chapters. Hopefully those +2 speed horse don't die off too soon, but it would be cool to get some mounts that give out different stat bonuses to strategically pass around. This must be where I use those materials I can get to make (hopefully) better equipment. I am guessing they are making the simplification of blacksmiths making all of the weapons, even if other trades would fit better (like those of a Bowyer for bow making ). I wonder when we will get some orb using mages. Also wasn't Lumiere the candlestick from Beauty and the Beast? Its strange to see it used here on a female artisan, but then again I don't know enough about French names to know how gendered that name is. At first The comment about becoming invigorated makes me think of the Echoe's food system or Three Houses eating together where it reduces fatigue or boosts enthusiasm, but the game hasn't hinted at any fatigue or enthusiasm mechanics yet so something more similar to Fate's food system or cooking together in Three Houses, where you can get stat buffs for a map from the food, seems more likely. I wonder how complicated it gets, the comment about ingredients makes me think there will be quests latter on to improve the food by getting ingredients like other RPGs, and there may well be some Tales Of games style character food preferences or affection increases. So this is where we trawl for rumors (perhaps finding some side quests) and gets mercenaries. How cliche D&D of them ...so it basically functions the same as the bar but with higher class mercenaries and specific kinds of side quests. I was kinda expecting Mother Quescria to be the equivalent of archbishop the way she was mentioned before, but I guess she still is a major member of the clergy as a High Priestess. Well I had a member of the cloth in my army temporarily (who is almost certainly going to rejoin). Its interesting that they imply you can't purchase orbs from them without a healer in the party. Huh, so injured or crippled characters have to be hospitalized at the Abbey. I wonder if that means they have to sit out a map/chapter or if you simply have to pay for their recovery. That was a bit overwhelming, and I can already tell I am going to spend a lot of time stumbling around the city immediately after this. Talk to the random NPCs, got it. Was going to do that anyway as I rather enjoy seeing what the randos have to say in RPGs. Speaking of which, first thing to test out is talking to Tianna again. Oh so I can use her to save, load, and a couple of other options. Time to check on the other rooms real quick I check on the supply room and it looks like I could just shove those two bags into people's inventories if I wanted. I then think to check if the button commands have changed and square brings up this box of options, and from there I find the option to manage my equipment. I move my items around, passing out a couple vulneraries to people, and some spare weapons people can use etc. and I do drop the axe I stole off of my captured foe into one of the convoy bags as I have no axe users at the moment. I have one last thing to check on before exploring the city Oh, so this is just a room I can customize for fun. I add the doormat because it is an option. Now its time  to check on that enemy I cap- ...I am down right disappointed. Maybe its only important or story based people they keep in the dungeon, or maybe they just didn't expect you to capture anyone on the first map. Well its time to check the shops then Oh so knives are kinda like in Vestaria Saga where they ignore defense. I guess that why they sounded so awful in the other menus. I missed the early part of this dialogue while screen shotting thinking it was just his stock dialogue, but his whole I can't supply us thanks to the war spiel was a one time only thing. Once again its all worse than my starting stuff, so no shopping spree for now. and that is why all of my shield users already do have one. With how depleted shops are with this Corona scare this is frightfully relatable. ...shrug after trading things around everyone that could use a shield has one so I don't bother buying any. Time for the next shop in the set Conscripting the blacksmiths vital to supplying your army seems incredibly shortsighted. Once again wait a few weeks (which I am reading as next chapter at this point). I think I will exhaust the unique dialogue before being disappointed by their wares. He does a good job of emphasizing the upside of Axe's without mentioning their embarrassing accuracy rates. If the weapon shortages in the city reflects shortages in the army than the League really is in dire straights for reasons very similar to what he thinks. You know if they had a 1 range lance like the pilum I might actually buy one for Adel to throw Once again terrible wares, and I don't even have an axe user at the moment (and even if I did I would just grab the spare axe out of storage). There is actually one last shop which has Well that is a far more promising reason for being low on stock, if the army is still supplied That is a very short term and greedy view of such things, but its nice of him to admit that there is nothing really worth getting. I am still a little surprised this game didn't make a distinction between arrows and crossbow bolts. Also it sounds like we will be getting some kinda ballistician in the future, and I wonder what direction they will take that, is this the tank ballistae of FE1 or the long range ballistae of FE3 and beyond. I am actually kinda excited for next chapter month. Well lets look at their wares I am actually considering it as Sherlock really wore his bow out, and while Christine can use a bow I don't have one for her...I may come back here after I check out the rest of the city. ...but after getting caught by a full on error code (2F173/1) I am hoping splitting this update in half will keep the forum from exploding when I try to publish it. I am going to try and get the other one up shortly after this  Quote Link to comment Share on other sites More sharing options...
Saint Rubenio Posted March 16, 2020 Share Posted March 16, 2020 While writing this reply I realized, I'm telling you a lot of things. If you feel like getting less hints, or none at all, please let me know. 42 minutes ago, Eltosian Kadath said: Plus the nerve of these guards treating a noble like Reese this way. One point that the game tries to make very clear early on is that Reese is a complete nobody. He may be a noble, but compared to FE's Lords, he really only beats Ike in terms of clout (at the beginning, at least). His dad is something of a national hero, but aside from that, Sinon is an extremely small, backwater country, the army he's brought is insignificant, and Reese himself doesn't even have any titles of his own beyond "my dad is kinda important!". 47 minutes ago, Eltosian Kadath said: Time for a big tutorial of what I am guessing is the Berwick Saga equivalent of the monastery or perhaps a Fate's MyCastle sort of thing. How dare you say such a thing. They are their games' equivalent of Navaron city. As filthy elitist scum, I simply cannot let such an offense slide. Also, I don't know about Fates's thing, but this is like, so much better than the monastery it's not even funny. 48 minutes ago, Eltosian Kadath said: So the storage room has two bags for storage, although it looks like there is room for more bags. I guess this is like a supply area for things like that wood that I wont want to carry into battle. I wonder what increases the number if storage bags available. I'll be blunt here: don't even bother with the vault. Take those bags and give them to your units. Believe me, you'll be wishing you'd taken them along when you kill the wrong enemy with the wrong unit and have to toss something. You can leave the materials on undeployed units or at the atelier. And even if you don't do that, it's still better to take the bag with the axe anyway, and have +7 inventory slots rather than +0. 50 minutes ago, Eltosian Kadath said: the way that was phrase makes me wonder if the stocks change between maps or between chapters. More items are added to the stock, but once they're there, they stay until you buy them. So there's no rush. 51 minutes ago, Eltosian Kadath said: cooking together in Three Houses, where you can get stat buffs for a map from the food, seems more likely. Correct, it is kinda like that. A maximum of 9 units (counting Reese) will enter the restaurant, and you can feed them one dish that'll give them boosts. The boosts last through the entire chapter. 53 minutes ago, Eltosian Kadath said: That was a bit overwhelming, and I can already tell I am going to spend a lot of time stumbling around the city immediately after this. You'll probably have to. A few of your assessments weren't quite right. But that's all right, it's the normal reaction. 54 minutes ago, Eltosian Kadath said: Oh, so this is just a room I can customize for fun. Not quite. That's a bit of a meme of Berwick Saga. At the atelier, you'll meet a dude who'll offer to sell you furniture. The prices are outrageous and the bonuses tend to only affect Reese, which is... extremely bad. There's a grand total of one piece of furniture that I'd say is somewhat worth considering (the fact that it's one of the cheapest ones helps). There's one that increases the range of Reese's Commander skill, which would be great... if it didn't cost a whopping 45000 denarii. 56 minutes ago, Eltosian Kadath said: ...I am down right disappointed. Maybe its only important or story based people they keep in the dungeon, or maybe they just didn't expect you to capture anyone on the first map. Oh no, the thing is, the only prisoners that are kept here are the ones that you can ransom. In other words, Raze clergy and Imperial soldiers that are sent back to the Empire in exchange for money or captured units of your own. Brigands (like the deserters from the last map) cannot be ransomed, so they don't appear here. Guess they're just sent off to a higher-security prison somewhere else. 58 minutes ago, Eltosian Kadath said: Conscripting the blacksmiths vital to supplying your army seems incredibly shortsighted. Yes, what kind of awful leader would make a decision like that? 59 minutes ago, Eltosian Kadath said: I am actually kinda excited for next chapter month. Fixed it for ya. Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 16, 2020 Author Share Posted March 16, 2020 Spoiler Now for the second half of the city meandering that broke the forum I wonder if that means Morachian Warhorses give strength or defense when mounting. I guess we will see, but if this is like any of the other shops there is probably nothing useful available. I wonder what they mean by test ride them, do I get to move them around a mini map or something? ... I am guessing if they gave any stats that would be listed in the more info, so these are just varying health levels of horse? How useless. you can also have the horses make noises by interacting with them, which is kinda silly. There are a lot of people in the Atelier, far more than the three our guide described. Well lets check this out. Hopefully I can get some equipment worth even looking at from here, but I want to check out all the dialogue here first. Its very interesting that the art of creating orbs is considered lost. Presumably they mean for magic outside the church as it sounds like they have had a monopoly on healing orbs for a while. Other than him being the owner and long winded he hasn't hinted at what he actually does. I am guessing he just has informative dialogue, but lets checkout the rest of the people here. ...Buying furniture is what drove him bankrupt? Not the cost of myriad travels? Oh I am just a little ahead of the dialogue Spoken like a true hoarder. Than again my inner collector (and underwhelming shop options) makes me think I will buy some of said furniture. ...Only in a videogame would that not sound like madness, but fine I will buy your magic beans furniture. Nice of you to tell me you are a loanshark, I might have used your services otherwise. I doubt I will ever feel desperate enough to use this. Than again if he gives better prices than the sell rate I might just give him some useless gear I don't ever want back and let him keep the collateral. Don't do that in real life, but seeing as this is the only creditor I've seen I doubt there is a credit score in this game. That talk about the conveniences of trade seems a bit unlikely during the war, as trade is often disrupted by such things, but than again that might be my modern perspective interfering. It sound like this is where I can buy some of the forging materials for the other parts of the Atelier. I hope he isn't implying the good he has will be gone from his shop latter, and simply means his options will expand but we will see. Alright time to checkout the last of the people here. 5 I wonder if this means there will be a real orb shop opening up latter in the game when the war is finally in our favor. All right lets check out how these places actually work. Lets start with me buying some furni- ...Ok so all of the furniture is out of my price range. Alright lets see if I can turn that wood I got into an awesome new bow fo- So it looks like everything requires 3 materials and a base weapon to make. Sigh I guess I will end up buying that terrible bow from the bow shop. Looks like its just 3 materials for the Alchemist's stuff. Maybe the materials guy has what I nee- Whelp this has turned out to be a disappointing trip. I guess I can check on the owner. He gives you additional information about how things work in the Atelier. I think i will save you some time and only share the two I found had interesting or new information. Now that is interesting, Lumiere doesn't look young enough to be a kid, and its interesting that she has been helping the kingdom recover the secret of magic, as it implies that this is the first generation of mages to exist in a long time. How did Reese become certified to recieve orbs, and who certified him? Ok making and using magic weapons does sound really cool, and I just can't wait for this place to be useful. Now that is a nice feature to have. I don't think one material is that large a burden to carry around yet, and I have no idea what I want to do with the Yew either, but once I have a healthy supply of materials this will come in handy. Now onto the restaurant where Its not open. Funnily enough I can still trigger Their dialogue anyway by just sticking around and being a nuisance. Sounds like a Fates style feed your whole army some stats before a battle sort of situation More of this come back next chapter month talk. It almost sounds like she is going to let me checkout the menu, but no dice. I was warned that would be the case. Time to check out the Bar, a place that will let us buy food and refreshments if Reese wasn't such a prude. Oh well lets talk to one of the Patrons. Who is a mercenary that demands a heavy price for his services, I could literally buy a horse for that rate. ...OK a level 13 swordsman might be worth that price especially with such a nice looking set of skills. Adept is nice and Deathmatch is amazing, Iaido sounds situational, but importantly bring his accuracy above 100 and some crit, but I do wonder a bit about despoil. I kinda wish it gave me an idea of how much money we might be getting, if hiring this guy can let us turn a profit (or even noticeably offset his cost) that would significantly change his value. I am going to think about it and come back here before the next map. Now onto the mercenary guild to checkout more mercenaries. So these bounties must be a set of side-quests where you can takeout minor named characters for money or maybe forging supplies. I wonder if these bounties will have maps just for the criminal with a bounty, or if they will be hiding in some of the other maps. Now lets look at this mercenary Meh, wasn't really impressed by your performance Dean, even if you are going for less than half the price of that Volo fellow. Well lets look at those bounties and see wh- ...This town being basically shutdown for a month is getting frustratingly close to real life. This idea of disastrous magic use comes up yet again, and it still fascinates me. What kinda destructive power does a miss used healing spell have ? Despite all of these warnings and misgivings, She still lets you shop even without a healer around. Its that same worse healing spell from the shop on the first map, so not really worth buying at this point. Its nice that they have the vulnerary (and presumably better healing items in the future) shop right next to the healing magic. He also has a nice subtle way of telling you why vulneraries are useful even if you have a healer. I have enough for now, so lets checkout the most interesting thing I noticed about this room The Library. Unfortunately there is nothing I can do here yet. I tried, but something must unlock here in the future. Alright now onto the last place Tianna mentioned in her tour. There is nobody injured here to see I guess, but fortunately The surprise mercenary made the trip worthwhile. Well that is the cheapest mercenary yet, let take a look at him ...This guy is awesome, he has a chance to steal vital equipment (which will almost certainly pay for his deployment), he has this unique search command that can get me more stuff, he gets sea move, and can even hide if things are going south. I will almost certainly hire him, but first let me finish my more thorough examination of the city. Well I have no idea what she might do, but as soon as I am done talking to her Reese makes me worry that I am about to be forced into the next part of the story. Thankfully that doesn't seem to happen until we head home so I can check out ...oh. I hope I never have a reason to visit here, but it is an ironman. Now there is just one last thing to check out This mysterious green tab, labeled as both the city streets, and cruel brothers. This might be the start of a map, so just in case I hire myself a mercenary and jump in This is just shouting sidequest, but it doesn't look like its going to be fighting in the streets like I first feared. Clearly getting a sidequest through eavesdropping is too tacky for Reese and Ward, so they have to ask for it instead. Ward giving out the very practical but boring questions. My first thought was this was going to be the two effeminate Berserker brothers trope, but on second thought that was a distinctly post Kaga Fire Emblem cliche, so this is probably something different. Since when is losing an eye being let off easy? Even compared to death, maiming is still a harsh outcome. I know they are making sure you know these are bad dudes who need to be taken down, but I was already convinced to do this side quest a while ago, no extra prompting needed. So the prize is money, which is nice to get for something I was going to do anyway. Wait a minute, I was just at the guild and they never mentioned this. They lied to use. Why? Are the brother paying off the guild? Do have some dirt on them? Has the guild been threatend? Or is this some form of nepotism intervening? For a second there I thought they were going to be a decision prompt, but I am kinda glad Ward just accepted it anyway. He said what needed to be said Reese, this is clearly taking cue from classic JRPGs. Going on a new side quest to solve every sob story we hear is the bread and butter of a JRPG protagonists. Thank you Ward for letting Reese pretend this isn't a classic JRPG romp, while the player still gets to enjoy all the JRPG sidequesting. Too bad Reese is going to miss out on all that xp and weapon skill. I doubt this is the case here, but it would be interesting if people that go on a sidequest were unavailable on the main quest afterwards (hence justifying Reese's reluctance). Alright after looking in the info lists I find I was kinda hoping I could use that menu to just jump to the sidequest, but it doesn't seem to be the case. Oh well perhaps there is some option that opened up at the main base to face this map. Veria damn it. They took our awesome speed horses. Ward literally had that speech about how those horses were the life of a Sinon knight just moments ago. Why shouldn't Vanmilion know that one of his guards is either utterly incompetent or a thief? Someone in his employ needs to be replace or arrested for this. If hunting down those horse thieves (fun fact back in the old American West horse thieving was a hanging offense) isn't the next story mission, or a MAJOR sidequest I am going to be irked. Alright time to bite the bullet and buy some guff I was hoping to put off until after the tutorial virus has run its course. First that terrible bow for Christine, and next a cheap horses for the one that need it most, Ward the lord Jeigan. Too bad that test ride seems to simply be for show. Now I pick up another cheap horse for Reese to make seizing faster, let him make safer positioning ,and in case he need to make a quick escape. If there were two more cheap horses I would get them for Adel and Leon, but there is only one, and I am loathe to pay more for a temporary horse (or at least I hope its temporary...) I am about to return to the mansion when I notice the restaurant is open for business. Before I get the food bonuses on people I will go pick up another mercenary. I can't imagine those terrible horses being close to as useful as a level 13 sword monster, and I am not paying much more to bring this guy along. Now back at the restaurant I have an unfortunate realization that you have to buy food for each character individually. Alright lets try this out, the special looks fairly cheap, and if there is a preference bonus I bet the pirate will like the blatant seafood snack. Does that means he likes it? It looks kinda generic, so I guess I will try to experiment with what I hypothesis is a worse meal for him latter. so stat boost and drops start jumping on the screen, and I am sure I missed an image for something. Then while trying to figure out if there is some way to find out what boosts these foods give, I accidentally feed the most expensive 1000 money food to Reese. By far my worst use of money yet. It looks like the boosts show up as the better values in blue. I feed Adel and Volo for incredibly arbitrary reasons, but I just reach a point where I just don't want to waste more money and time on food, so its time to get to that sidequest its nice that they check if I am prepared before they lock me into the map, but I think I am as prepared as I am going to be, so Sorry to cut things off here, but this ended up way longer than I thought it would be, so next update will have this sidequest map and wherever aftermath there is to it. I will try to get it out latter in the week, but we will see.   Quote Link to comment Share on other sites More sharing options...
Saint Rubenio Posted March 16, 2020 Share Posted March 16, 2020 Ahah! I was faster than you! I am winner! 1 hour ago, Eltosian Kadath said: ...Buying furniture is what drove him bankrupt? Not the cost of myriad travels? Have you seen the price of all those things? Man could've been a millionaire and all that junk still would've dealt a mighty blow to his coffers! 1 hour ago, Eltosian Kadath said: ...Only in a videogame would that not sound like madness, but fine I will buy your magic beans furniture. Ahahahahahah... oh, how cute. He thinks he can buy furniture! In Berwick Saga! 1 hour ago, Eltosian Kadath said: How did Reese become certified to recieve orbs, and who certified him? Well-- ...uh... actually? I have no idea. He just buys orbs and nobody bats an eye. I guess they figured he looks magey enough? 1 hour ago, Eltosian Kadath said: I do wonder a bit about despoil. I kinda wish it gave me an idea of how much money we might be getting, if hiring this guy can let us turn a profit (or even noticeably offset his cost) that would significantly change his value I've never used Volo. I tend to judge characters by their appearance, and blatant edgelords get hard passes from me. Despoil's... kind of a trap, because sure, you could get back that 1k denarii, but is that really worth wasting a bunch of kills on Volo? I'm not one to make the "exp thief" argument very often, but experience in this game is extremely scarce. Volo is best used against the strongest foes, not wasting the fodder in hopes of getting some pocket change. 1 hour ago, Eltosian Kadath said: ...This town being basically shutdown for a month is getting frustratingly close to real life. Soonâ„¢ 1 hour ago, Eltosian Kadath said: ...This guy is awesome, he has a chance to steal vital equipment (which will almost certainly pay for his deployment), he has this unique search command that can get me more stuff, he gets sea move, and can even hide if things are going south. I will almost certainly hire him, but first let me finish my more thorough examination of the city. Axel is awesome, but he's also deceptively awesome, as he's one of only three searchers in the game. The other two are thieves, which is a problem, because searching will often thrust the unit into an unavoidable deathmatch. While the other two will suffer there, Axel will likely plow through anybody with the right axe. Also, swimming. Unlike in the GBA games, this is actually useful, as water is quite common and Axel moves through it like it's a plain tile. And hiding's just plain amazing. Frankly, Robbery is probably his worst skill. It has the occasional use, but being a chance-based skill in this game is unfortunate. 1 hour ago, Eltosian Kadath said: Since when is losing an eye being let off easy? Even compared to death, maiming is still a harsh outcome. Fairly certain he's being sarcastic. 1 hour ago, Eltosian Kadath said: Wait a minute, I was just at the guild and they never mentioned this. They lied to use. Why? Are the brother paying off the guild? Do have some dirt on them? Has the guild been threatend? Or is this some form of nepotism intervening? I'm... not sure, to be honest. This first bounty is weird in general. 1 hour ago, Eltosian Kadath said: Thank you Ward for letting Reese pretend this isn't a classic JRPG romp, while the player still gets to enjoy all the JRPG sidequesting. I really like that they do that, actually. It makes sense that Reese can't go out of his way to follow every rumor he hears, but sending a small detachment of his soldiers is a fine compromise. Of course, it does mean that you cannot take Endgame-Ready Ward to the sidequests - the biggest reason why he's not gamebreaking despite having the combat prowess for it. 1 hour ago, Eltosian Kadath said: Does that means he likes it? Neutral, actually. Units are usually very vocal about their opinion of the food. If they hate it, they won't hesitate to make it known. The rude bastards. Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 16, 2020 Author Share Posted March 16, 2020 Alright now that the next update is complete it is time to respond to viewers On 3/10/2020 at 9:15 AM, ranger016 said: Finally an LP of Berwick Saga after the translation, and good to see you like Sherlock, he was my favorite among the 1st map units too. He did got replaced soon enough though.. I am a bit curious, when I meet whoever replaced him on your run I would be interested in knowing who. On 3/10/2020 at 9:15 AM, ranger016 said: Just a suggestion, Desperation is actually a pretty good skill to kill thieves IMO, and good for Dean since he have low hit rates and have enough hp to survive a few hits. If knives ignore defense like I think they do, it looses one of its downsides against thieves. As for Dean having the health to risk some Desperations, you are probably right, but I don't want to tempt fate like that in an Ironman run.  On 3/10/2020 at 10:34 AM, Saint Rubenio said: The option exists, you just need to turn it on. I advise taking a closer look at the settings menu, because a few of the things you were wishing for in this map do exist, they're just not enabled by default. On 3/10/2020 at 10:34 AM, Saint Rubenio said: Two other settings you can enable (I see you don't have them on here) are attack range (your usual red squares-- I mean, hexagons) and skill range (yellow hexagons for Supporter, blue ones for Commander). To be honest, the default settings are kinda bad. Once again, I recommend that you check out the menu. I should have known, TearRing Saga hid that same sort of attack range option in its setting too, and Vestaria Saga also has a few options that should be turned on by default that aren't. On 3/10/2020 at 10:34 AM, Saint Rubenio said: Not after every map, after every chapter. Not every map is a chapter in this game - there are only 15 chapters, actually. Most of the chapters have three maps in them. This skill only works when transitioning to the next chapter. As for Armsthrift... okay, let's see if I can properly explain this. It takes a static amount of uses (determined by the "dur" stat) for a weapon / shield to go from one durability level to the next. Armsthrift grants a chance for a use not to count towards that total. It does not work for items with numbered durability, like arrows. Oh well, Christine's skills aren't quite as good as I first though they might be. On 3/10/2020 at 10:34 AM, Saint Rubenio said: Well, bowmen in this game aren't that bad, for the most part. Crossbowmen, though... shudders.. Yeah the one time the crossbowman did hit Sherlock it really did hurt, and I am betting the damage output from those guys just goes up as the game goes on.  32 minutes ago, Saint Rubenio said: Ahah! I was faster than you! I am winner! Doubly so, as your second response post was faster than my own response post. 2 hours ago, Saint Rubenio said: While writing this reply I realized, I'm telling you a lot of things. If you feel like getting less hints, or none at all, please let me know. Don't worry too much about the hints, most of them have either been fairly minor rules clarifications, or cryptic enough not to spoil much. 2 hours ago, Saint Rubenio said: I'll be blunt here: don't even bother with the vault. Take those bags and give them to your units. Believe me, you'll be wishing you'd taken them along when you kill the wrong enemy with the wrong unit and have to toss something. You can leave the materials on undeployed units or at the atelier. And even if you don't do that, it's still better to take the bag with the axe anyway, and have +7 inventory slots rather than +0. I will probably move it into someone's inventory eventually, but so far my units have plenty of inventory slots. 2 hours ago, Saint Rubenio said: Oh no, the thing is, the only prisoners that are kept here are the ones that you can ransom. In other words, Raze clergy and Imperial soldiers that are sent back to the Empire in exchange for money or captured units of your own. Brigands (like the deserters from the last map) cannot be ransomed, so they don't appear here. Guess they're just sent off to a higher-security prison somewhere else. That makes sense, but I was rather excited about the possibility of that first map capture having an effect on the prison at the time. 22 minutes ago, Saint Rubenio said: Fairly certain he's being sarcastic. That would make sense, it can be really hard to determine sarcasm from just text. 24 minutes ago, Saint Rubenio said: Neutral, actually. Units are usually very vocal about their opinion of the food. If they hate it, they won't hesitate to make it known. The rude bastards. I may have managed neutral with all of my meals so far then, as the food reactions from my characters has been rather subdued. Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 26, 2020 Author Share Posted March 26, 2020 I meant to have this out earlier in the week, but the first version failed to upload, and it has been hard to stay motivated in this lock-down. I cut out the post sidequest story segment for the next post, which will hopefully be posted shortly. Spoiler Well its a good thing I bought as many mercs as did, for it was apparently the perfect number to deploy...or the game is like the GBA games and caps displayed deployment slot at the number of units you have. Its nice that Kaga found a way to have deployment order tie to deployment location, while still giving us the power to make informed decisions with deployment location. They really should have had Ward be the stick in the mud to Reese's over enthusiasm as opposed to the opposite, as that would make the restrictions against deploying Reese and Ward make a little more sense. Oh well. On another note it seems my horse decision has doomed me to entirely infantry on this map, which I will just have to deal with. ... do these guys really just have mirrored faces? I guess they are supposed to be identical twins then. So it sounds like they are hinting that we can lure Graff, but Griff is too smart to fall for that. Also sounds like Graff might be the stronger of the two. Well there is a defeat boss...er defeat bosses map. Doesn't look like there are any tactical hints for this map, so here we go. I stat by putting Axel's water movement to work immediately to get the drop on this archer and he immediately heals himself up with an item. Next Volo sets up a nice kill for Adel. I want to feed him some kills to catch up with his supporter partner. Sherlock is just trowing arrows down range in the hope he randomly gains some skill. Well I am assuming its random, I haven't been keeping careful enough notes to systematically determine if its a fixed number of shots/hits/kills, or some combination thereof that might trigger the skill gain. ...alright this game is really trying to impress upon me that these dudes are dangerous. Than again 6-24 is a small number of kills over the course of a whole SRPG, so they are still showing him to be an early game threat. Now I will show off their stats when I get closer, but I take a quick peek now, and I see they have Supportive. Suddenly all this talk of a dangerous enemy that you might need to lure is starting to make a lot of sense. Oh, generic enemies with skills. He has the same map sprite as Axel, so it must be a class skill thing, but I should try to get into to habit of checking for skills. Sherlock keeps throwing arrows around, and I have Leon deathmatch this foe that Adel failed to counter, to make room for a possible chip from Christine. Sherlock's bow is getting dangerously degraded, and it would be nice for Axel to steal a replacement, but he needs just a tiny bit more damage to kill this guy. It misses of course, so I decide to check on the money gains from Volo and I just miss the disappointingly small amount of cash that comes up. This is just going to mitigate the cost of bringing him at most. Then I take advantage of this rolling initiative system to get two attacks on that archer before he can act. I miss the second, but it is a nice chance to get a feel for how the initiative system can be used to my advantage. To be fair I did have a bit of a leg up on figuring this out due to the Fantasy Flight table top Star Wars RPG also having the initiative slots separated between player and enemy slots where you can pull off similar shenanigans. The next notable thing is Adel gets rather lucky on the counter and injures an enemy. A Thief also popped out of literally no where, and if I hadn't read through all of Axel's skills before and saw his hide skill I would have been a lot more pissed about this than I am. I am not quite getting the 1/2 on this damage screen, but its clearly doing some rather pitiful damage. Now I end off the turn with Sherlock feeding a kill to Chrisitine And once again the turn ends with another conversation emphasizing the point that one is going to stay put, and the other can be convinced to move. They are really trying to find a way to distinguish the Griff and Graff twins. At the start of this turn I turn my attention to the thief that literally jumped out of the woodwork, and he not only drops a fair bit of cash, but has two class skills on him. I was expecting the hide skill after his mysterious appearance, but this is the first time seeing the lock touch skill in this game. Two interesting thing to note is the mention of gates, which makes me think thieves will have a use on outdoor maps, and the lack of a skill for stealing items on thieves, which makes me think they can't. Now I think its time to kill this guy before he sneaks back into invisibility with I really am finding this to be one of the best skills in this game due to how reliably it can be used to one round enemies. Next Axel goes for the ...miss. I will have Axel kill this guy, mostly because I am hoping he will get the robbery for a replacement bow for Sherlock. His bow is getting dangerously warn. Another one of these hiding money bags jumps out at Adel...again. In another repeat performance, Sherlock tees up the kill for Christine with one of his doubling skills to cover that terrible hit-rate. They are making a surprisingly effective team. That ends off the turn and again we have another event and reinforcements. Fun fact, I found the choice of criminy odd enough that I looked it up (to see if there was some regional color that was implied by its use), and the word's origin is a shortening of Christ (possibly Christ's money reference the price paid for Judas's betrayal, or simply a combination of Christ and crime, as the origin isn't particularly certain), and ended up become a softer curse over time. You might also notice that one of my units has started heading the other direction, I have started to suspect I might need to use provoke on the dumber brother to successfully lure him, which means I am forced to actually use Elbert. I figure he should probably draw him away from the smarter brother while my main team takes him down. Now for the start of my turn Axel finally takes that archer down, and despite the skill description claiming you only get one item when Robbery triggers, he got the archer's whole inventory. Elbert is finally seeing some action... sigh I guess he will probably end up soloing the side. Well back in the half of the map with units I actually like everyone has to pile on one enemy due to terrible hit rates, but at least Adel gets the kill. I guess I better get to using Elbert he kills it. Such misplaced optimism stated to convince the foolish brother not to charge like he wants to. Also the reinforcements are still coming. Well Sherlock chips a reinforcement and breaks his bow. Honestly the timing couldn't have been better as Axel just had the time to pass on the fresh enemy bow so he can fire off another shot with his cooldown skill. He doesn't hit either of the shoots though. Time for another double action with the initiative advantage, having Adel circle around this guy for just enough extra lance charge damage to ki- or he can miss the second hit... shrug fine then Volo gets the kill for some chump change. Seems the amount he gets from that skill seems a little random. Honestly Volo having the MVP skill of deathblow makes me want to use him. ...sigh why is the one character I arbitrarily dislike (and before people mention Dean the edgelord my dislike of him isn't arbitrary) have to be so good. So I spend a little bit trying to figure out if/how I can activate the search command, by randomly testing to see if the option appears on every space in his movement range, but the only thing I discover is what hide looks like for the player. Its interesting that they use the same leaf indication as conquest does for the Kitsune map, with very similar effect. My vague memory of Japanese folklore makes me think they are both referencing the tanuki's ability to use a leaf to transform themselves. Now there are more reinforcements coming in from the north and south, but they aren't really notable enough to chronicle at this point, and they stop soon enough anyway. Lets instead take a look at one of the brothers, the one I am going to find some way to lure away. That is a boatload of health and a hard hitting axe (and some nice dropable loot). Also a lot of skills that seem only useful for the player like Despoil, and Robbery. It also drives home that this is the dumber brother, with Camouflage, and Supportive he not only wants to stay near his brother, but also stay in terrain, and while the smart one is hiding in the woods he is out in the open. ...Elbert continues to slaughter...I really should have sent someone else with him. Well back in the south I try to lure in Graff. Approaching from the south I can't actually lure him full out of support range, so I go with the cowardly approach and trust in Volo to be able to carry me while he is still having all those scary support effects of his active, but Nothing happens. I guess I will have to use the boring one's provoke power, or just risk it Yeah I waste a couple of turns moving and positioning Elbert, but when he is all ready I come under the realization that while my troops in the south are ready to pounce in Graff, I should have them ready to pounce on Griff instead. Also confirming that provoke was what they wanted Griff is immune to provoke. I spend quite a few turns being extra paranoid, worried that there might be some FE12 style linked AI shenanigans going on, but eventually I get my troops into position. The reinforcements have stopped well before this point. In retrospect these guys probably weren't as bad as I thought they were (although Kaga did have the game tell us repeated how dangerous they were). All right time to provoke him for real and He gets a power and accuracy boost, with that special dialogue. Either that or provoke always give enemies that boost as this is the first time Elbert has used it. Well we wont get another shot at this I strike at Griff from a safe distance and We trigger a cutscene? I wonder if there is different dialogue depending on who is attacking. I think it would be interesting if mercenaries fell for the bribe in a way that seemed more convincing. This dialogue also reminds me a lot of Lang's prebattle quote from FE12, where the dialogue acts like he tricks the attacker, but its otherwise an entirely normal battle. So Griff gets cutscened to death capture. Seems I worried unduly about this double boss fight. That being said Sylvis has made an extremely good impression. If that cutscene is anything to judge by she is going to be a great mercenary, and Kaga has a history of making characters that are supposed to be strong in the story, strong in the game as well. Its kinda sad how resigned he is to his fate after his twin got taken in. Well I still have my whole army ready to strike, so lets see if we can't deal with Graff as well Volo should be able to really weaken this guy, and he can take the boosted hit, with an extremely trivial chance of stealing the kill for himself, so I go for it. Another very generic boss quote from the guy, but we have nothing but misses. At least it managed to clear that buff of his, and he is still provoked. Well I might as well chip him down as much as I can He should be able to survive a fight with the provo- ...unless he uses desperation to drop his defense to zero. Veria damn it. You really weren't smart at all you suicidal lemming... Urgh...oh well, that ends the map, and next time I will go through all the post side quest dialogue. Â Â Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 26, 2020 Author Share Posted March 26, 2020 Â Spoiler Lets start this off with some post sidequest story. I do rather like this FE5 style exploration of the causes of banditry, its a really nice touch that makes for a more complex moral tone than bandit bad, player good that a lot of the Fire Emblems fall back on. Making things better for our fellow men aught be reward enough, but even knights have got to eat, repair equipment, and outsource dangers through mercenaries. Huh, its odd how we see Ward's sentimental musings on the event, but Reese's are only implied by the scene. I guess this is the first time its really dawned on me that Ward is supposed to be our narrative viewpoint for Reese's story. Having this little farewell is a nice way to end this little side story off. Now after that it seems the actual story continues with Reese finally meeting the Duke. ...so that whole sidequest took a single day? I was kinda expecting there to be some amount of travel time, or prep time of some sort. Than again maybe thee sidequest is occurring during this whole meeting Reese is having, which makes a lot more sense to me. I guess they are implying Vanmilion has a crush on the princess but with that sort of comment it sounds like that might be a pipe dream for him. Time to meet the new king. Lets see if he is as incompetent as I anticipate. I am still charmed by that little change to have the sprite go to his knees in front of royalty. Also the way the king is clearly slouching is reinforcing my theory of his incompetence. I find that one of his titles being Oathkeeper of Berwick is rather interesting. Also having him swear fealty to the king really emphasizes how new to the throne he is. ...What an idiot this Volcens is. If Bernstol meant to betray you he wouldn't have sent his son and heir, which would be the perfect hostage to ensure loyalty. Clearly Bernstol has a stronger understanding of practical politics, sending Reese to emphasize his loyalty, which has apparently gone over the head of this ignoramus. Thanks you Reese for stating the less cynical reasons for having sent you. To add a few more this will be an excellent learning experience for Reese as well, learning about politics first hand, giving him a chance to network with other nobles, and possibly even seasoning him in the art of war. The princess is showing just how much sharper her wit is here, and making it clear that the two of them are jockeying for power in the court. Now this is starting to establish a bit of the court dynamic of Veria, with the incompetent Volcens, and his more competent sister with a more distant claim. Notice how she uses the question of the validity of her appearance to question one of the kings sycophantic supporters in a way that either makes him look incompetent or appear allied with her (which could weaken their relationship). An important part of this is not only knowing this precedent, but having supporters with the authority to confirm it. Minister Padolf ends up looking incompetent before the court, weakening one of the kings supporter. Notice how Minister Padolf is pathetically following after the kings heels. Not all of the kings supporters are as incompetent though, taking advantage of the situation to weaken the Dukes position (whom I presume is a supporter of the princess thanks to his son). The princess has the right of it, the king was angry, and pettily took it out on Reese. While she dealt with Minister Padolf well, her own attempts to undermine Herman falls short here. Well that was an eventful day at court. Hopefully there is some way for Princess Sienna to take control of the government, as I am certain Volcens is leading Veria, and the whole Berwick league to their doom. Seems there is a bit more talking to do before we get back to the gameplay as high priestess Quescria wants a word. ...So mother Quescria is Izerna's actual mother? I guess that explains some of the priest's comments about Quescria when Izerna was in danger. It also makes it likely that the religion of Veria doesn't insist on celibacy in its members if a high priestess can have children. So she is about to become a permanent party member. I am not surprised in the slightest. Reese, please stop trying to prevent us from recruiting her, its getting kinda annoying, even if she is a lackluster healer. Jeez Kaga, implying some really dark things again... This explains why she is so clearly allied with the princess in the court. Antagonizing the healers, and key members of the church your very nation is named after (or at least its named after their god) seems like a really terrible idea, further emphasizing Volcens's incompetence. Finally Reese lets the underwhelming healer join the group. He really made this recruitment seem way harder than it needed to be. I seem to remember it more Reese being the rude one that refused to introduce himself to Izerna. All right now with that out of the way we can- get even more dialogue. Reese really didn't do much wrong here he just got caught up in politics bigger than he was. Alright Ward that is the sort of comment that makes me rather like you. It makes it clear that he understands the position they are in, and makes sure Reese knows he has an escape route if things are going south (showing further that he is thinking about the kind of contingency plans you need to have in mind for an ironman run). Seems even Reese is realizing the position they are in, even if he is too noble to consider such a practical possibility. Seems this is becoming a bit of a recurring theme, that Reese is using to explore some ideas about warfare and morality. That the tragedies of war are endured to prevent worse disasters is something I keyed into as soon as she made the statement, but it seems his recent meeting with the king is making him see this in a light that is focused on the well-being of citizenry, which fits well with the story of the sidequest we just completed. As far as I can tell it is the whole truth. Volcens so far has shown his worst side to the camera, and Sienna her best. Hopefully Sienna can gain control of this train wreck in progress before its too late. And with that we finally get control of the game again, and that seems as good a time as any to end off this update. Lets take a quick look to see if anything has changed in the city and We have a new mercenary to hire. She has a lot of interesting skills she can use when she stands still, with overwatch being a notable one that would make her have a more effective enemy phase, but the thing that makes this hire certain is that Maim skill. The more chances to cripple and capture the better. Additionally we have another sidequest we can take on, but lets save that all for next time. Â Quote Link to comment Share on other sites More sharing options...
Saint Rubenio Posted March 26, 2020 Share Posted March 26, 2020 9 hours ago, Eltosian Kadath said: Huh, its odd how we see Ward's sentimental musings on the event, but Reese's are only implied by the scene. I guess this is the first time its really dawned on me that Ward is supposed to be our narrative viewpoint for Reese's story. Stuff like this is why I like to think of him as the second Lord. 9 hours ago, Eltosian Kadath said: ...What an idiot this Volcens is. And there we go. This game's full title could easily have been "TearRing Saga Series: Berwick Saga: Lazberia Chronicles: Chapter 174: Volcens Is A Dumbass". 9 hours ago, Eltosian Kadath said: Minister Padolf ends up looking incompetent before the court, weakening one of the kings supporter. Not that he needs any help with that. Padolf is a complete nuisance. 9 hours ago, Eltosian Kadath said: While she dealt with Minister Padolf well, her own attempts to undermine Herman falls short here. ...Herman's the real danger here. 9 hours ago, Eltosian Kadath said: It also makes it likely that the religion of Veria doesn't insist on celibacy in its members if a high priestess can have children. Considering a certain priest's future behavior does not result in an instant excommunication, even when he tries it on the High Priestess herself (heck, a few of the clerics actually approve of his advances), I would say celibacy is probably not among the precepts of the church. 9 hours ago, Eltosian Kadath said: Alright Ward that is the sort of comment that makes me rather like you. Ward is a pretty awesome guy. And he's got plenty of other moments to come! 9 hours ago, Eltosian Kadath said: She has a lot of interesting skills she can use when she stands still, with overwatch being a notable one that would make her have a more effective enemy phase, but the thing that makes this hire certain is that Maim skill. The more chances to cripple and capture the better. A shame that Maim is chance-based, making it unreliable for ensuring captures. Still, Sylvis is a kickass unit, one of the best mercenaries I'd say. Totally worth the surprisingly meager fee she demands. Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 6, 2020 Author Share Posted April 6, 2020 I am going to anticipate a failed upload and just cut this in half immediately. Its been a bit since the last update due to the writing for my FE6 Succession game, so the update after this two parter should come a bit sooner then this one. Spoiler ...This children's plague sidequest is depressing reminder of the real world. Then again Covid-19 is incredibly kind to the young; if I remember correctly there still aren't any reported deaths from those below the age of 10. If these charterers didn't have that so pretty they must be protagonists kinda look I would suspect this sidequest of being about these two stealing the medicine on the road with us having to chase after them to save it. So this Ruby has basically just declared herself a potential new recruit. Now we just need to get that suborn stick in the mud Reese to stop being so thick headed about recruiting characters. Having him just summarize his position as similar to Ruby, makes Arthur feel like a tag along. It doesn't help that there was an Arthur in one of Kaga's older games FE4. Something about this whole exchange makes Arthur seem like a bit of a "nice guy", or "white knight", but than again, maybe he is just a... well nice guy. Ok I like that turn of phrase, and maybe these two just have childish dreams of heroism. At the very least I will give Arthur the benefit of the doubt for Ruby's sake. These two seem to be a pair. What relationship they have, whether romantic, familial, or just besties has yet to be seen. ...Oof, that is some tragic background after the change in scenery. Not only sick children, but sick war orphans so numerous it is starting to strain their magical healthcare system. Ah, I was wondering how the knights of Sinon would get into this battle. Also its nice that they cover the incredibly minor nitpick that some might have about why Luciana isn't assigned to the military like Izerna ...Come on Tianna suggest they meet with Lord Reese to become a Sinon knight....sigh, seems all the characters in this game are going to go out of there way to make it harder to recruit people aren't they. Oh. How did the poison target just the children? It must be something wide spread based on the number of cases they hint at, so probably poisoned food supply, water supply, or air, but why only the children? Were the doses low enough that only the young and enfeebled are being noticeably impacted by it? Poisoning a flowing source of water (like a stream of river) seems extremely difficult to maintain, or inefficient. I could be entirely off-base, but without some way to be constantly reintroducing the poison to the stream it would probably wash away fairly quickly Perhaps that is exactly what is going on, and we are going to find a hive of poisoners that keep reintroducing poison to the stream. Ruby really is gung ho about this...I hope this isn't hinting that she is about to be a suicidally eager green unit... Well that's comforting, as it seems like they are just giving us some insight into her character, not actually hinting at some future gameplay. Alright let me just do a few minor things before heading out, first Nothing has changed at the abbey where the children are being treated for poisoning. I am ever so slightly disappointed, but only because of how high my expectations are. Now before I forget I officially hire Sylvis, and while I am flush on cash I hire Dean as well. Its nice to have the options, and I feel slightly bad leaving him all alone on the bench. I also get some of the garbage spears just in case their real spears break. Now without further ado The next sidequest map ...I shouldn't have bothered with Dean, with deployment slot this tight I would never be able to fit him on the team. Leaving Sherlock and Christine behind was a very hard decision to make, but I think it was the right one with how limited my slots are. I want Sylvis to not only test her out, but also for the higher capture chance. Axel is the only one with the search command, and I don't want to miss out on that if it has a use here. Volo I am bringing in case I get way in over my head, and I need someone to bail me out when Ward isn't around. The last two slots I am giving to the supporters; I not only like them, but they have excellent skills. Two other big things to note is I am deploying in the dark, and I mean that two fold, not only do I have no idea where my troops will be, but there is fog of war. Only Ruby and Arthur are shown on the map for now... speaking of which lets take a look at them. First that is the worst version of Paragon I have ever seen, and second she is underleveled (well minimum level at least) with terrible looking stats... something about her is giving some extremely est-y vibes...I know I shouldn't... Oh who am I kidding, I am going to train her, entirely because she looks like a terrible combat unit. What can I say training ups ests is fun, and sometime the whimsy of Kaga makes that extremely rewarding. Axebane looks really nice if the levels are heavily specific weapon themed, or there is a particularly dangerous Axe boss. Now the other one ...I really like the two new skills he has. Hurry is so minor, but I love the gameplay choice it gives you, to give-up your action for an extra point of move. Flourish looks kinda interesting for not only making it easier to feed kills, but also injury effects crippled chances somehow...I think... well having a higher injury rate, that you can reliably activate due to cooldown is kinda cool. The other skills of his are a little underwhelming, but he looks like an interesting unit. Now looking over the map I see a few things of interest first this random bag, perhaps this is what indicates a searchable space for Axel. Even if not it indicates some source of loot we will have to grab on this map. Also note two of the enemies are in some lava cast light Looks like the boss and his bodyguard...and the boss has Berserk. That is utterly terrifying before we have a means of recovering status. Also interesting to note is both of their weapons seem very depleted, the bodyguard's weapon is already yellowish and the Berserk orb is down to the last of 20 uses. Its nice that it only has 1 left, but 20 uses of Berserk seems absurd. Also its interesting to note that the bodyguard has a skill...that prevents cripple (and thus capture). Alright lets get things started with a story of poison and blackmail. Wow, what a dick. I mean if you really wanted to keep blackmailing this guy, nearly killing him seems like the kind of thing that might make your blackmail victim useless to you. Than again reneging on your bargain might have done that anyway. Seems the map is about to start. Also is Kaga really pulling the boss left his tome behind, so a subordinate has to go find it thing again? It was an interesting gimmick in FE4, and a silly joke in FE5, but this makes it seem a bit overdone. Than again lets give him the benefit of the doubt. and maybe he has added some twist to it. I guess we will see what we can do. I guess the units I deployed are acting as reinforcement then. I wonder how long I am going to have to wait for them. She must have keen eyes to see further into this fog of war than I can. Than again maybe she is just noticing the bosses in the back of the cave. ...Yeah I've seen enough of Ruby to know she isn't going to wait for the knights of Sinon. Lets see what we can do with just these two, as poor Arthur has to babysit the hot headed estish Ruby. Another boss kill/capture chapter. Now lets check out the tactical hints the right way. The most interesting part of this is that Fog of War effects the enemy as well, which is such a nice change from the normal Fire Emblem version (which should have been implemented earlier, as that is how Fog of War works in IS's other tactical series, the Advanced Wars games). Also the lack of any mention of torches is worrisome, and even the Scotopic skill they mention only adds one vision range, which is a bit disappointing. Alright onto the map. Now I could play it safely and sit here until my actual troops arrive, but that would be rather boring, and feels incredibly out of character for Ruby. Plus, much as I gave the game flack for reusing the missing tome thing, it does give me an incentive to move. Let's hurry might as well scout out the darkness with him. Well there are a couple of odd things going on here, first there is a brown tetris piece, and seconf there are two damage, and defense values separated by a slash, and I wonder what those both means. Also that is quite a few enemies for just these two Than again with their pathetic accuracy, Arthur is effectively enemy phasing, so this might not be so ba- ...I really have to deal with enemy Physic staffs in the darkness so early. So be it, and hopefully I can find a way to nab that sphere. If I have her strike first next turn she can grab the ki- ...or I can have staggeringly bad luck. ...1 short and all that effort healed off... I think we may be trapped in a bit of a quagmire until the Sinon knights arrive. Well that does give Ruby the opportunity to try that again with far better results. Also I think this is the first time I nabbed an image of the random skill growth. And that is Ruby's first kill. Well, Arthur can start chipping down another and just when things are starting to turn around Here come the knights of Sinon! And that seems like a dramatic place to cut things off. See you soon with the other half of the update!   Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 6, 2020 Author Share Posted April 6, 2020  Spoiler That is some impressive damage, and it easily sets up another Ruby kill. And with that counter we have Ruby kill number 3. I take for more pleasure from training terrible units than I probably should, but it is a lot of fun. I just noticed some of these guys have magic weapons...Oh, that is what the slash damage is isn't it, one side of the slash is the physical, and the other is the magic damage. Lets see if we can't nab one of those magic weapons for ourselves. Alas no dice, he gets the kill but not the loot. This is overkill, but if Volo pops this one we can start pressing forward into the darkness and we find a few interesting things as we reach our save turn, first the NPC that got crippled at the start of the map, another firebrand, and the source of the Darkmend (the enemy Physic). And reinforcements are coming from the rear and I have decided not to deal with them and instead Volo the problem. What is this luck I am having? There is another enemy archer emerging from the darkness, and Arthur gets a lucky block to make it tink (and shield skill boost is just icing on the cake) Now I try out Arthur's cooldown skill on the healer, hopefully it can injury this guy with high enough health that someone else can get the cripple and nab that Dark Mend, but it must have started depleted (not as much as the Berserk, but there is no way this guy has used it that many times). Next I have Ruby get the free capture on the brown? NPC unit, before some of those enemies get the idea of killing him. Sylvis is setting up another Ruby kill for next turn, but then things jump a bit off of the rails as after that hit Ruby needs to heal instead of nabbing the kill. Thankfully Leon has a vulnerary he can pass to her. Axel grabs a kill on the reinforcement Volo was fighting. I should have deathmatched this guy before, then again this let me feed some kills to Axel. Wait didn't they mention someone was going to get his orb at the beginning of the map? I wonder why they have this reminder now? That was a close call, so Ruby pulls back a little to Vulnerary up. Unfortunately that gives the healer the chance to pull back and heal the kill I setup for her. Volo keeps distracting reinforcements, and Leon goes after one of th- ...sigh Ouch, those magic weapons are kinda nasty. Lets see if I can get one of those ...Oh well I miss the cripple. Ruby should be able to move in and grab the kill next turn though. Volo and Axel are working well together, but he might need to search that bag on the map, and probably shouldn't be wasting that much time back here. Arthur then helps feed Adel the last bit of xp he needs to lev- ...well that was overkill. I think that was the first crit I have gotten as well. Oh right another underwhelming levelup. Is it even possible to gain more than one stat on levelup in this game? Oh that is an interesting take on the delayed tome gimmick, having another enemy carry it to him (that I can presumably take out en route). Ruby picks up that kill I left for her. Axel readies another potential kill for Ruby next turn, but Leon has discovered the boss's orb in the darkness. Again these magics all start so depleted, but I think its best that we deal with that now. Unfortunately the healer managed to burn through its last use of that Dark Mend, so Arthur chips ...and of course its the turn he burned through the last of that Physic equivalent that I cripple him. Oh well At least Ruby captures him for her first level. I am getting far too used to these single stat levelups, and this is adding even more evidence to the single stat only levels theory. This did mean that the kill Axel setup for her is still around, and it kills itself on Volo. Oh well, I might as well send him down to deathmatch the next reinforcement (as Axel is making a bee line for the bag). Now there is about a turn or two spend wandering into the darkness, finding nothing, and having Volo incinerate reinforcements when I finally notice the Iaido skill combos with Deathmatch. That just makes Volo even better. At this point I think its just the boss and his bodyguard, but that Berserk spell is kinda scaring me, especially with the range it has. Sylvis can go from outside its rang to attaking him, but all of my infantry will have to risk being berserk before they can get close enough to finish him off, and I don't want to deal with Berserk, but then I remember Fog of War effects the enemy too! I can position them in the fog just outside of enemy vision and THERE WAS ONE LAST ENEMY HIDING IN THE EXACT PLACE TO GIVE THE BERSERK MAGE VISION ON HIM. Well I guess we are committed now. The Berserk mage has already acted, so if I can get Sylvis to hit him now I can use my top initiative slot to drop him, but first Revenge! I have Adel use the throw action to avoid the possibility of a nasty magic counter for Leon to grab the kill, which lets Sylvis weaken the boss. Honestly his threats of never-ending fog of war maps sounds miserable 😛 . I end by getting everyone as close as they can, but as the new turn starts I take a long hard look at the map and initiative count. If I kill Disaad and end it here I will miss out on the bag, and some money from his bodyguard. I might regret this, but I go for the loot, and risk the horrors of Berserk. It looks like I didn't need Axel to search that spot, but it gets me some forge-able loot that I would have regretted missing. I guess I better brace myself for a Berser- ...the bodyguard not only took their top initiative slot, but did nothing. This act of staggering stupidity gives me 4 actions before the boss can act, so I nab the loot off the bodyguard. That is a little scary damage-wise, as if the enemy gets a counter off he will fall to 1 (or 4 if he activates a shield) hp (assuming I understand how this magic damage works) but Leon gets a good (well for single stat gains) levelup. Now time to finish this, as Adel has the best odds of ...he missed...I have one last action, and space to nab this kill before he Berserks me, but Ruby doesn't have the best of od- SHE HAS A UNIQUE BOSS QUOTE AGAINST HIM. I wasn't expecting it and missed a screenshot of the first line, but THIS IS AWESOME, I can't believe I just stumbled on this! Oh you will regret dismissing Ruby, as she is literally about to kill your ass. This is so perfect. I couldn't have planned that ending of the map better myself, and the accidental nature of it somehow feels more magical, almost fated. Although I suspect this means Arthur also has a battle quote with him. When next I play this map again I will have to check that. Seems we have not only saved the children, but foiled an evil Razian plot. I wonder if there are storyline consequences to not playing this optional map, like talk of the water supply being poisoned latter on. Entirely accurate in this case, Ruby not only captured the one who actually did the poisoning, but also took down the mastermind behind the plot Ha ha ha ah, Arthur may have the truth of the matter, but I like Ruby's spirit. Welcome aboard. Its a little odd they mention Reese when they haven't met him, but its great to get these two as recruits after that map without such fu- ...sigh, of course they become mercenaries. That's kinda disappointing, but I am getting used to this weird economy of buying troops. Now two more icons appear on that map, but they are red, unlike the green ones that unlocked the last two maps. Also one is labeled Ruby, and the other Arthur, so either this game has really easy to access character based bonus missions, or these are some kind of scenes that flesh out the characters. Actually the fact that they are red is making me worry that I may have done something wrong with that chapter. 3 ...Ok Fuck Clifford. You are a terrible father for trying to stomp all over Ruby's perfectly achievable dreams. You will see, she will be one of the greatest knights (or die trying...as this is still going to be ironman). I wonder what she was going to call him before she was cutoff. ...I guess Clifford has a trauma related reason for being a dream crushing jerk. Doesn't mean I am going to start liking this asshat, but it does make him a bit more redeemable. Well that took a turn for the slightly creepy. I know seeing something of a parent in a child is fairly common, but acting on that superficial similarity is kinda creepy, especially when it is the other parent that is doing so. On the one hand, you should remove toxic people from your life, even if they are family, but it is still kinda tragic that Clifford was awful enough to break the bonds of parent and child. Now onto the other scene, Dishonor (Arthur). So we have unnamed city kids bullying this Mark due to the gossiping of adults taken too far and too seriously by their children. Now the name of this scene makes it clear its related to Arthur, and with Mark as the only named character of the scene he must also be related to Arthur. Things are turning a bit nastier with this talk of traitor, and Arthur finally arrives as Mark's older brother. This a bit more chilling if you believe these kids are simply parroting the words of their parents. This is starting to sound like some witch hunt levels of mad paranoia. ...oh boy, that pause from Arthur speaks volumes. The pregnant pauses keep making this even more tragic. I wonder if we will learn the fate of Arthur's missing father. After that I don't seem to have any more maps until I Advance Chapter, but there is also a Monthly Report? What is that? Oh that's right I just captured a Razian healer from that map, before I exchange him for money, lets see if there is anything interesting I can do at the prison... ...doesn't look like it gets more interesting than that, so I just Ransom him away. That finishes up chapter one, and in the next update we will move onto chapter 2. Take care everyone.  Quote Link to comment Share on other sites More sharing options...
Saint Rubenio Posted April 8, 2020 Share Posted April 8, 2020 On 4/6/2020 at 4:32 AM, Eltosian Kadath said: That is utterly terrifying before we have a means of recovering status. Actually, this is an extremely kind way to introduce berserk. The boss only has one use, and the crippled guy has an item to cure berserk that you get when you capture him. I suppose you just didn't notice the item. On 4/6/2020 at 4:32 AM, Eltosian Kadath said: So be it, and hopefully I can find a way to nab that sphere. Even if you had managed to get it, it wouldn't have done much good. Darkmend is dark magic, and you won't get to use that kind of magic for a long, long time. On 4/6/2020 at 5:39 AM, Eltosian Kadath said: I take for more pleasure from training terrible units than I probably should, but it is a lot of fun. Preach. On 4/6/2020 at 5:39 AM, Eltosian Kadath said: another underwhelming levelup. Is it even possible to gain more than one stat on levelup in this game? It is, you've just been unlucky so far. On 4/6/2020 at 5:39 AM, Eltosian Kadath said: Oh that is an interesting take on the delayed tome gimmick, having another enemy carry it to him (that I can presumably take out en route). Yeah, it's not just played for laughs this time around. I mean, how many people have even seen the thing in FE5? Even if you're going for Saias, it's still better to make Ced nuke the boss and everyone around him and then rescue him off the gate to seize. On 4/6/2020 at 5:39 AM, Eltosian Kadath said: ...the bodyguard not only took their top initiative slot, but did nothing. Ahahahah... the wonders of AI priority. Yes, normally you can count on the stage boss moving last. It's pretty funny when things like this happen. On 4/6/2020 at 5:39 AM, Eltosian Kadath said: Although I suspect this means Arthur also has a battle quote with him. He does. On 3/30/2020 at 10:59 PM, Saint Rubenio said: I can't imagine you'd risk poisoning this whole area's water supply if you didn't have an antidote for yourself... So, where is it? Hand it over! Oh? You're a brave lad, seeking me out yourself... Come, then! Try and take it! Then you do have one! Excellent, that makes things easy... On 4/6/2020 at 5:39 AM, Eltosian Kadath said: Its a little odd they mention Reese when they haven't met him Huh... now that you mention it, that's true. I hadn't realized. Huh. How odd. Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 8, 2020 Author Share Posted April 8, 2020 4 hours ago, Saint Rubenio said: Actually, this is an extremely kind way to introduce berserk. The boss only has one use, and the crippled guy has an item to cure berserk that you get when you capture him. I suppose you just didn't notice the item. Yeah I noticed I got it, but I didn't notice what that did (thought it was some story related item at the time) until doing my equipment preps for chapter 2. Â 4 hours ago, Saint Rubenio said: Even if you had managed to get it, it wouldn't have done much good. Darkmend is dark magic, and you won't get to use that kind of magic for a long, long time. Well that makes losing it a bit easier. I figured the healing magic would all be one type, but I guess I was thinking too rigidly in Fire Emblem mechanics. Â 6 hours ago, Saint Rubenio said: Yeah, it's not just played for laughs this time around. I mean, how many people have even seen the thing in FE5? Even if you're going for Saias, it's still better to make Ced nuke the boss and everyone around him and then rescue him off the gate to seize. I have, but I am also the kinda person that kept a save on the Reinhardt chapter to see what it was like to play if you didn't use warp and rescue to cheese it. Â 5 hours ago, Saint Rubenio said: He does. Thanks for quoting Arthur's battle quote here. Did you get it on your LP? I have been avoiding it for the most part to try and remain as blind as I can. Â Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 27, 2020 Author Share Posted April 27, 2020 Oh boy it has far too long since I updated this. Alright lets start with the pre-battle stuff from chapter 2, with the chapter 2 map (probably in two parts) soon to follow. Spoiler In a case of paranoia before the chapter starts I hire Arthur and Ruby. If the map starts immediately after I start the next chapter, and this is when I need to hire them for the next map, I will be glad for my foresight, but if there is time to hire mercs before the chapter 2 map, well I only lost like 600ish. Now without further ado Chapter 2 - Well that's nice of them, making sure you are ready for it, and it wasn't a misclick. I think this comes up because of an option I activated in the menus about mercenary warnings. Volo was the hard choice here. That is a lot of money for one guy, but I am going to want his help on the side quests, as a poor mans replacement for Ward, just in case... I guess I could wait until after the main mission, but it wont make much of a difference unless his price drops afterwards, which I doubt. Early bandit chapter number two. At least one of the sidequests was something different from that. I hope this actually gives us our horses back, but I have the horrible feeling that it might not. I knew that guard was in on it. I hope there is some follow up with that, like the guard being arrest, or flees, or is killed... Well it sounds like we are about to have a map with obnoxiously hard to navigate mountain hexes, so it might be a good thing we are mostly dismounted. Horse thieving was a lot more serious of a crime than they imply here. I seem to remember back in the old west of the US horse thieving was a hanging offense, for how vital they were to survival. Ward even had that whole spiel about how vital they were to a knights survival, so I suspect it would be given similar treatment here. I really like how they go over the reasons the local troops haven't been able to deal with it, so Reese and Ward will have to. Of course its all that utterly incompetent king's fault that nothing has been done about them. So in the end Reese will deal with his mess personally. I do kinda like how our advisor character specifically states she is against violence. The NPC advisor has been a staple of Kaga's work, but in almost all other instances they have been particularly martial characters. Sorry to go into a bit of rigor, but we start with princess Nyna in the first game, who is calling for the formation of an army to reclaim her throne, and even held a dramatic last stand in the Sattelaview maps; we have Jagan retiring to an advisor in Mystery of the Emblem; for Genealogy we had the child tactician and knight-in-training Oifey for first generation, and draconic war hero advisor Lewyn/Holsety for the second; while Thracia had the clashing tacticians (and moral philosophies of) August and Dorius, even Tear Ring Saga had Eugen, former legendary knight forced into an NPC by horrific injuries. This shift to a domestic servant, who admits to not being violent leads to a different dynamic, and also emphasizes the shift in focus towards the town as a major element of the game. We shift back to a meeting with Volcens the Unready, with Duke Roswick trying to convince the incompetent to let Reese follow through with this plan. Reese has clearly made a political ally in the Duke (and of course the princess). To be fair to Volcens, there is some logic to this concern, but a bandit issue like this isn't the kind of thing you want to ignore for as long as they have. Ignoring the problem has clearly made it worse. If Herman had a suggestion for what forces could be spared to deal with these bandits instead I would give this a lot more weight. That would be kinda nice of them to compensate me for my mercenary costs, but It sounds like the king wont be paying off my mercenary costs. I kinda figured, but it would have been nice if it happened. Yikes, it seems we are being tested (or he is just trying to have an excuse to execute Reese). I can't tell if Volcens is trying to goad him into it, or wants the boy to humble himself. I am thinking this confirms it as a test which Reese obviously accepts. This means little coming from someone so spineless. Go fornicate with a festering bag of feces Padolf! We will be fine, and you should listen to sensible one, Herman. ...Its a little worrying that the only competent member of Volcens's advisors is volunteering for such a task, but it should prove unnecessary. Well it seems my worry over not having the chance to hire mercs before the map may be unfounded. Unless this is hinting at some cutscene ...well it seems like there are soon to be three scenes, but I do have free reign of the city, so my paranoia did end up costing me some gold. Lets start with "My Wife's Ring" ...sigh I hope this doesn't mean I have to deploy Elbert on the next map for anything. This kinda reminds me of the last sidequest, where the sister bumps into Arthur and Ruby on the street but it was an actual pickpocket who bumped into Savat instead of a band of roving protagonists. ...that is some extreme sentimental value being instilled in that ring. I am sorry for your loss Savat. That took a bit of a morbid turn. Lets hope this postmortem meeting is a long way off... Sounds like a convenient side objective for the next chapter. I kinda like this way of adding side objects, its more creative than the classic there is a chest and/or village you have to get to, and that tiny hint of story makes it all the more personal and impactful. Huh, does this mean there will be more complicated requests at the mercenary guild, like recover an item stolen by some named thief. I kinda doubt it, as there aren't consistent ways to acquire items other than having it drop on death, and dropping on death is functionally identical to the basic kill enemy objective given out by the guild. I think I missed an image of some of Elbert's dialogue here. Sorry. With that dealt with its time for the next of these scenes, Bounty Hunting ...I guess Ward wasn't with Reese when he was given the tour of the city. It just feels kinda strange for this to be Ward's first time in mercenaries guild. I mean he should have heard about it during the first sidequest map last chapter. I guess that is a fair question, given that same sidequest had common citizenry having a problem attracting mercenaries with their bounty. Thanks for the capitalism lesson mercenary guild. He start by describing the idea of multiple people pooling their capital to accomplish task they couldn't alone, and then emphasize how the lower supply of troops for peacekeeping increases the value of their still in demand services PMC mercenaries are performing. To keep the capitalism lesson going he is completely oblivious to how heartless his enthusiasm about the benefits he has seen as the result of such a tragedy emphasizing how much of a sociopath you have to be for success, especially when you are war profiteering. We do need the money after hiring all those mercs. I wonder how they prove its the right dead man. I guess I am about to speculate with some rhetorical questions, and an interesting followup question that comes to mind with it. Is there some magic based forensics they can rely on? Are there noncombat utility magics we simply don't hear about because this is a tactics game? Do they make the merc bring back the body for identification from the one that set the bounty? What happens if the body was too badly damaged or decayed? Do they have the mercs make sworn statements? What is the legal procedure, and penalties attached to making false sworn statements? I know there is no answer for any of these, but its interesting to think about. How convenient, another side objective to kill a specific miniboss, that you presumably have to go out of your way to take out. 50 kills doesn't sound unreasonable from a videogame perspective, but looking at it from a real life perspective, it sounds ridiculous that someone could kill 50 people before some action gets taken against them. ...Ok so people have tried to deal with him, they were just incompetent. That makes it sound like he is going to be a tough miniboss to deal with. Hopefully this means we can start using this bounty system to make some more money. Who knows maybe I can afford some furniture after some of these bounties. Hopefully I can get that extra money from capture, but who knows if I will actually manage it. Alright time for the last of these side objectives, with Neam Medicine. ...more plague side plots. I suppose sickness was historically the greatest killer in wars, and exploring such topics sounds like a very Kaga move, but it isn't helping with the listlessness this shelter in place order has brought on. There is the excuse for why this is a side objective on next map. Also nice use of word with antipyretics, had to look it up just to be sure, but its meaning was still clear from the context. I wonder what this side objective actually entails, as it isn't entirely clear. Will this just require we visit some location? Will I have to race a bandit to a village? Will I have to clear a bandit off of a visitable house? Will I have to visit triggering a fight (like the side objective on the first map, although that might have been a scripted battle...)? Will we have to use the search command on a special hex? I guess I will have to see. Alright that was the last of those side objective, now lets see what has changed in the town. Looks like the shops have been supplied with weapons on par with our starting equipment, which is nice. Speaking of which I see some spare Pilum, so I get some more, and it seems the supply is limited, as I could only buy one set of Pilum. Now looking at that inventory its time to get him a bag. I also buy a bow for Sherlock, as he has been stuck with the worse one we got off of an enemy. Just like the Pilum it was in limited supply, which is unfortunate. Just rounding out my checking of the shops. It looks like the Simurgh Down stays available, which is good. I still have enough ammo, and none of the materials would let me make anything, so I don't buy anything here. Next up ...+1 Move on a horse. I wish I could afford that. Maybe after a few bounties...Sigh, I may have spent too much on mercenaries. This is all I waste on food, mostly went for the cheapest stuff I could, as I am still dreaming of that horse, but I wanted a bit of buffs. I wish there was some hints in game for what foods buff what, that way I could make some informed decisions about it other than cost. Also sounds like more neutral responses to this food. I was kinda hoping that the bounties list would be opened up, but it only has the one he mentioned in his side objective talk with Ward. Now this is interesting, there are combat magics available, that no one can use. Surely we must be getting a combat mage (or more likely given this game a new expensive mage mercenary) sometime this chapter. Alright that looks like everything that changed in town, but before we get started with the map I buy Ruby a cheap horse. I want to keep giving her kills and the mobility of a mount will help a lot with that. Ah, so those side objectives we got in town are called Citizen Requests, and are listed in one of the menus. Its time to start this next map See you all next time with the actual map, so take care.  Quote Link to comment Share on other sites More sharing options...
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