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A Simple FE7 Hack


HeroMaster47
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Well... the first attempt of hacking didn't go to well. So I've decided to completely rehaul and re-do this hack. It's going to be a little bit different, too. Much FE10 influence is to be had.

So, this now to be called "A rehauled FE7 hack" until I think of a good name for it.

[spoiler=Changes]-This hack is incorporating the AS hack that can be found in the hacking utilities thread pinned in this forum (so that means that this will play more like FE9/10/11).

-Emblem weapons are being incorporated into the main game as "Bronze" type weapons (but with crit)

-Because of both of the above, the majority of the weapons use their FE10 stats, or close to. I'll expand on this is the chapter-by-chapter changelog.

-I'm using modifications of growths that I made for an FE6 hack. They may not change characters much, or they may completely change them. These growths have been scientifically proven to be balanced. Lords have 330% total growths, 300% for regular characters, and 230% for pre-promotes.

-Base changing, mostly increases.

-Harder bosses and tougher enemies

-All classes use FE13 base stats (Monk uses priest bases, Bishops use modified Battle Cleric bases, Nomad uses modified Archer bases, Nomad Trooper uses Bow Knight bases)

-More enemy and weapon variety (haven't worked on this much though)

-Tutorial goes to die (problem: the end turn command doesn't appear in most prologue chapters. More annoying than anything. Just don't turn auto-end turn off.)

-Staff exp gain increase

-Most classes use their FE9 Caps (excluding any class not in FE9)

-Crit bonus is 20%, and Snipers get it.

-Armorknights get 5 MOV!

-Other various things revolving around classes.

I'll go more into specifics with the chapter-by-chapter change logs

[spoiler=Prologue]

-Lyn's stats: Only real change is bases. Growths total 330%. Do the math, it's true.

Lv.1 Lord

18 HP (70%)

5 Str (40%)

8 Skl (60%)

9 Spd (60%)

5 Luck (50%)

4 Def (20%)

2 Res (30%)

D-rank swords. Inventory: Emblem Sword, 2 Vulneraries

-Batta's stats:

Lv.2 Brigand

23HP

8 Str

3 Skl

6 Spd

1 Luck

3 Def (5 counting the gate bonus)

0 Res

Inventory: Emblem Axe

-Majority of Lyn's mode enemies use Emblem weapons, which I have stated are to be "Bronze" type weapons. They use the exact same stats as the bronze weapons from FE10

-Negative base enemies, just for the first few chapters only.

-Vulneraries. 8 Uses. 10HP.

-All 1st tier classes have E-rank(s) as their base weapon rank(s).

[spoiler=Chapter 1]

Sain's stats: Mostly unchanged, but I tried to make his growths suit his personality more, if you know what I'm saying.

Lv.1 Cavalier

20 HP (80%)

9 Str (65%)

5 Skl (25%)

7 Spd (40%)

6 Luck (45%)

6 Def (25%)

0 Res (15%)

E swords, D lances. Inventory: Emblem Sword & Spear

Kent's stats: Same deal as Sain, but he has quite good Res. I think he counterparts Sain very well with these stats.

Lv.1 Cavalier

20HP (75%)

7 Str (40%)

9 Skl (60%)

8 Spd (50%)

4 Luck (15%)

6 Def (25%)

4 Res (35%)

D swords, E lances. Inventory: Same as Sain's, but with added vulnerary.

Zugu's stats:

Lv.4 Brigand

26HP

9 Str

5 Skl

8 Spd

3 Luck

4 Def

0 Res

E axes. Inventory: Emblem axe

[spoiler=Chapter 2]

Glass' stats:

Lv.4 Mercenary

24HP

6 Str

10 Skl

9 Spd

3 Luck

5 Def (7 counting the throne bonus)

0 Res

D swords. Inventory: Iron Sword

-Pointless trivia time! The NPC bishop is now a Monk. Why? Because any normal bishop would be able to destroy Glass, but certainly not a Monk!

-Mani Katti has a -1 Mt nerf, and 50 uses

-Iron weapons use their FE10 stats (that means they are D-rank), but lances & axes have -5/10 hit from those stats.

[spoiler=Chapter 3]

-Florina's stats: I want to make her the middle of the Pegasus knights, not as fast as Fiora, but not as tank-ish as Farina will be.

Lv.1 Pegaus Knight

21HP (60%)

5 Str (40%)

9 Skl (50%)

10 Spd (55%)

8 Luck (45%)

6 Def (20%)

6 Res (30%)

E lances. Inventory: Slim lance, vulnerary.

-Wil's stats: 1 goal: make him not suck. Hopefully it worked

Lv.2 Archer

20HP (75%)

8 Str (50%)

9 Skl (60%)

7 Spd (45%)

4 Luck (25%)

6 Def (30%)

0 Res (15%)

E bows. Inventory: Emblem bow

-Migal's stats:

Lv.6 Brigand

28HP

10 Str

6 Skl

10 Spd

3 Luck

6 Def

0 Res

D axes. Inventory: Iron Axe

-Armory sells Emblem swords & lances

[spoiler=Chapter 4]-Enemies are Lv.2-3

Dorcas' stats: Dorcas is going to be the more tanky of the 2 fighters. Also has high skill to counterpart Bartre.

Lv.3 Fighter

30HP (85%)

8 Str (45%)

10 Skl (55%)

7 Spd (35%)

4 Luck (30%)

7 Def (35%)

1 Res (15%)

E axes. Inventory: Emblem axe, vulnerary

Carjiga's stats:

Lv.8 Brigand

31HP

12 Str

8 Skl

10 Spd

4 Luck

8 Def

0 Res

D axes. Inventory: Iron axe

[spoiler=Chapter 5]-Enemies are Lv.2-4

-Serra's stats: Pretty much the same, just base increases. Make sure you protect her if you plan to use her, though.

Lv.1 Cleric

17HP (60%)

5 Mag (50%)

5 Skl (30%)

9 Spd (45%)

7 Luck (50%)

3 Def (10%)

7 Res (55%)

E staves. Inventory: Heal, vulnerary

Erk's stats: He doesn't suck now.

Lv.1 Mage

19HP (65%)

7 Mag (50%)

7 Skl (55%)

8 Spd (50%)

5 Luck (25%)

3 Def (20%)

5 Res (35%)

E anima. Inventory: Fire tome

Bug's stats:

Lv.9 Brigand

32HP

13 Str

7 Skl

11 Spd

0 Luck

9 Def

5 Res

D axes. Inventory: Hand axe

-Armory sells Javelins, Hand axes and Wind swords

-Wind sword & light brand run of def instead of res. Ranged weapons have same stats as FE10, take 5/10 hit. Wind sword has wind edge stats, Light brand has storm sword stats.

[spoiler=Chapter 6]-Enemies are Lv.4-5

-Rath's stats: Rath is has buffed bases now so that when he returns you might actually consider using him

Lv.7 Nomad

26HP (80%)

9 Str (45%)

14 Skl (60%)

13 Spd (45%)

6 Luck (25%)

8 Def (30%)

2 Res (15%)

D bows. Inventory: Short Bow, vulnerary

Matt's stats: needed large base buffs so that he can do something combat-wise

Lv.2 Thief

19HP (65%)

6 Str (35%)

8 Skl (45%)

11 Spd (70%)

5 Luck (35%)

4 Def (20%)

2 Res (30%)

E swords. Inventory: Emblem blade, lockpick

Bool's stats:

Lv. 8 Knight

27HP

12 Str

10 Skl

5 Spd

1 Luck

12 Def

5 Res

Inventory: Javelin

[spoiler=Chapter 7]-Enemies are Lv. 4-6

-Nils is completely unchanged

-Lucius' stats: Pretty much the same, but with less shit base Def and Luck

Lv.3 Monk

18HP (60%)

8 Mag (55%)

7 Skl (50%)

10 Spd (40%)

4 Luck (20%)

3 Def (15%)

7 Res (60%)

E light. Inventory: Lightning tome

Heintz's stats:

Lv.7 Shaman

26HP

8 Mag

8 Skl

11 Spd

3 Luck

6 Def (8, if you count the gate bonus)

6 Res

[spoiler=Chapter 7x]-Enemies are Lv.5-6

-Beyard's stats:

Lv.9 Mercenary

27HP

9 Str

14 Skl

12 Spd

6 Luck

8 Def

6 Res

C swords. Inventory: Lancereaver

[spoiler=Chapter 8]-Enemies are Lv.5-7

-Yogi's stats:

Lv.12 Knight

30HP

12 Str

12 Skl

7 Spd

7 Luck

14 Def

5 Res

C lances. Inventory: Axereaver

[spoiler=Chapter 9]-Enemies are Lv.6-8

-Wallace's stats: May be a viable option to go for over Geitz. Wallace is really good, and one of your only ways to do a lot of damage Lundgren. Wallace's res is abysmal though

Lv.17 Knight

33HP (95%)

16 Str (55%)

13 Skl (40%)

7 Spd (25%)

10 Luck (15%)

17 Def (65%)

3 Res (5%)

B rank Lances. Inventory: Iron lance, Emblem axe, Earth seal, vulnerary

-Eagler's stats:

Lv.1 Paladin

32HP

13 Str

11 Skl

10 Spd

2 Luck

12 Def (14 counting gate bonus)

7 Res

C swords, A lances, C axes. Inventory: Javelin, Hand axe

Paladin (M) caps & promo gains: FE9 Caps. 26Str/26Skl/27Spd/27Def/25Res, +3HP, +2 Str, +2 Skl,+2 Spd, +2 Def, +3 Res, E axes

[spoiler=Chapter 10]-Enemies are Lv.7-9

-Lundgren's stats:

Lv.3 General

42HP

15 Str

12 Skl

7 Spd

6 Luck

15 Def (17 counting gate bonus)

7 Res

A lances,A axes. Inventory: Short Spear

General caps & promo gains: FE9 Caps. 29Str/27Skl/24Spd/30Def/25Res, +4 HP, +1 Str, +2 Skl, +3 Spd, +1 Def, +4 Res, E axes

Edited by HeroMaster47
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Sages seem superior to Druids in every way now. They're basically Druids with an Anima rank. Not only did Canas lose an earlier Luna, he also didn't get anything in compensation. I agree with taking Dark away from Athos, but I don't think the Luna nerf was necessary.

Can you also give more specific details as to how you changed stats?

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Sages seem superior to Druids in every way now. They're basically Druids with an Anima rank. Not only did Canas lose an earlier Luna, he also didn't get anything in compensation. I agree with taking Dark away from Athos, but I don't think the Luna nerf was necessary.

Can you also give more specific details as to how you changed stats?

I see what you're saying with the sages, but I do want the player to get more use from dark magic instead of just Canas, since it is very underutilised for the player. I wanted to nerf Luna because of the final chapter, and Canas gets buffed everywhere, so I don't think not having instant Luna is too bad. he gets instant Fenrir instead!

For the stats, what stats are you referring to? Anyway, screenshots of changes will be up shortly

EDIT: Forgot to mention that Druids get Anima, oops...

EDIT2: I suck. What's the code-thing for spoilers?

Edited by HeroMaster47
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For the magic swords, I think you need to go to the item editor and change the "Weapon Ability 1" from 0x41 to 0x01 - Weapon. That SHOULD change the way it works, although flavourfully it's silly that magic hits defense and that a Druid's Nosferatu hurts a General twice as much as an equally powerful warrior using a sword's magic.

Code thingy for spoilers is [*spoiler=spoilertitle] then

without the *

[spoiler=now comments on individual stuff]Decreasing weight is... uh... do you really want to make EVERYONE on your team able to double opponents while they can't double you? seriously you might as well just make all enemies armour knights or something.

I don't like how you've added uses for a lot of things like Vulneraries (wtf) and the swords. It takes away some of the strategic elements of the game if you don't have to worry as much about monitoring your gold and items when they last so long. Also vulns are now op early game.

Is there any need to make Short Bow short range? It goes against the fundamental abilities of the archer to attack at close range (also if you do that you should nerf the bow itself). Like, I put it in, but that's because I really wanted a Nomad to be a boss and that doesn't work without a short-range bow.

Luna kinda sucks at 60 hit because you can't use it to kill the dragon anymore.

Why do bishops get anima. just. what. giving everyone tonnes of different magic available also cuts down on the strategic elements of the game because you now just pick outright better-stats guys and don't even need to think about adding an extra mage to balance out the team. (PS. if you give male sages dark magic, you might need to edit Canas and Pent's supports)

why does assassin move as far as horse?

Edited by Ninja Caterpie
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For the magic swords, I think you need to go to the item editor and change the "Weapon Ability 1" from 0x41 to 0x01 - Weapon. That SHOULD change the way it works, although flavourfully it's silly that magic hits defense and that a Druid's Nosferatu hurts a General twice as much as an equally powerful warrior using a sword's magic.

Code thingy for spoilers is [*spoiler=spoilertitle] then

without the *

[spoiler=now comments on individual stuff]Decreasing weight is... uh... do you really want to make EVERYONE on your team able to double opponents while they can't double you? seriously you might as well just make all enemies armour knights or something.

I don't like how you've added uses for a lot of things like Vulneraries (wtf) and the swords. It takes away some of the strategic elements of the game if you don't have to worry as much about monitoring your gold and items when they last so long. Also vulns are now op early game.

Is there any need to make Short Bow short range? It goes against the fundamental abilities of the archer to attack at close range (also if you do that you should nerf the bow itself). Like, I put it in, but that's because I really wanted a Nomad to be a boss and that doesn't work without a short-range bow.

Luna kinda sucks at 60 hit because you can't use it to kill the dragon anymore.

Why do bishops get anima. just. what. giving everyone tonnes of different magic available also cuts down on the strategic elements of the game because you now just pick outright better-stats guys and don't even need to think about adding an extra mage to balance out the team. (PS. if you give male sages dark magic, you might need to edit Canas and Pent's supports)

why does assassin move as far as horse?

-I can understand your problem with increasing vulns, weapon uses and weight drops, it can remove some strategic elements, but on the flipside - weapons are more expensive with more uses (but i honestly think it doesn't matter since this game hands out money like candy IMO, I have usually have about 15-20k of Gold by Chapter 19 when the first secret shops come around) It's all still up for change anyway and nothing is set in stone. Maybe leave HP recovery at 10 and give them 5 uses? And, the weight drops aren't too huge, just 1-2 for most weapons.

-For the magic swords, i want them to be more like the wind edge and storm sword in FE10, since they're becoming more common. Maybe I'll leave the Runesword as it is and only change the Wind Sword and Light Brand? These swords are getting Mt decreases anyway because of the whole def targeting thing and them becoming more common.

-Many other hacks have the short bow as a 1-2 range weapon. It's like that so that archers aren't walking targets in EPs. Maybe and Archer-Sniper lock or something?

-That's the whole idea of decreasing Luna's hit, no cheaping out on the final boss!

-I do understand the giving out of different magic types. Most of that stuff is based on FE8, but the bishops may have anima removed in the future.

-Why not? You haven't provided an argument about if it's game-breaking/unbalanced or not.

I can't stress this enough: everything in this hack is not set in stone and can be viable for change in the future. Some ideas i'll probably just set up poll for, since that a good way of seeing what people like and dislike.

EDIT: I did trial the magic swords with Wep Ability 1 as Weapon before, but the only issue is the long-range crit rate, as i am unsure if there is an animation for that

Edited by HeroMaster47
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For Sages with two magic types, it's a fairly decent idea but I'd suggest giving both genders Light/Anima or reversing it, that way it's a cool incentive to use Nino!

Oh and 7 MOV Assassins sound awesome!

Edited by CrashGordon94
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For Sages with two magic types, it's a fairly decent idea but I'd suggest giving both genders Light/Anima or reversing it, that way it's a cool incentive to use Nino!

Reversing it might not be a bad idea actually, definetly a cool incentive to use Nino

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By changes in caps, do you mean that raven's speed can actually end up as high as it should? And can you make it so that there's room for Jaffar to get strength-blessed? (Increase his growth rate and cap, please)

Also, thank you for ruining Kent's strength stat. But, then again, you made up for it by increasing Sain's defense+Dorcas' speed. Now if only you could increase Bartre's speed base/growth....

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Oh, just another quick thought, how about changing Wallace's Knight Crest into an Earth Seal? Kent and Sain can still do the broken LHM promotion thing but then it's not something that's EXCLUSIVE to them, since the others could take it too.

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Oh, just another quick thought, how about changing Wallace's Knight Crest into an Earth Seal? Kent and Sain can still do the broken LHM promotion thing but then it's not something that's EXCLUSIVE to them, since the others could take it too.

also why not make earth seals usable by thieves and pirates

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Current version v0.1 (Only up to Chap. 20E)

-Large decreases in weight for most, if not all weapons

I like this, but, as other posters have said, this makes all your allies able to double really, really easily, unless all of the generic enemies will also have speed increases to make up for it.

-Weapons have increased uses (Iron weps have 50, Steel 35, Silver & Killer 25, etc.)

I think Killers and special (slayers, reavers) weapons should have 20 uses because of their special nature, but that's just me.

-Steel Axe is D rank

Awesome.

-Con boosts for some characters (Peg knights, female characters)

Nino's not getting weighed down by every tome anymore? :D

-Stat cap changes

I personally would like to see these in more detail.

-Magic swords are far more common (because it's not fair that swords don't really get represented in the ranged department)

This seems like a cool idea. Are you going to make the Wind Sword more available as well?

-Short bow is 1-2 range

Just be careful about the Nomad Trooper glitch. I suggest you give it the Wo Dao lock and give Archers/Snipers access to it that way it's exclusive.

-Luna is now A rank and has 60 hit, all other dark tomes have had weapon rank decreases

Someone finally nerfed Luna! I love me some broken Luna, but now it's not about OHKOing the Dragon anymore~

-Athos cannot use dark magic

The final boss is more challenging! Yay!

-Fortify is the S-rank staff

I don't really see any issues with this. Makes S-ranking staves have a point now.

-Bishops can use Anima, Valkyries get light magic, male sages get dark magic (so dark magic isn't basically Prf for Canas anymore), female sages get light magic and Druids get anima

I personally would make it consistent throughout the classes. I wouldn't give Sages dark because that makes Canas obsolete, since Sages are better than Druids naturally. I have no qualms with the other additions you've made.

-Snipers get a crit bonus, crit bonus is now +20

Cool.

-Enemies have gotten considerable buffs (especially in Lyn mode) and all class growth rates have been given a +10% bonus

Oh, okay. Here's where the bonuses have been given. I wonder if this will allow most enemies to not be doubled since weapon weight's been decreased and CON has been increased.

-Some characters have had slight growth modification (e.g. Rath's def growth isn't shit anymore)

Sounds good to me.

-All bosses have been buffed minorly (Mostly just +1 & 2s to all stats, but will change depending on boss)

I like this.

-Fell Contract appears far, far earlier, Assassins have 7 MOV

YES! Thank you! I hated having L20 thieves running around while some of my team was approaching 20/20.

-Vulneraries have 8 uses and heal 15 HP, Pure Water and Antitoxins have 7 uses, Torches have 10 uses

This sounds interesting. I like the idea.

-S-rank weapons have infinite uses

I mean, they're only around for one chapter so it makes sense.

An actual balance hack that seems balanced? I'm shocked. My comments on individual things are in bold.

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Isn't giving S Rank weapons infinite uses going to plummet their value? Without the S Rank weapons funds rank will become far, far harder to meet.

Also pathetic attempt to balance Wil out. His boosts are barely even bigger than Sain/Kent's.

"-Short bow is 1-2 range"

Lame idea.

"-Bishops can use Anima, Valkyries get light magic, male sages get dark magic (so dark magic isn't basically Prf for Canas anymore), female sages get light magic and Druids get anima"

you would also need to put work into balancing out the different magic types since currently light and dark magic will be as relevant for Sages as nipples on the Batsuit

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@Steel Axe is D rank

Why? Why not make all the steel weapons be E-rank? Now promoted characters such as Florina and Dorcas aren't stuck with dinky Iron in their new weapon types.

@Short bow is 1-2 range.

I know you're not the first (or probably the last) to suggest this, but it still pains me every time I see this. Longbows. Make less sucky and more available. Now Archers are more specialized in ranged combat, which is more interesting than trying to cover up their class weakness.

@Luna is now A rank and has 60 hit, all other dark tomes have had weapon rank decreases. Athos cannot use dark magic.

Make the Fire Dragon have 40 attack. Now Athos can only deliver the final blow. Keep Luna's hit high. Reduce the crit if boss OHKOing is such a major concern. I didn't consider Canas broken even with the old Luna.

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I agree with making the Short Bow 1-2 range, as right now it is really just a slightly worse Iron Bow, but archers need much more than that in order to be viable. Try giving every other bow 2-3 range, with the Longbow having 2-4. It would make them more useful on enemy phase as well, because bow users could no longer be reliably countered by any random Javelin or Hand Axe user.

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I agree with making the Short Bow 1-2 range, as right now it is really just a slightly worse Iron Bow, but archers need much more than that in order to be viable. Try giving every other bow 2-3 range, with the Longbow having 2-4. It would make them more useful on enemy phase as well, because bow users could no longer be reliably countered by any random Javelin or Hand Axe user.

cool idea

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Why'd you nerf Kent and Florina's strength growths? Admittedly, it's only by 5%, but Kent and Florina already have a 40% strength growth. They don't need their strength growth to get any lower. :/

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just remember

going from level 1 to level 20/20 (39 levels but i'm just gonna count it as 40) with a 5% growth difference results in 2 points difference

10% = 4 points

15% = 6 points (possibly substantial)

so basically anything short of 15% is negligible

this is not a very significant change

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Well, that much is true. I guess I just don't see the point in nerfing people with 40% strength growth in the first place.

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I think it would be good if you could reduce the cost of the Ocean Seals and Fell Contracts to 10,000 to make Dart and the thieves promotions viable in terms of the funds rank. Though in order to preserve the funds(for ranked runs) the player can get you should probably up the value of the Iron Rune and Delphi Shield to 45,000 and 50,000 gold.

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@Steel Axe is D rank

Why? Why not make all the steel weapons be E-rank? Now promoted characters such as Florina and Dorcas aren't stuck with dinky Iron in their new weapon types.

Because it's pointless to make Iron AND Steel have the same weapon ranks. Makes Iron obsolete for most characters because they'd instead go for the higher MT. Steel is the next level up from Iron; it's only natural that it is D rank.

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just remember

going from level 1 to level 20/20 (39 levels but i'm just gonna count it as 40) with a 5% growth difference results in 2 points difference

10% = 4 points

15% = 6 points (possibly substantial)

so basically anything short of 15% is negligible

this is not a very significant change

First of, i have got a lot to comment on.

Cam, I don't want to fuck around with the stats too much. I'm just slightly modifying them so that crappy characters aren't that crappy anymore (example: Erk's all around buff. It's an attempt to make him a little better, but not by too much)

IMPORTANT: I've decided to not give Bishops anima, Assassins keep the 7 MOV, and Vulneraries, Pure water and antitoxins are having their uses decreased to 5, and Nino gets dark magic, Pent & Erk have light

@I don't play for turns: Everything you asked for has been done. Heroes have a 28 speed cap, Jaffar has had a minor increase in Str, and Assassins now have 23Str/22Def/22/Res caps. Bartre's speed growth is fine as it is, but his base has been increased.

@CrashGordon94: sure, that seems fine.

@Cyron: Considering that I'm giving out a Fell Contract in Chap. 13, it seems to be not necessary for theives, and it would make the ocean seal redundant if i gave pirates use of the earth seal

@Laurence Oliver: I'm only giving Nino dark magic. Erk and Pent get light magic. And yes, Nino isn't going to be weighed down by everything now. The same goes for Florina and basically all other female characters.

EXACTLY! It is pointless to have iron and steel weapons the same rank, that's why the steel axe is D rank.

@Jubby: I'm removing the 1-2 range feature of the short bow. It'll be like a slim bow - Higher hit, less mt, more crit and i'm going to decrease it's rank and weapon exp it gives out

@Anouleth: What value do S-rank weapons have? They're only around for 1 chapter, and if you're saying it's bad because it's harder to meet the funds rank? What logic does that have?

Also, I'm REMOVING the 1-2 range feature of the short bow

Balance may be in order, but i'll see how it plays when i alpha test it

Will's stat increases are only meant to be minor. Everyone's stat changes are only meant to be minor except for Marcus' big nerf

@Gryz: All promoted classes with a second and/or third weapon will have base D rank in it. Also, why would I want Athos to deliver the final blow to the dragon? Shouldn't it go to whoever I like? Although, the crit reduction might not be a bad idea...

@GreatEclipse: for now, the bows range stays as it is, but it may change later

@Folgore Yellow: 5% isn't really that big of a decrease. From I've played, they barely change at all like my Kent being retarded and having more strength than skill

@arvilino: I am going to be decreasing the value of Fell contracts and ocean seals, but i don't really care for ranked runs anyway. Besides, it seems to be very easy to get a 5-star funds rank for me.

I don't think i missed anything. Hopefully

EDIT: I am considering to include the Halberdier class into this hack, and making a playable soldier. Thoughts on this idea?

Edited by HeroMaster47
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@Anouleth: What value do S-rank weapons have? They're only around for 1 chapter, and if you're saying it's bad because it's harder to meet the funds rank? What logic does that have?

Because the ranking system will no longer work. I think the ranking system is a great addition to FE7, and to screw it up would be a mistake

Will's stat increases are only meant to be minor. Everyone's stat changes are only meant to be minor except for Marcus' big nerf

Then it's not a balance patch. Minor changes are insufficient to balance FE7 since FE7 has major balance issues.

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Because the ranking system will no longer work. I think the ranking system is a great addition to FE7, and to screw it up would be a mistake

Then it's not a balance patch. Minor changes are insufficient to balance FE7 since FE7 has major balance issues.

I don't want this to be a balance patch, that's just how it is for now, nor do I want to majorly change the stats because most of them are fine.

Ok, I understand the S-rank problem now. I don't pay attention to the rankings much, so I didn't know this would effect that. It'll be changed so they have 35 uses instead. Doest that sound fair?

EDIT: Durandal, Armads, Sol Katti and Aureola have no worth, so they shall keep infinite uses

Edited by HeroMaster47
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@CrashGordon94: sure, that seems fine.

Cool!

@Jubby: I'm removing the 1-2 range feature of the short bow. It'll be like a slim bow - Higher hit, less mt, more crit and i'm going to decrease it's rank and weapon exp it gives out

Aw man, I was looking forward to that! :sob:

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