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Hello, would someone like to help me a bit?


Mufanda
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So this is a rebalance hack I made for FE8. It started a bit as a joke because someone on another forum was talking about doing it. So I started making it as a joke on the side and was expecting the person that was making the hack to finish it with a much more refined and better version than I had made. The person never finished, and I managed to finish mine for the most part. But here is the thing, since I've been doing this, I've gotten a bit into modding/hacking Fire Emblem. So I was wondering if anyone would like to try it out.

At the very least, I'd like to get some tips on balancing and the like and see what people think of it. Mainly because now if I make a mod, I need to have an idea of how to balance a game well. So having a laid out story and the like from Sacred Stones could be pretty useful to have. The end result is that I'm going around to different areas asking people to give me some feedback on the game itself. I was recommended to come here for advice because I heard it was really active.

That said, could someone take a look at this and give me some advice to make it better? Now I want to refine it before I actually move on to other things. You know?

Here's the link (it said I couldn't attach ups files).

http://www.speedyshare.com/HK2CA/ScaredStones.ups

Thank you.

After I finish refining this, I'd like to learn more about the text editing (which I'll play around with more, one of the times I did it everyone's stats messed up as a result of it, I'll master it soon enough though).

I know I still have some stuff to refine though, like I need to fix Seth's, Innes', Franz's and Saleh's palette's. It's just not taking the utmost of priority right now.

Balance is the only thing I'm worried about... Or at least balance to the point that people understand what I'm going for.

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Okay. I think I can do that.

- Seth is no longer a Paladin and has been changed into a Cavalier. Thus the game cannot be soloed with him.

- Ally units were given alterations to base stats and growths but generally left in the same class.

-- I kept the trainees as trainees so as to not get rid of what they were meant to be from the base game, but gave them... Shall we say, more interesting stats.

-- Different dynamics were made for characters, Eirika became a mage slayer having higher base res and decent growths. Marisa became a tankier myrmidon while Joshua concentrates on never missing and killing people faster with his higher skill and strength and con (which allows him to use heavier weapons).

- Enemies have been given a higher leveling curve to encourage your characters actually coming closer to hitting 20/20 by endgame. (You'll have some of your team hit 20/20 so what a characters turns out to be kinda matters).

- Dancer class now has Canto and 6 base move instead of 5.

- Enemies all have distinctly higher levels than the original ensuring that the enemies have closer stats to your units in battle.

- Slight alternations to enemy formations to make the enemies less "cavalier everywhere."

- Enemies have been given more variety in weapons. Occasionally a brave weapon or two may be around, and slaying weapons on enemies are more common.

- Enemies have more competent stats (but not to the point that every enemy is merely a stat wall, that would be very boring). Male and female enemy units have differences between them outside of con. Females generally tend to be faster and have more resistance while males tend to have more hp and hit harder.

- Franz got turned into a soldier and can promote at level 10 into a Cavalier or a Wyvern Knight. (I still haven't fixed this event fully, but for now you'll have to promote him with a Knight's Crest).

- Innes was turned into an Archer.

- Some of the caps were changed around to make some classes more appealing. Assassin, Sniper etc.

- 1-2 range weapons were generally made heavier to encourage the usage of bows for physical long range attacks.

- Bows have more might to make them hit pretty powerfully.

- Saleh was turned into a Druid to give Eirika route a dark caster without having to use Ewan or wait for Knoll.

- Weapon ranks on weapons have been moved around such as Javelins and Hand Axes being C rank to prevent the abuse for freshly promoted units.

- Levels have been tweaked for usage on various routes. For instance, Marisa is level 8 in Eirika's route and then level 15 in Ephraim's route.

- Super Trainees have better caps so if you're into them they actually are worth having in some aspects.

- Shops and armories have better weapons during chapters than they do on the world map to encourage taking the time to purchase weapons during the chapter instead of just waiting until the world map.

- There is at least 1 stat booster item on each chapter for you to swipe which give thieves something to do on chapters even when there aren't treasure chest.

- The game was made under the impression that it is impossible to solo. I think I might have gotten it.

- Objectives were made to be followed. IE, "Survive" chapters are not so easy that you can simply destroy all of the enemies and move on. You'll concentrate on surviving instead.

Thanks for the advice on placing a log.

Edited by Mufanda
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Perhaps it'd be more sense to make Joshua the tankier one while Marisa the equal of assassination, since that's basically her job.

But whatever floats your boat. It's your modification.

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I did that more so from her Joshua support where she stated that she had Joshua at a slight disadvantage but could not land a decisive blow on him. Ultimately, having more defensive stats against an opponent in a duel would prove to be the more valuable there. Plus, she has an affinity of water/ice, so I decided to make her have stats that reflected that more. Instead of the original version where you have Marisa becoming essentially a weaker version of Joshua.

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I do love my self some FE8, and worked on some shitty rebalance/reskins hack shit my self. I am actually currently working on a kinda big reskin thing for FE8 right now, but thats not why I'm here. I'm here to suggest that mabey you could make it so theres more than just one playable wyvernn rider in the damn game? Cormag I beleive, was the games only option of a playable Wyvern Lord and that kinda was crap.

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I can only say that... it sounds like a standard fe8 rebalance hack. Doesn't sound amazing or thought provoking, but sounds fairly reasonable. Maybe screenshots of the more dramatic changes?

It's kind of standard I guess, I just wanted to push for something that got me a general idea for gameplay feedback more than anything else. I'd like to have some grasp of balance before I went off and decided to finish up an actual patch that changes things. It doesn't really do any good to make a cool hack if the gameplay sucks. I can't draw, and while I don't think my writing is god awful, I don't want to test what people's opinions are of it until I get some gameplay design for Fire Emblem under my belt. Otherwise, It's just a waste of everyone's time. I can honestly say that the most dramatic things is the fact that Franz can promote to Wyvern Knight or Cavalier, and Saleh is a druid. I guess I could show some of those pictures of enemies, but I guess it's not really spectacular enough...

I do love my self some FE8, and worked on some shitty rebalance/reskins hack shit my self. I am actually currently working on a kinda big reskin thing for FE8 right now, but thats not why I'm here. I'm here to suggest that mabey you could make it so theres more than just one playable wyvernn rider in the damn game? Cormag I beleive, was the games only option of a playable Wyvern Lord and that kinda was crap.

Franz can be one now if you choose to take him on a Wyvern Path rather than Cavalier.

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  • 3 weeks later...

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