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Zolias

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  • Favorite Fire Emblem Game
    Blazing Sword

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  1. Unfortunately, the creator of this hasn't been logged in for almost 3 years. I doubt this is going any farther.... Shame, since it was an interesting take on the game.
  2. Perhaps it's just me being in the more 'modern' age of Fire Emblem (Path of Radiance, Radiant Dawn, Awakening, Fates, Echoes, etc.), but I personally feel like the 'ultimate weapons' (which I'm assuming would be the Divine Seven, or eight if sword of sealing is included, and nine if Eckesachs, the diving weapon Zephiel wields, is also included, and ten if you include Erishkigal) should actually be unlimited use. I also don't know if it's within the game code availability, as well, but if they are unlimited use, they should also only be obtainable if you do not have one (EX: Don't have Maltet? You can acquire it. Have it? It cannot be obtained again until you somehow lose it. Had Aureola, but your unit that had it kicked the bucket? Guess what - you can reacquire it!) The exception to this is, obviously, Staves. Pretty sure the only legendary healing staff from Elibe did the same exact thing as Latona, but it'd probably be busted if you could use that every turn... perhaps if it was reduced to the healing power and range of a Fortify, and had the status cure, it could be feasibly less broken. Of course, I don't even know if there WAS a staff, because never played FE6 - I could check the site's data for the game, but feel like that'd be too much spoilers in case I do decide to someday play it lol Still, so far I'm enjoying it. Kinda don't like the poison increasing in potency as you progress through the game (Didn't raise up Gilliam too much during the 1st part's chapters, and he got poisoned when I decided to train in the Tower of Valni's first floor right after unlocking it, and was left on 8 HP when my turn came around. Poison damage killed him.) Also, if you do decide to keep the ramping poison, reduce the amount of units with poison weapons - went into chapter 9 (Ephraim Side), and there was at least 2 - 4 units that had poisoned weapons - I clearly remember a Poisoned Sword on a Cavalier and a Poisoned Lance on a Soldier. Pretty sure there were others, but I (by mere chance needing a Lightning tome for Natasha) went into the Armory at the preparations screen, and when I saw them, stocked up on Light Brands, so they were pretty negligible due to my sword wielders. I just really hope I don't see something like a Valaura... that'll probably annoy me lol EDIT: I also forgot to mention that I personally dislike the "I don't attack targets I can't hit" mechanic, as luring is a method often best used to help your team survive most outcomes, and I don't exactly know the mechanics of it vs. the Provoke skill (if a tank like Gilliam has it, and the creatures would deal 0 damage to him, would they still attack him?)
  3. For some strange reason, the game crashes every time I try to recruit Victoria...
  4. Still think it's up to 19... haven't heard anything from the TC for a while, I believe, so I'm not really sure what's going on; I've been waiting for a while for a new update, though maybe life has its way of interfering with our fun...?
  5. It's possible... very hard, but very possible, as well. Consider it as a war of attrition; bring lots of mages and long ranged units (anyone with Longbows and Nosferatu) to avoid being countered. It's not going to be a 1-turn wonder like in the original; this WILL take time.
  6. I had another idea... randomly came to me, as well. First off, it's the first one that has a 3-tier class system that also has a slight split at the 3rd tier depending on choices. By the way, I'm going to base it slightly off of a skill system for a FE fan game that I like. It involves a Personal Skill dependant on the character, a class skill for the tier 2 class, and (where things differ from the fan game), a tier 3 personal skill. None can be removed. Also, unlike most traditional games, 6 additional skill slots. However, this class cannot change classes to anything outside its line. So with that said, let's begin! Noble Thief - An ex-noble who's been stripped of his title for a crime he was falsely accused of due to his family's trade. Due to circumstances, he now runs a group of kind-hearted brigands that only plunder from the nobility that ruined his good name, and gives most back to the commoners (Similar to Robin Hood, if you know that story...) Weapon: Dagger (Max: A) Starting Level - 1 Stats (Growth%) - HP: 20 (40) Str: 5 (55) Mag: 1 (10) Skill: 4 (70) Spd: 7 (75) Def: 3 (35) Res: 4 (35) Move - 5 Personal Skill: Nimble Fingers - Can steal items (Your Spd > Target's Spd) and unequipped weapons (Your Speed/Str > Target's Spd/Weapon's Mt) from enemies. Can use lockpicks (item w/ durability) to open doors and chests. FoW Vision +4. Cannot steal anything bound to target (lock symbol marks if an item is bound like in FE10) SKILLS Lv 1 - Cover of Shadows: Less likely to be targeted; Avd +10 Lv 10 - Graceful Bypass: Able to pass through enemies unhindered; Spd & Skl +2 __Tier 2__ Noble Rogue Move: 6 Class-Specific Skill: Master Thief - Experience in the field hones one's senses and reflexes. *Halves requirements to steal (Item = Your Spd > Target's Spd/2; Weapon = Your Spd/Str > Target's Spd/Weapon's Mt/2), no longer requires lockpicks, FoW Vision +4 (additive to Nimble Fingers for a total of 8)* SKILLS Lv 5 - Lucky Find: Skill/2 chance of finding Red Gem; Skill/4 chance of finding Blue Gem, Skill/8 chance of finding White Gem upon defeating an enemy. (First checks for White; if no, checks for Blue; if no, finally checks for Red. Can only give 1 type of Gem per successful activation) Lv 15 - True Dagger Mastery: Damage using Daggers +5, Range using Daggers +1 __TIER 3A__ Treasure Hunter - Who would've thought there was more to this fight than earning your nobility back? After looking at your grandfather's prized Treasure Map, you find that the shackles of the nobility you so longed for were, in fact, hindering you from what you really wanted to do with your life: travel the world and discover all of the hidden wonders and treasures! (Move: 8) Class-Specific Skill: Ambidextrous Handling - Guarantees a double attack. If you would normally hit 2 times OR have a Brave Dagger/Final Prf Weapon Form, you'd hit 4 times. If you would normally hit 2 times AND have a Brave Dagger/Final Prf Weapon Form, you'd hit 6 times. If you'd hit 4-6 times, Attack is reduced by 1/2 during the last 2-4 hits SKILLS Lv 5 - Squared Triangular Offensive: Gain Weapon Advantage over Swords, Axes, Lances, Wind Magic, Fire Magic, and Lightning Magic. Lv 20 - Limit Seeker: Active - Skill/32 chance of obtaining a random stat-boosting item upon defeating an enemy Passive - Stat Cap +10 __TIER 3B__ Master Assassin - After signing away your will with a Fell Contract, you've gained power beyond your comprehension... however, was it worth it? (Move: 7) Class-Specific Skill: Soultaker - Active: Skill/2 chance of instantly felling an enemy. Passive: Recover 50% HP upon defeating an enemy. SKILLS Lv 5 - Unprepared - Enemy Avd & Hit -20% during combat; doesn't work on bosses Lv 20 - Breaking Human Limits: Stat Cap +10, Damage +5, Critical +10 Prf Weapon *UNBREAKABLE, BOUND* Noble Thief - Broken Dagger: 3 Mt, 100 Accuracy, 1 Range Noble Rogue - Gilded Razor: 5 Mt, 110 Accuracy, 5 Critical, 1 Range Master Assassin - Fellblade: 7 Mt, 110 Accuracy, 20 Critical, -1 Range (Counteracts the +1 Range of True Dagger Mastery) Special - Effective against Living Treasure Hunter - Blessed Twinblades: 12 Mt, 120 Accuracy, 10 Critical, 1-2 Range, Special - Effective against Infantry & Monsters I know it's unconventional, but I really do hope you all like it; it took a while to figure out some things, and while it does seem broken towards the end, just remember: That's 60 levels of experience to go through if you decide to get best results!
  7. I saw this, and was a little interested... problem is, I also tried downloading the 'optional save file' to unlock the Mario Kart stuff, but I got a 404 on the site.
  8. I found this about 4 days ago, and I've actually had the most amazing time... There are a few minor things that I think could make it better, though (just in my opinion, anyway): 1: Warp Staff availability before Ch. 11; maybe through a Shop...? (Dozla and L'arachel get themselves killed too easily fighting the monsters... specifically the damn Deathgoyle in the Southeastern corner). 2: Eirika's 3rd Tier class should be the non-legendary weapon version of that sprite (very minor, admittedly, but fits in perfectly with the theme she was running the entire game; I might be able to find you a link to a sprite sheet for that in a private message, if I can find one) EDIT: After finding 'the strongest sword in the game' as well as using an axe, I now understand why you used that sprite version. I take back what I said earlier; it fits better than I thought it would lol 3: Not sure if it's planned or not, but there should be 0 Might, 1-10 range Anima and Light Magic; especially due to Nosferatu's change, which I really like, btw (and to be fair, also available to enemies). Now I have potential suggestions (obviously, again, my opinion; only meant to give a helping hand): Not sure if you have anything available for Sniper/Assassin to 3rd tier into (I saw someone say earlier in the discussion that there's no 3rd tier for them), but I may have an idea if you don't have a plan already: Marksman and Whisper (got the idea from Radiant Dawn). Ephraim should follow suit with Eirika, having a specific class to go into when using a Guiding Ring; same for T3 (maybe T3 could be the original Sage look and call it Sage King or Archsage? Maybe could even do a non-hat Mage for his T2 and call it Mage Lord) ...that's basically it lol Highlights of my run so far (will keep it as Spoiler-Free as possible): Dragoon Gilliam: Best earliest personal trainer in the game for Tower of Valni Floor 1. T3 Seth: ...now it all makes sense! Assassin Colm + Summoner Ewan + Sniper Lute + Druid Neimi = What was the point of the Ballistas again? T2-3 Eirika & Ross (Guard Upgrade): My nostalgia demon was pleased. VERY pleased. All in all, with what I've seen so far, I just HAVE to give this a 10/10! Can't wait to see what happens to Myrrh... lmao I just have one small gripe about it: I actually just noticed that Druid gets Wary Fighter as a passive skill.... why? Is it because of its T3? That would be the only reason I could think of, but I still think it's a bad call...
  9. Nope, honestly never heard of 'em... I just thought that if I would make a game like this, there'd be no allies early on, so he'd need to, er... make some friends... lol
  10. I had an idea of a class I'd even thought of, especially if it could be put into a game of my own making (which I lack the knowledge of even doing so). It actually came about with the introduction of the Dread Fighter cameo in Fire Emblem: Awakening. I even came up with a promotion, as well... The initial idea of it is to be a Lord-type class, as well. Might as well try to make it like Fates, as well lol Dread Knight - Wields Swords and Tomes. Personal: Forced Recruitment - Can Capture. Luck% chance of a defeated enemy offering to join you regardless of if you have a prison or not (yes or no option). Lv 1: Battlefield Expertise - When fighting in a tactically advantageous location (Forest, Fort, Gate, Throne, etc.), EXP and Weapon EXP x1.5 Lv 10: Preferential Knowledge - When enemy is using sword or tome, Hit and Avoid +15, and Damage +2 Dreadlord - Wields Swords and Tomes (Dark included upon Promotion) Lv 5: Nox - Skill/2% chance of attack damage = Str + Mag /1.5 (Rounded Up) and recovering half the amount inflicted (if Nosferatu is equipped, Nosferatu's self-healing effect is ignored) Lv 15: Magical Weaponry - Swords gain +1 Range (uses Ragnell ranged animation for non-ranged swords) There's also 6 new weapons (3 pref. and 3 new Dark tomes) Shadowflare - Dark C Might: 5 Acc: 95 - Effective against Calvary Hellwind - Dark D Might: 4 Acc: 100 - Effective against non-dragon flying units Fellbolt - Dark B Might: 6 Acc: 90 - Effective against Dragon units Light Brand - Sword PRF. Range: 1-2 Might: 7 Acc: 95 - Damage = Mag + Might Runesword - Sword PRF. Range: 1 Might 5 Acc: 90 - Damage = Str + Might; recovers 1/4 damage inflicted Caelestis - Sword PRF. Range: 1-2 Might: 14 Acc: 80 - Damage = Str/Mag (whichever is highest) Vs. Enemy's Def/Res (whichever is lowest); effective against Monster units (Golems, Faceless, etc.) NOTE: When obtained, Light Brand and Runesword are lost (Meant to be forged together to create a new weapon) Well, that was my plan, anyway... lol
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