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About TheUltimateChaos

  • Birthday 10/21/1996

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. Jotari's Super Fun Binding Blade Balance Patch

    I think that a good way to "get around" the problem with the Firebreaths is to change the animation for the Elfire one. It might not look as good, but at least it will be a lot better of what you currently have, and it will not break the battle animations too much. Also, to add more options, you could have Sophia have conversations with Zephiel and Jahn as well. I don't particulary like the character, but it would make sense since she is a half dragon. Probably something about realizing the fact, but feeling that she is just an abomination to their eyes. And since you did add Guinivere, I feel that Gale could have a change to be recruitable as well. His situation is a no-brainer, I think. Isn't there a way to skip all of the endings? As not make them not appear at all after the credits? Although, it most cases it doesn't really matter, since there is nothing else to do.
  2. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    Yeah, the thing about that is that it is a glitch in the vanilla game. Certain conditions (which I don't remember right now) make it happen. So yeah, you're better off trying something else at the moment. A example.
  3. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    Now that I didn't remember. Thanks.
  4. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    Probably, but using only the Short Axe made it harder since it meant that I wasn´t ORKO some of the mages, which made things a little bit more complicated (although, bruteforcing things in this chapter wasn't the best way either :p ). Also onto Ch. 22 Fenrir is supposed to have 9 MT, and Flux has 5MT, yet I'm doing 4 less damage. Which reminds me that there were instances of which a Steel Sword and a Steel Lance where doing the same damage to an enemy (holding a Bow/Tome), even though StS has 9MT and StL has 10MT. I also made sure that supports weren't affecting anything, and yeah it was the same. Haven't checked other instances for now. Overall though, it doesn't affect much of the gameplay (which has been really good), but are little things that I really do notice.
  5. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    Hey there, currently on Ch. 21 when I noticed this. It seems to have lost its 2 range, which is mostly sad, since the 2 range would come as useful in this chapter in particular.
  6. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    Oh boy, is been a while since I played this. Since I lost my last save, I will have a chance to play it again. I will wait to see the last patch done however, so I can enjoy to the fullest.
  7. Fire Emblem: Heaven's Bloom [v1.1 released!]

    So I just finished the game, and let me tell you, it was a wild ride. I played through hard mode and the progression of difficulty went pretty much as an ascending curve. It started nice, nothing too strange when it comes to hard modes: you had to think your moves properly or you would end up losing a unit, your common stuff. Then the mid-to-end game came and boy, thinking your moves wasn't enough, you really had to be careful because enemies actually had threatening hit rates with skills that added a lot to their damage, which meant that you couldn't rely on WTA and dodge-tanking to go through a chapter. And then the final chapter came, and the final boss had like many different ways to stay decently healthy while being a problem with its attacks as well (keeping it vague as to not spoil too much). Putting aside the things that had been already said, as in aesthetics and other stuff, the hack was pretty challenging and fun, while keeping it at a decent length. Once it has been revamped I would play this again to try the other promotions for the units and see how it changes. Really good job and hack m8.
  8. Fire Emblem: Heaven's Bloom [v1.1 released!]

    Now that I think about it, I may have come as a little rude. Sorry about that. Already made it to Ch. 14 and I'm having a good time with the game. While my units are strong, I still need to be careful because enemy units are also capable of the same things I have access to, which makes it more challenging.
  9. Fire Emblem: Heaven's Bloom [v1.1 released!]

    Currently playing Ch. 12. Pretty good game so far. Just commenting in that the 3 characters you receive in said chapter all have generic palettes. Also Felix's palette is kinda ugly. His GK promotion is ugly as well. General seems as the only decent one.
  10. FE8 rebalanced with stronger ennemies and unique weapons

    I don't really dig the whole instant S rank in Staves for Summoners. Personally, unless you don't care in having a little extra on your attacks, Staves don't offer to much since Latona isn't that impressive and you can probably make due with a few Mends and Restores. At the end, it would be better if it was at least an A rank so it could still give great utility from the get go while still having a choice.
  11. FE8 Mad Mode v 2.33

    Started to play this to see how it goes. 1. Does Eirika always have to have -3/-2 Str at all times? I gave here both Iron and a Slim Sword and the minus Str remains 2. Heal seems to show properly the 1-2 range, but it doesn't work at 2 range. 3. Bronze weapons still have their old description (Monster Slayers). Probably the effect too. Will keep checking things out if something else happens. EDIT: Colm came with really low stats (all by effects of minus). I restarted and it seems to have fixed the problem with both Colm and Eirika. EDIT2: The effect of the Bronze Weapons work properly. The chapter where you get Amelia in Eirika's side gets frozen after turn 11, preventing futher progression. Had to use a cheat so the turn count doesn't go higher than 10. EDIT3: The chapter with Innes has the same problem. This time I don't think I will apply the same treatment since I guess it has something to do with an Event with Marissa. So yeah...
  12. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    Report: Ch. 15 seems to have some little issues involving the event of the governor fleeing (which happened like 3 times in 3 turns), and something with the "last turn" of said chapter. Besides that, nothing gamebreaking. Ch. 16 went smoothly, no problems whatsoever. Ch. 17 doesn't seem to have any proble... wait a minute, what? So now I have a second tactician, which has no stats, came with a iron lance and has a E rank in dark and staves. Also getting her killed causes a game over. Right.
  13. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    Neat, thanks man, gonna continue playing then. EDIT: It now occurs at turn 7
  14. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    I restarted the chapter because at first it didn't do anything stading on the castle tiles, but when I did it again this time Cortez showed up. Don't now if it was something I did that fucked up the first time, but it doesn;t matter now. Thanks. EDIT: Ch. 14, after the second turn it seems to restart positions of all the enemy units while also makes Warren and co. go back to being green units. Sending save. OCA.sav
  15. Fire Emblem: Order of the Crimson Arm(FinalVersion1.0 out)

    So yeah, I reached the chapter against Cortez and I found some problems on the way. When you fight VS Warren the battle dialog is broken. At the start of the battle it seems to show the introductory part with the calendar and once you beat him it shows the part where Vlad and the other guy are talking (again, from the introduction to the chapter). But the biggest problem is this: In Ch. 11, not only does it show the wrong victory condition but Cortez never appears as it probably should. Right now I'm stuck, unable to continue because of this.