Mr. Mister

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About Mr. Mister

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    Stupid Questioner

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  • Favorite Fire Emblem Game
    Radiant Dawn


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  1. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    Speaking of Brave Lances, will you change 3-10's green unit Geoffrey's backup weapon (a brave lance he magically produces and gets to keep if he had no usuable weapon in his inventory by the end of 3-9) to an iron lance or such?
  2. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    That's kind of the point of the map and those reinforcements though, isn't it? To make you feel constantly ambushed and tire you out.
  3. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    Holy Meg on a peg, that's a reward allright. Knowing this will lead players to reconsider mid-battle wether to forgo routing the enemy in seize/escape/bosskill chapters, if they feel they aren't up to the task of doing so in time. Regarding the buyable stillness: while using it in 1-9 is indeed for clutchy cahias (or for lv20 ones who don't want to waste weapon uses), acquiring it is important if you plan to tackly 1-E very aggresibly.
  4. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    Yeah, BEXP rewards should also be added to the list of things to list in the OP/readme. What's the max turns for highest BEXP in 1-E? 13? IIRC that's the lowest I got in the latest public build while still grabbing all chest and stealable items, without BK nor Tormod.
  5. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    Wait, WTA/D Mt addition/substraction takes place before the effectiveness multiplyer? I didn't know that. You sure Alondark won't make it too hard to get BK killed in 1-9 by player negligence, unless two snipers get him? Another thing: since the addition of laguz to 1-8 improves it so much, will/did you add any (generic) beorc to the enemy ranks in 3-FoW and 3-13? I know you already expanded map data for 3-13, but I don't knownif you added laguz sympathizers as well (still looking forward to the 3-13 Archer character arch). Also, I've found the answer to my question myself - white dragon breath is a mag-based weapon type outside all triangles.
  6. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    Aww, I rather appreciated the boss’ scroll in 1-2 being steal-only - it forced you to have Sothe adjacent to him without the prepromotoe contributing to his death for at least an enemy phase, which was a cool incentive to optimize enemy clear order, and you had to think ahead if you wanted to LTC while also passing the longbow to Leo before the end of the map, as the latter is wound to end up helping Eddie stop the thieves from getting up the ledge. Where did you put the elite enemies in 1-7? I assume the knight guarding the gate will be one of them, promoting to general, also serving to introduce the enemy generic generals’ skills? Dark-based Alondite sounds dope AF; yeah, Ike will definitely want to use Ragnell (or is the latter still phys-based with internal type sword? Is there any internal weapon type in the game data that is mag-based while still outside all weapon triangles, like cards?)
  7. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    Besides reuniting them all in the main post, consider putting the “ +-Xper turn, +-Y per battle” in the in-game UI description of each laguz class (if you can fit both transformee and untransformed behaviour in there).
  8. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    Okay, I messed up really bad there... yeah, Adding nullify to the endgame version of bk sounds good, though the effective hammer could be argued is a failsafe for insufficiently strong ike. Tangentially related thought: Was the barrier in E-2 just one-tile thick? Of so, will Blessing get through it? And speaking of blessing, have you checked if you changing its range, which was shared with contact staves’, to 2 also changed Boon’s?
  9. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    There is no such thing in RD. There were items that did that in PoR, but consider that there were more effective weapons there, like longsword and poleaxes, the anti-laguz line, and that wyverns were vulnerable to bows and wind.
  10. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    While the black knight in parts 1 to 3 (and maybe the part 4 desert xhapter too, I don't remember) and the one in 5-2 are different units in the game's data, their class (Black Knight) is the same, so if the endgame bk is made non-armored for effectice damage purposes, the the part 1 blackie wouldn't be susceptible to the hammers I'm sure Dunal has placed strategicaly in 1-E.
  11. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    What’s your twitch username? I’d like to go see your run.i (EDIT: fond your youtube channel, but no RD in there.) Did you perchance send Leo to fetch the seraph robe, lik ein vanilla? Here it is actually more advantageous to send Eddie for it, and use Leo to counter the Fire mage on tunr one, IIRC.
  12. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    The thing with different AI to even-levelend and odd-leveled enemies sounds nifty, though personally I don't think RD, even in your ReDux, really needs to convery to the player if enemies do move a priori. It's rather safe to always assume enemies will move, unless they are specifically guarding very strategic tiles/passages. In 1-1 specifically, the midl confusion arises because the immovable enemies are moved from their vanilla positions: originally the boss and his lackey were each on an Escape tile, when in ReDux they are are not (but still blocking access to them), and the javelin soldier was in the Visit tile, while now he is to the left of it (to block passage towards the objective instead (also forcing you to use two units instead of just Nolan to block the enemies coming from behind him). Note that I agree with the repositionings and them remaining unmoving. Regarding 1-1 - Dunal, you considered making the first wave of reinforcements (the two dudes coming from the escape tiles) arrive one turn sooner, as I told you? I feel that even mildly decent players manage to complete this chapter (and the escape-with-everyone BEXP bonus requirement) the turn before they arrive.
  13. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    Aren't the only unmoving ch1 units the boss, his aide, and the one soldier near the door? They are all unmoving because they are blocking your way to the escape tiles, and in particular in vanilla the soldier is instead blocking the house.
  14. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    I really do recommend you change the difficulty's name itself to "Unsupported", and add to the description that the description with "Weapon Triangles, through which things like Dark Aura are accomplished, are hardcodedly disabled" to the description, so people know why it is unsupported/unbalanced in a mechanics-breaking way, and know why it's a bad idea to even try it for bragging rights. As for what to add to the FAQ, maybe add somewhere that "WTA/D between magic types/subtypes is tripled". And you could add an additional spoiler tab with a table/image listing which stats each laguz type keeps untransformed (and new transformed/untransformed skills, such as cats' Canto and doggos' Steal).
  15. Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)

    You should really rename the "Hard" difficulty (currently ReDux+) to "Unsupported", and only in its description explain it like "I'm not responsible for this; any harder ReDux difficulty I balance will be a separate patch". I''ve found the stream you meant, and yeaaaaaah, I think it's better I don't watch it in full as I know how the lack of WTA (and in parituclar of Dark Magic's aura) will have affected their impressions of it. Shame, but it really is kinda your fault for putting that description of ReDux+ in the first place.