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Mr. Mister

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Everything posted by Mr. Mister

  1. Before this patch I sent her with all the tomes the DB wouldn't be able to use (the meteor, the two or three Boltings, the Arcthunder which Ily didn't even rank up to in time,an Arcfire maybe though I might be making that up). But with her gaininig anima at Thaumaturge now, I might hold onto some of these. Here's an idea for you, Dunal: A knife/dagger (your choice which) that gives a small Str bonus so that you might be able to steal something that's juuuuuuuust one or two points too heavy otherwise.
  2. Did you fix the missing hidden dragon fang in, what was it, 1-7? Random fun fact: I find it is now preferable to send Eddie to get the seraph robe at the first house in 1-1 instead of Leo, who I prefer to place in front of the box to be in range of the seer and outside the fighter's. This way Eddie can wear the robe the turn he spends getting back, since Wrath makes him the best candidate for early-game usage, besides arguibly Miky. And BTW, where in the iso are the descriptions?
  3. Aww, the whole magic triangle and subtriangle is gone? I can see how omnimage micaiah could make too much use of it, but it kinda gave more depth to seers having access to light magic (which at medium level works similarly to fire magic, without the effective damage), and made enemy scholars harder to take out without using light magic and without exposing a light user to enemy anima magic afterwards. It also gives Mist an edge against strategists and storm swords an edge against thunder knights. Couldn't it suffice with removing the advantage of dark over anima, but keep light's over dark, anima's over light, and the anima subtriangle? This way Miki isn't that effective against multielemental groups of anima sages, and Miki beware of holding Carreau while in Purge range in 1-7. Maybe remove anima's advantage over light too if you want, since the only dangerous bishops are those with Resire anway. As per the obfuscartion of info... how big can you make the textbox for the "Weapon Level" description in units' stats? Can you fit the WTA/Ds there? I know you can make separate lines in a single textbox, or at leas tiron weaponry does. Also, can any of you start RD in Dolphin using the software renderer? I tried to to see if using such supposedly closer wii-simulation, meant for debugging, would make DOlphin freeze like a real wii upon loading 1-2, but I can't even get past the wiimote warning screen, patch or no patch. I've taken a look at the forementioned hex file and compared it to the vanilla file and both vanilla and redux files for 1-P, searching for changes you made that you didn't in 1-P, but haven't found anything conclusive. But you should probably put a 00 byte between the last character data pointer (I think adept or something) and JID_FIREMAGE, just by displacing the latter one byte to the right and changing the two or three appearences of its pointer (you have enough space, just eat another byte from the modification date). I did so and it still worked fine in Dolphin, and still unfine in the Wii.
  4. Were the enemy thiefs (one from start and the two from reinforcements) appear? I remember dunal telling me long ago he suspected they were responsible. Also, dunal, next time please also upload differential patch to be apply to an iso patched with the previous version, so we don’t have keep an unpatched iso around.
  5. Did you manage to make the greenhead's visit event give an item as well, or did youdo something like make the non-greenheads' visit reward a coin and replace the hidden coin at the northwest deadend with the actually valuable item? And yeah, I just realised that what that post meant was that it's Hard's disabling of the weapon triangle that increases hammer damage against alondite, not using Parity. It would indeed be interesting if Parity disabled WTA, specially as a tool for darkmage-hunting with melee weapons.
  6. Does Parity eliminate WTA bonuses/penalties too? I can't find any info on that besides a post where someone recommends it for Ike vs BK hardmode over Nihil if the aim is to ORKO because it eliminates the Mt penalty on the hammer. The picture in its wiki page shows the WTA/D arrows on the weapons icons during the battle animation, but maybe those show up regardless.
  7. Sanami’s such a quick learner. How viable would be each situation where you bless for her one of the SS tomes instead of Cymbeline because you aren’t bringing any archsage of such magic to endgame? I assume Rexwind is allright, but Rexbolt!Sanaki is the interesting one. I am of course assuming she can’t SS dark. She’s gonna be like a doll for players to dress up, weaponwise and skillwise. Ima slap a Stillness on her, and... and... huh, and I don’t know what else. Nihil if there’s a spare, Pavise if there’s a spare too (Leo is using one for that sweet %Skill proc chance), same with Nihil. I guess most of that capacity’s gonna be Paragon pre_endgame.
  8. She gonna be able to use Creiddy regardless of SS-rank choice?
  9. Her losing staves seems like an incentive to both use her offensively in part 4 (like the dark god avatar she is) and to keep the allied bishops alive in part 3. You gonna give them more physics, right Dunal? I do wonder what their AI would do if you gave them a Rescue staff though.
  10. Army subclass, as in "Begnionian Soldier", "Crimean General", "Daeinese Dracomaster", etc.? That is, Red Soldier, White General, etc? Are there any unused/duplicate army subclasses?
  11. Volug's halfshift skill unlocks when part 1 ends. When you're back with the DB in part 3, you can either remove it or leave it on him but don't use the "Halfshift" command.
  12. Feedback for 2-2: Are you still keeping in consideration the side objective of sparing the Volunteers? In any case, if you can you should also name as such where a named character's "name" is, like you did with Elites; currently their name is still "rebel" like the rest, and only the more obscure Affiliation reveals them as such. I'm asking if your idea of the map is still designed around sparing them because, well, One is on a visit tile and can't be shoved outta the way nor passed through and drops a dagger, and another drops a wao dao, heavily incentivising you to kill them... but the third, the scholer behind the boss, drops nothing (still has a stealeable), and the 400BEXP from sparing him and only him is better than what little killing him nets you. So currently the most rewarding strategy is neither "kill everyone" nor "spare the misguided", but "spare the literate".
  13. Intentional, as a "soft" time limit. At that point of the story Levail's that amazing captain who the corrupt occupation foces haven't rightfully promoted because he doesn't join in on their extortion games. His disappointment in his current superiors is a part of what makes him so in awe of later serving such an honorable man as Zelgius. You can prevent him from intercepting your last-minute escapees at the gate if you luri him through the stairs path, but never, EVER enter his range. I'm pretty sure by that point the only way you can survive a round of combat with him is by triggering Pavise. EDIT: Oh, and I actually managed to load the battlesave from the beggining of turn 14 in 1-E and get (who was just in front of Jarod) to steal the white gem (you can see he's in range of the first chest), thanks to the Rescue staff from the other chest, and seize that same turn, so there, your 14-turn, loot-all, no-prepromotes/BK, no-Illyana, no Vika/muarim, 1-E challange, done, if you don't count the two scholars with iron knives.
  14. I'm liking your Rafiel idea; he's certainly the most regal out of all the laguz. Currently, it's just such a waste to use gras/stone/gem and not sign for 4 people on a turn, that he only transforms when his gauge fills naturally (or by combat, as your intention behind making him more tanky, but if he signs for 4 chances are those 4 are gonna kill everything he was in range of). 4 move is fine, specially since in a map I usually alternate between "canto-cleaning up and advancing" turn, where he starts near other units, and an "engage and destroy" turn, where he starts a bit behind them and needs to catch up, so having him shift and revert every turn would be adequate, and he would be transformed for the enemy phase he'd be nearest to the enemy. Just make his transformed movement cost for swamp 1 then, so he can move 4 tiles; he certainly shines in 1-7 once the first two turns' rescue operation is over and you can afford to smoke some grass so he transforms and carries everyone across the swamp, moving ahead of them to refresh them. It's very in line with herons, such water-walkling creatures.
  15. Miki's pretty good until 1-8, when her skill stat reaaaaaly starts showing. I should've definitely bought her another Light tome ages ago, but I had two Thanis so I really didn't see the point then. Sothe was pretty cool too, not excessively. He had his hands completely full from 1-7 onwards dashing across and across the map to gett all the loot. ALL. THE. LOOT. ALL OF I- dammit, I just realised I forgot to get the first chest in 1-E, which I left there to stop the thiefs from escaping! My 14-turn all-loot record is invalid now. Shame he just lacked 1 strength to steal a handaxe or steelaxe in 1-4 and a crossbow in 1-7. Rafiel tanked an Arcthunder crit for Meg. You really wanna put a Celerity on him in 1-E (fliers need them in 1-8). Aran's gotten powerful, and really makes use of that Brave lance I don't remember where I found. Next Ashera's icon of the RD goes to him though, as well as 1-E's speedwings. I might've promoted her a bit late in hopes that I could BEXP-abuse to get just one strength proc outta her before promotion, but alas. 2-range heal is hella useful (and makes me wish Restore were as well), and she really made use of a high-Mt forged Light tome in 1-8 to dragonslay (she could obviously tank a hit from a dragon). Saved me a headache by silencing the kinda-ambush Meteor reinforcement, but she also gave me lots by missing three +60 uses on tornadier (since stave don't have ledge disadvatnage) and a superdangerous Resirer near the gate. She eventually leveled her skill good enough, but for some time she had abysmal hitrates. Had to use a secret book and a talisman (for the luck) on her at the beggining. She and Vika held the celerities in 1-7, and danced like crazy thanks to them (and Rafiel, and some rake-dropping) to save all the hostages. Seriously, I think by turn 2 I had al but one of them dropped at the center. Slapped Stillnes on her for 1-E, which allowed some impressively agressive advancing, where I could expose her to otherwise deadly fire knowing that the enemy would first attack any other unit in range, and only if there were none other go for Jill, who would be blocking the enemy from performing the extra hit they would need to kill whoever was redirecting aggro away from her. Volug's great, but towards endgame he's surprisingly fragile from physical attackers (I just noticed he might've gotten RNG-screwed on defense), and so is in great peril from elites. Pass allows for more pincers though. Nolan's the only one to have gotten to an an A weapon rank, by killing the fifth-to-last enemy on the map, so he could perform one single swing of the silver axe against Jarod. He's really accurate and boasts great, no-weakness stats. First one to promote, during the second turn of 1-7. Edward's more fun to use than Zihark, mainly because Zihark is boringly swordmaster in the boring classic sense. Eddie has more variance. Used the first seraph robe on him to extend Wrath range, as well as a talisman I think. He and Nolan made a shoulder-to-shoulder chokepoint/melee just in front of the stairs to the gate versus the two melee elites, holding them off at the chest zone while the rest of my units dealt with the whole elemental trio nightmare (and Micaiah was still catching up two ledges below), as well as the reinforcements that arrived RIGHT THERE right when I was dealing with them. Latest unit to promote, at lv20. Leo's a good shot. Shame I only got ONE single disarm proc on the entire part 1, on the mage on top of the seize tile in 1-7. I hope I can get Laura's wind magic to rank what, C? by 3-13, so she can use the Elwind to ledge-battle. Meg's pretty fun to use too, though you really wanna think each map wether you give her Imbue or Fortune. She's not the Res-tank you made her out to be, and even with greatswords and forged weapons she struggles to get consistent +90 hitrates, but when she hits she hits HARD. Also way more powerful magic-sword user than Eddie and Zihie, but by the end she struggles to hit with them. Couldn't access to benched units' stats during the map, will try and see what I can gather, but I pretty much used and promoted everyone. Less used units were (besides BK) Tormod, who I didn't deploy beyond 1-7 though he gained some fantastic levels there, and Zihark, who I only deployed in 1-6 (though I made good use of him there, in part thanks to already having reached C support with Jill), where he crossed the river to bait the falco elite, the elwind mage and the longbow user while Tauroneo and Aran (whose horselayer was useless because having it equipped made everyone target Tauroneo, so during the next playerphase they were all killable by normal lances; horselayer only saw use by kill to kill those pesky paladins in 1-E, where it was very useful). Basically Zihark's not as fun as Edward; he's more predictable, safer, less crazy. EDIT: Managed to upload the last image. Some more thoughts: Jill/Haar wil definitely get priority on dibbing Nullify, else enemy bishops gonna be srs bsns against them, even, no, specially the high-crit staff-wielding ones. Vika's gauge is very, very fun to play around with. Smoking some grass on the first turn can be better than using a laguz stone (except if you wanna dance for her or be attacked the first turn), since if you do she'll have full gauge starting the second turn. And you can bring her downtime to single turns without item usage if you just revert when she's still above 15 gauge, and next turn she'll be able to transform back and attack. The elite knight in 1-8 kinda came out of left field (figuratively and literally); I already had cleared out everything there but the two hidden coins, and he almost ambushed a lone Meg. Maybe have him enter from the south rather than south-west; he'll be both less of a royal pain to get to to grab his demon edge if you didn't send forces east already, and he'll force the player to respond more rapidly to stop him from reaching the central island, where hostages will very likely be dropped (kinda sad you removed the all-hostages-die lose condition though). Could you enable the forge (with limited stock) in some of part 2, or would the lack of Jorge cause errors?
  16. I barriered her; that, the demon edge, and both Jill and Rafiel taking baiting fire away from her. I don't remember what exactly, but I really wanted to kill something that turn up there, and block those sages. Managed to finish it in 14 turns, getting all the loot; here's a turn-start/turn-end montage for those last turns. Glad I finally managed to land a silence, because the meteor reinforcement is quite the fuck you if you penetrate through a ledge and the gate is still somewhat blocked.
  17. Easier only if you turtle though... Seems like Stillness doesn't deprioritize you from being status-staffed. Gonna restart the chapter and keep the two melee elites contained to the right of the stairs one more turn to better deal with these reinforcements. Yeah, you can see how Micaiah can easily get left behind. But hey, not bad at all for turn 7, right?
  18. Statue frag descripton hsould mention that it also increases weight by 5m which makes it less useful - instead of being an upgrade that lets someone shove/rescie more units, it is a sidegrade that also makes them less shoveable/rescueable. I didn’t notice jntil I already saved and now Sothe can’t shove miky. Thanks to my exhaustive looting playstile, I was able to buy every bargain item (that was worth it) in 1-E and still had enough gold leftover to forge four 1-2k-worth weapons, putting all those coins from 1-u to use. I haven’t cleared 1-E yet, and am probably gonna have to restart it because I put myself in a pretty bad spot, on the pre-gate level, where I can’t both form a defensive line against the two elites and the resire bishop, and kill another rear bishop without entering range of the elemental trio lf sages coming from the chests above. I blame Laura for missing three times a 65 hit Silence on the tornadier, forcing me to send Jill (who is FANTASTIC here with Stillness) and Volug (Pass) to deal with him, then other units up the ledge to cover them, and the rest is history, but hey, Rafiel survived a crit from the wao dao guy. One thing I’ve noticed is that if you do like me and use about every unit (they are all promoted by now), you odn’t get anybody enough wexp to use the high-rank bargain weapons you’ve offered (silver axe, heavy longbow, Arcthunder, and for the moment neither Fenrir) even with arms scrolls; at most I can use one of them depending on who I spend my last scroll on. But that’s fire emblem for you, not even RD can get a pass from high-manning. Consider increasing Silence’s to-silence hit if you can/hqven’t; itks way easier to deal with from the player’s side than Sleep, so enemies silencing more often won’t be that big a deal.
  19. I know I saved all of the initial marado knights, by sending Jill straight there, though I don't think she had celerity.
  20. Hidden treasures in 1-7 are still coin and master seal, despite you saying you replaced the master seal with a dragon fang in the OP's changelog for 0.8.7. Also, add mentioning the Mt (and Hit/Crit too if there's enough space) of each staff in its ingame description to the bucket list.
  21. Only until part 2-2, but map-by-map updates (compatible with the same savefile) are planned on a quicker-than-monthly basis. OP is NOT up to date; it's from two years ago. Win conditions did not change as far as I'm aware (here's hoping Dunal can increase the bounties in 3-whatever's Daein vs Gallia and in 3-E). Lose conditions for part 1 may have changed or not (as in you no longer game over over certain units' deaths), I don't remember, but Dunal said it's possible to do if he wanted to, cutscenes with dead people be damned.
  22. Austin: I really can't see how you would have had problems with getting more than 2 prisoners from 1-7 out in time. Obviosuly you shouldn't release them too early - calculate the time it will take for your westernmost force to clear the gateguard by the time they get there, because they'll start heading there once freed even if the gate is still closed. Muarim can help by attacking the Elthunder guy covering their escape route, after he mauls on the armored enemy guarding the central cell. You can speed things even further along if you pierce through the eastern ledge with Vika attacking the Ruin scholar and going back down, and then Tormod going up and killing him with Elthunder - he can survive two attacks from the sentinel, and next turn he can one-round the Purge bishop's face while Vika goes to open the cell. Because you have been breaking the doors down instead of waiting for sothe to unlock them, right? If you didn't fully manage to release the last guys on time, try shoving-smiting-rescuedropping them to take less turns. Also use Vika or less preferably Fiona to bait (stay just outta reach) Levail into taking the first stairs so they don't intercept the prisoners right before at the gate. Have you been trying to get all the droppables, stealables, and hidden items in every map? I found 1-5 to be quite hard if you wanted to get everything. 1-4 is indeed not hard, but that's okay because it serves as an introduction to changes made to feline laguz and to Meg. 1-3's definitely more annoying if you try to split your untis into both paths; whichever side doesn't have Sothe will have to go sloooooooooow and careful. Dunal, regarding 2-3: Careful with the WTA-neutral greatweapons; those things are nigh-undodgeable and the last thing I want is more than two Canto enemies close to each other wielding them. Also increase catapult damage if you can. Quite. It is currently just a joke.
  23. Austin: I really can't see how you would have had problems with getting more than 2 prisoners from 1-7 out in time. Obviosuly you shouldn't release them too early - calculate the time it will take for your westernmost force to clear the gateguard by the time they get there, because they'll start heading there once freed even if the gate is still closed. Muarim can help by attacking the Elthunder guy covering their escape route, after he mauls on the armored enemy guarding the central cell. You can speed things even further along if you pierce through the eastern ledge with Vika attacking the Ruin scholar and going back down, and then Tormod going up and killing him with Elthunder - he can survive two attacks from the sentinel, and next turn he can one-round the Purge bishop's face while Vika goes to open the cell. Because you have been breaking the doors down instead of waiting for sothe to unlock them, right? If you didn't fully manage to release the last guys on time, try shoving-smiting-rescuedropping them to take less turns. Also use Vika or less preferably Fiona to bait (stay just outta reach) Levail into taking the first stairs so they don't intercept the prisoners right before at the gate. Have you been trying to get all the droppables, stealables, and hidden items in every map? I found 1-5 to be quite hard if you wanted to get everything. 1-4 is indeed not hard, but that's okay because it serves as an introduction to changes made to feline laguz and to Meg. 1-3's definitely more annoying if you try to split your untis into both paths; whichever side doesn't have Sothe will have to go sloooooooooow and careful. Dunal, regarding 2-3: Careful with the WTA-neutral greatweapons; those things are nigh-undodgeable and the last thing I want is more than two Canto enemies close to each other wielding them. Also increase catapult damage if you can. Quite. It is currently just a joke.
  24. Maybe if you're purposely lowmanning like Crippley, but if you're using everyone adequately, well... sure Aran, Jill and Ily were at the base ready to be promoted before 1-7, each one with two extra BEXP levelups after two stats were capped, but I brought only the non-promotion-ready units to 1-7, and managed quite well, with the last prisoner escaping at turn 11, just before the boss-zone reinforcements showed up. Highlights of the map were Nolan master sealing as he threw himself to the gate guards (only promotion before 1-7), Nolan again smiting those prisoners back into schedule, and Tormod&Vika blitzkrieging the right ledge for a pincer attack. Also me shoving an enemy twice to steal the shriek but Sothe not gaining enough str to steal the crossbow. Also, one more thing I forgot to mention from 1-6-2: did you mess with the river tile movement costs? That elwindigo that could oneround Fiona gave me quite some trouble by diving into the river behind the cliff, at the right of the right bridge, forcing me to make some unorthodox use of Ily and Volug to block the points from where he could reach her, as I could not reach him myself.
  25. Finished 1-6-2 despite the urgency to study; I really do like the myriad of naturally-emerging puzzle-like situations that result from me playing pseudo-LTC-ly while getting all the loot and taking all the paths in each map. I had to sit down for half an hour at the penultimate turn of 1-5 doing some number crunching in a paper to find the option that would minimise the chances of anyone dying, be it Edward back in the deployment area from a Meteor across the map; kill the boss that turn, but that involved first killing or shoving another enemy outta the way and stealing the boss's skill, which costed actions, and if so, exposed Volug or Meg to 4-hit kills, unless I Sacrificed Volug first back to health, but leaving a 1HP micaiah in range of an elfire (though simply 40% to hit her Ruin, while leading the mage away from the others), and even so depending on positioning Volug had to chunk some pure water as well, so he could only block... If my calculations were right, the path I ended up taking had around a global 27% chance to end in either a death or the priest with boots outside of my range the last turn, and it relied on either of two stats increasing during levelup. Glad I succeded. 1-6-2 was even worse when the dracos showed up; I managed to survive a 34% failure scenario by passing a killing edge around 5 units each of which had to attack, heal, drop or shove, before Eddie grabbed it and wrath-gambled on OHKO. Why the droppable greatsword on the Murago knight while he's still an enemy though?
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