Aggro Incarnate

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About Aggro Incarnate

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    Good. Then let us commence our offense.
  • Birthday 10/21/94

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    I try to be nice, username notwithstanding.
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    Velthomer Castle

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  • Favorite Fire Emblem Game
    New Mystery of the Emblem

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  1. Is this patch only applicable to the NP version of Thracia? The screenshots indicate that it's NP (1999) and not ROM (2000) version so naturally curious.
  2. See my comments here ( for some of my opinions on the few Shadows of Valentia maps you bring up, though this context has been mostly written in the context of some Tear Ring Saga's map designs and how it compares to Gaiden's. I want to elaborate on two points, in particular, though. 1. I can see how there are design merits to some of the better maps in Gaiden/SoV. There are enough things going on maps like Grieth's Fort and Duma's Gate to merely dismiss it as Gaiden Design / 10, and I find your take on Deen's map quite refreshing. Even the more seemingly mundane maps sometimes show some design considerations. For example, Southern Zofia 1 with the soldiers on your top and the cavalier(s) approaching the top left corner encourage the player to be quick in taking out the soldiers to free up time and positioning to deal with the incoming cavaliers, and thus demonstrate a sort of a natural tempo to it. I maintain that things like these are of a very elementary kind of design considerations compared to the strategic standards one can expect of the rest of the FE franchise or the Kaga Sagas, but it's something that I think can be appreciated nonetheless. But at the end of the day, I hesitate to call the ones you bring up good maps, and I'm going to point out the +20 Avoid Tiles and and Enemy Randomness (Witch AI, Upheaval, # of summons, etc.) in these maps. Now at this point you might shake your head around at this and ask, "Hang on, I've already conceded to these being an issue." But I think there's a bit more to this criticism, and in fact a rather serious point at that. You applauded the map design on Grieth's Fort and Duma's Gate for encouraging player agency and quick play and putting thought into noticing terrain considerations, and I can see your point. The problem, though, is that the flaws in these maps like the floor tiles or witch AI are self-defeating to the merits that these select Gaiden/SoV maps have to offer. It's not simply a pro/con situation, where it's merely just a, 'Hey it's good that there's design considerations in these, but it plays badly due to shaky hit rates.' The problem is that the pros and cons pulls the game apart in opposite directions: the map design intricacies encourages the player to be wary of positioning and play fast, while the game mechanics that boosts randomness make playing fast unreliable or at least inconsistent. It's this ongoing series of self-defeating incentives that prevent me from concluding that the end result is good design. (This is probably why I prefer Sluice Gate the most out of your examples: there's something to it without an overabundance of the the 'Gaiden hazards' that work against it) I get that Support bonuses and Mila's Turnwheel help mitigate these RN-reliant issues a bit. But I'm don't think either are quite satisfactory resolutions. If you look into the new late-game dungeons there's a greater frequency of +20 floor tiles, which seem to be IntSys' way of saying, 'are your hit rates OK now after support bonuses and forges? Well, screw you, now we're just going to pull hit rates back low to make the game still sharp' and I can't really stomach this. Also, while Mila's Turnwheel is a neat mechanic, I can't help but notice that the way the Turnwheel is used in this game is often to patch up rather sketchy game design elements like low hit rates or higher crit chance in place of those flaws being directly addressed to begin with. 2. There's something that the remake subtly plays around with numbers from the original. From observation it seems like Hard Mode features a few enemies with higher levels, and thus correspondingly higher stats Enemies have higher growths in stats with levels overall Growths for player units are higher overall and I don't like what it does to the game. In the first half of the game, Ch. 1 prior to the Lightning Sword and Ch. 2 prior to Sea Shrine plays extremely unsharply. Fire Emblem is most fun when you deal a lot of damage to the enemies while enemies are threatening to your units: it is due to this sharpness that each positioning/combat decision holds high strategic weight. However Gaiden wasn't really a sharp game to begin with, and the changes to SoV HM make early game even less sharp in a purely numerical standpoint. If you look at Alm/Lukas/Merc Gray Atk bases (9/10/9 Attack) and compare them soldier stats in Southern Fortress (6 or 7 Defense), the map right before the Lightning Sword, those soldiers are anywhere from like 2~8RKOed, depending on the 1-4 more points of Atk that one can expect due to stat gains from level-ups or the Iron Sword (I compiled HM SoV stats here: There is a point in the game, especially early on, where enemy defense values are very close to to player unit Attack values, so there's not much damage dealing going on, though admittedly things change very quickly with player units gaining one or two points making a HUGE difference (Defense is very non-linear stat!!). Conversely the enemies don't do much damage to your units either, and this lack of sharpness is noticeable to the point that it makes the maps slower for quite a while (and thus the point that map design isn't just map geometry and enemy layout, it's also the nitty gritty details of numbers as well). So the problem is that in Hard Mode enemy bases and growths unilaterally and rather evenly across all stats, instead of those focusing on offensive stats (Atk) compared to the base OG Gaiden, which wasn't very sharp to begin with, coupled with the fact that the game buffs enemy levels (and subsequently enemy base stats) on top of growths while it only buffs player unit growths makes the early game damage dealing to enemies quite slow slow. As a result the early sections of the game plays like a slog, even with the UI improvements with SoV, even with some of those maps being rather clever with positioning. This is also a thing in Ch. 3 Celica, especially in the desert maps where enemy stats are considerably high in speed and defense(Deen/Grieth), or given annoying equipment, particularly shields, for no apparent reason or positioning considerations (Wolf/Sonya). It is also along these lines that I think maps like say, Grieth's Fort, can be a slog to play for many players, despite some of its clever considerations with positioning and terrain. As you progress throughout the game you get to Ch. 3, and then you get to villages where you can forge your weapons, fairly strongly as well after an initial foodstuff / alcohol selling spree. Also steadily higher growths start to kick in, and especially after final promo the game turns into that of meeting ORKO stat-benchmarks from the momentum of growths and forging. Alm route mostly features open maps and homogeneous enemy composition: for instance the dominance of cavs make it prone to curvestomping with Clair/Mathilda/1st Villager->Cav with the Ridersbane, or in maps with Arcanists, with Steel/Silver Lance forges. This gives them room to get stats, reach promo, and become even better with growths with positive feedback to the point where they start becoming self-sufficient on the battlefield. On Celica route, DF and Falconknight promotion turns Ch. 4 Celica route into one of Palla/Catria dominating the air with a Blessed Lance or Silver Lance forge with Terrors suiciding onto them while the Dread Fighters are the only units that get anywhere across the swamp, with Genny using Physic from across most of the time. In the slightly better maps in Ch. 4 maybe there will also be Leon with bow chip or Celica/Mae with Magic Ring but overall the method of approach remains the same. By Ch. 4 in both routes high mobility combat units dominating after reaching ORKO benchmarks become very real. To an extent these kind of balancing issues exist in most FE titles, but the combat-focused nature of SoV only highlights it more. The few bits of uses other units get come from those with varied enemy composition with different attack ranges per class and distinct stat builds, but while this does encourage using more units and player phase agency, it also makes the prolongs the game by a long margin: a bit like what you get when a hack adds too many enemies with javelins. I guess the one good thing to come out of this balancing is probably the intricacies that have to do with optimal coin distribution for forging, coupled with Alm<->Celica route convoy trade adding an element of resource management in this game... but it doesn't do much to the gameplay experience in the actual maps themselves, except for maybe things being a bit faster when your units one-round with the forges you craft with those considerations. [TL:DR] The few better Gaiden maps do have a low-key natural tempo and design to them that encourage player agency and quick play, but they are either very elementary (the appreciation of which are more or less personal preference to its simplicity), or marred by 'Gaiden Hazards' such as shaky hit rates and high randomness/inconsistent game mechanics (witches, upheaval, etc.) which make quick play as encouraged by some of those clever moments of map design unreliable. Turnwheel is relief, but it creates a dynamic where randomness is either to be endured head-on (which is frustrating) or trivialised by the turnwheel (which is cheesy) because the fundamental flaws have not been directly addressed but rather attempted to be covered-up by additional features. Also, with low damage output on both player's and enemy's end early on and stomping with mostly units that ORKO later on with growths and forges, the gameplay becomes either a slog or a curvestomp due to the numerical changes affecting balance, and so even the ones with clever positioning / pace considerations don't really stand out as being good in the end.
  3. I've started Berwick Saga recently (aiming for full recruitment) and currently in the process of giving EXP to Ruby(...) to promote her and get Clifford ASAP. Just finished the main mission for Ch. 3. I'm willing to help once I get her to promotion, but I have no idea how emulation works so I'm not sure which files correspond to saves.
  4. Arguably killing Mel in Ch. 4 makes obtaining the Pegasus Flute even easier. Not to say this is desirable unless one is LTC-ing or something, but if getting the flute is the only concern then it's not something to restart the game from Chapter 4. If Mel is alive by the end of Chapter 4, she shows up on turn 2 of Chapter 6, and she has to talk to Sasha in order to give her the Pegasus Flute. If Mel is killed in Ch. 4, however, Narcus himself will bring Sasha her flute after chapter 6 is over. Either way, however, obtaining the Pegasus Flute assumes that Runan visited the village (technically a bar) with Narcus in it back in Chapter 3.
  5. I hope they're not gone because it removes a strategic aspect of the game where you call intentionally kill off units to revive them on the other party. For instance doing this with Silque gives you very good Warp availability for most of the game.
  6. I have a hunch on how bow range might work in Echoes: SoV 1. In Ram Forest, Generic Archer has a generic Bow and Bowrange+1, he has 1-3 range. 2. In Southern Fortress, Archer Kliff has a generic Bow, he has 1-3 range. 3. In Zofia Gate, Archer Tobin has a Steel Bow equipped, he has 1-4 range. 4. In Deliverance Hideout, we see Archer Tobin with Bowrange+1. 5. In Mountain Graveyard, Sniper Leon has an Iron Bow equipped and Bowrange+2, he has 1-5 range. 6. In Desert Fortress, Sniper Leon has an Iron Bow equipped and Bowrange+2, he has 1-5 range. I'll assume here that - Archer Kliff has Bowrange+1, in line with the generic Archer - Archer Tobin has Bowrange+1 in both Screenshots 3 and 4 My hypothesis with bow range in this game is as follows: - Generic Bows have 1-2 range, equippable Bows (such as Iron Bow or Steel Bow) have 1-3 range as their weapon parameters - Archers have Bowrange+1: they have 1-3 range at base, and 1-4 range with an equippable Bow - Snipers have Bowrange+2: they have 1-4 range at base, and 1-5 range with an equippable Bow This is consistent with all of the above screenshots, and could be a possible explanation.
  7. BGM 1 is the Ram Village theme
  8. No need to feel guilty, I made this hours before your post on a Discord chat :) Back to more serious business: The Zofian Symbol The Rigelian Symbol Map of Valentia Duma/Mila Mural
  9. Be careful what you wish for Not quite what you described, but something I made earlier from today
  10. Sierra fed with some statboosters and maybe an Ensorcel buff can do crazy things. btw I wonder whether San was intended in Japanese as something similar to Frau is in German.
  11. OG Warp on witches would be rather incompatible with the smarter AI that modern FE titles have, considering that it is infinite range and it allows to perform another action within the same turn. I mean it's not like there's only one in the map, some of them have quite a few of them. If enemy AI was strictly programmed to go for maximum damage, for instance, what they would do is unilaterally Warp on the same enemy phase and focus-fire on your lowest RES/HP unit (recall also that spells in OG Gaiden negates terrain avoid bonuses), and that's not exactly fun or fair gameplay. Some possible means to address it (other than the possibility of removing it from the game) - Introducing an RNG element to Warp - Limiting warp to a certain movement range - No longer being able to Warp and perform an action at the same time But then again there was that one FE14 DLC which had Warping Witches iirc? Perhaps they'll handle it as they did there? Or they could just keep Witches the morons they were in the original Gaiden.
  12. Map comparison between Gaiden and SoV screenshots (Dungeon map enemy composition may differ due to the dungeon crawling aspect and perhaps random enemy generation)
  13. JP FEs always had Kanji (or Hiragana in the really old ones) in stat screens iirc but that isn't to say that there were never any English transcription at all. Recall: - FE4 level-up screens and promotion screens (e.g. MDF for Magic Defense, i.e. Resistance was a thing) - FE5 stat screens, level-up screens and promotion screens (e.g. BLD for Build i.e. Constitution was a thing) These had English abbreviations of stats (FE5 stat screens used both English abbreviations AND Kanji) Both of these games in particular used SKL. That said, I wouldn't be surprised if it goes either way, whether TEC is retained or gets swapped to SKL in the localisation.
  14. Thanks a lot! This is massively reassuring :)
  15. So I've compiled some information on the game, including - Playable Unit Data: character name, origin, weapon type, movement type, equippable weapons and skills (Complete) - Weapons: name, might, range, unlocked/defaulted star levels, upgrade cost, effect (99% Complete) - Commands: name, range, unlocked/defaulted star levels, upgrade cost, effect (90% Complete) - Triggers: name, range, turns, unlocked/defaulted star levels, upgrade cost, effect (In Progress) - Passives: name, skill-slot, upgrade cost, effect (99% Complete) The Google Sheet link is here: Maybe this can contribute to a future meta? Possible Additions for the future (though no guarantees: I'm actually hoping that someone else does this) - Story Map Data (map layout, starting locations, enemy stats and skill set for each difficulty) - Adding character-specific info on which star-levels they have passive skills - Detailed info on prerequisite weapons/command skills/special skills/passive skills Some Tidbits - As far as I can tell, all Rally commands seem to be unlocked at 3-stars and defaulted at 4-stars. The one exception is the player's starting Sharena (2-star) who has Rally Attack at base. - Michalis, Camus and Sheena has the Iote's Shield, Grani's Shield and Svalinn Shield passive skills, respectively, all of which negate effective damage dealt to said units. These three seem to be the only units in the game to have these particular passives. - Thoron+, Rexcalibur+, Blárwolf, Blárwolf+ are enemy-only. I'm pretty sure that Gronnwolf and Gronnwolf+ are as well, though I have yet to confirm enemies have this. (They are, however, included for the sake of completeness) - The same passive skill progressions (e.g. HP +3, HP +4, HP +5) may be unlocked at different star-levels for different units. This is the reason why I haven't added unlocked star-levels for Passives. However, an overwhelming number (all?) of them are available at 1 star-2 stars-4 stars OR 3 stars-4 stars-5 stars, apart from a few exceptions (e.g. Close Counter, Lunge) which don't progress in three. Note that no units come with Passive skills at base. - No playable unit so far has the Ward Flier or Goad Cavalry passive skills.