Aggro Incarnate

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About Aggro Incarnate

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    Good. Then let us commence our offense.
  • Birthday 10/21/1994

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    I try to be nice, username notwithstanding.
  • Location
    Velthomer Castle

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  • Favorite Fire Emblem Game
    New Mystery of the Emblem

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  1. Berwick Saga Translation (Beta Patch Out!)

    Just wanted to note that Ishs is an actual location in the continent of Lazberia, and it's one shown repeatedly on the world map throughout the game. Same with Liga. Whoever transcribed the horse names to English on SF didn't seemed to have caught onto how some of these special horses directly reference where they come from. Keep in mind that the previous version of the SF page on Berwick Saga also took translation liberties of its own, and at points were inconsistent with itself due to different users involved. To an extent the latter criticism also extends to the current state of the page, but this is also presumably due to the page edits still being worked on as of now.
  2. Fire Emblem: Mystery of the Emblem Book 1 (and Book 2 after?) PMU

    Matthis (I originally had Arlen but realised this was Book 1 for now)
  3. Is it any good?

    TearRing Saga is basically a Fire Emblem game. It's kind of like FE2+FE5 gameplay-wise and FE7+KAGA storywise. It tries to marriage some of features and mechanics Kaga experimented with in Gaiden (route splits, summoning, monster enemies, differentiated magic users with personal spells, etc.) with updated strategic gameplay ideas, a lot of which featured in Thracia (varied objectives, multiple inventory slots, skill system, tactical depth beyond mere series of combat). Think of it as what Sacred Stones would have been if Kaga instead stayed with IS. The map design on its own isn't particularly fantastic but it's the mechanics and the amount of (broken) tools that the game hands to the player to utilise that makes it really fun. The story is probably one of its greatest charms, the extent in which it goes to flesh out the characters, the world and the lore is quite ambitious. Also the similarity of the narrative to Blazing Blade's is quite striking, but technically TearRing Saga came first. Berwick Saga is large departure from traditional Fire Emblem mechanics and it is special precisely because of it. This is the game where Kaga felt free to implement gameplay ideas he wanted to try out after leaving IS. Kaga once gave the ambitious, if presumptuous, description that he intended the game to be a strategy title beyond the standards of commercial works. Berwick Saga's notable differences from FE features include the following and a lot more: hexagonal tiles simultaneous turn system (turn slots alternate between different sides via unit ratio instead of having split phases) reworked combat flow (no counterattacking upon taking damage) very deflated stats (growths on the whole are lower than FE2) a very diverse and impactful skill system (many of which allows different units to do qualitatively different things instead of being littered with procs or damage/stat modifiers). It's difficult to give an FE analogy for this game; the best I can come up with is that it's like an alter ego of Thracia but more combat oriented and with mechanics even jankier but somehow manages to be very tightly balanced. It's a game that really rewards the player for understanding the nuances of its mechanics; the difficulty largely depends on how quickly one gets used to them, though I'd say it's a decently challenging title nonetheless. The sheer scope of things that can be done given the new turn system and the skill system are quite flexible and impressive. Units are well balanced but feel distinct with their qualitatively different skillsets. No one really gets to juggernauting level as in FE, since weaponry and skills matter just as much as, if not more than, stats alone. There's a good mix of strategy both in and outside the maps. My few complaints of it involve irksome randomness in weird places, the marked difference in quality between main and side missions, and the overuse of the Defend objective (and variants thereof) but otherwise it does a lot of things right with its cool ideas, the mechanics really make this title shine. Probably the game with the most tactical depth out of the three. Story-wise it's much more small-scaled, sombre and subtle than TearRing's but that too is its charm IMO. Also FE14 CQ stole a lot of ideas from Berwick Saga in both story and gameplay but executes them a lot worse Vestaria Saga I is Kaga's more recent low-budget indie game that returns to familiar FE-like mechanics. It borrows quite a few gameplay ideas from his previous games, a lot of balancing ideas are taken from Berwick but the game generally playing easier. One might say it's not as ambitious as his commercial works but the Kaga charm is still there, in terms of its distinctiveness of gameplay (some of the maps are notably more puzzle-like than any other of his games) and the characteristic flair in writing. The game is fairly easy if you know what you're doing, but a lot of gameplay-related information lies behind narrative text or dialogue, so the player is asking for trouble if one doesn't understand Japanese. It does feature fairly large maps and there are potentially cryptic parts that make it play like a retro game but I think the game is charming enough to be worth a shot nonetheless.
  4. Echoes Japanese Scripts?

    I believe you are looking for something like this? The above link lists the following for JP FE15: Chapter Script Memory Prism Support Conversations Base Conversations Character Lines Death Quotes Generally is the best Japanese script resource for Fire Emblem. I'd look there first before any other site for Japanese script coverage for any FE.
  5. [Hard] Radiant Dawn Semi-Blind

    I've taken a look at Pegasusknight and apparently the above topic is source of confusion there as well. Ppl in the comment sections there have different takes on what exactly is necessary, though the info is pretty outdated there as well (the discussion dates back to 2008). I don't think I've actually ever seen a definite take on this actually, though SF definitely seems to list sufficient conditions; it's just unclear whether how many of those are actually necessary. (Spoilers) Link to said page in pegasusknightファイアーエムブレム 暁の女神%2Fクリア後のお楽しみ
  6. Question: If I have a previous version of the patch can I overwrite it or will I have to re-patch a Japanese ROM? In either of these cases would save file transferring work, and if so, how?
  7. Vestaria Saga Gaiden(s) in Development

    I'm not sure how much one should read into the the 2nd gaiden being visual novel-like. I recall Vestaria Saga 1 already very text-heavy, even compared to his other games, and I felt like some of those end of chapter cutscenes were dragging on to the point where it was already reminding me of a visual novel (apart from the gameplay)... Anyways I'm glad that there's progress in continuing the Vestaria Saga series, especially after those curious series of posts from Kaga on the Vestaria Saga Twitter page. VS1 literally ended with a 'To be continued' so it's reassuring that we'll get something to tie up the loose ends of the 1st game wrt Zeid's tale. Kaga hasn't posted anything on his blog for 2 and a half months and I was hoping that he might have been working on something, so it's nice to get some confirmation that there is development in progress :) Hopefully this doesn't end up like Holmes' Saga...
  8. So I stumbled on this blog by accident while searching for Berwick Saga stuff It seems to have detailed analyses based data in these games The most interesting seems to be the posts on Thracia's AI routines(!) and really arcane Gaiden stuff (things like map spawn probabilities, summoning routines, etc.) Also it has a few stuff on unused map illustrations and data for Berwick Saga as well Stuff like this would be interesting to have translated, though I'm not sure whether it would garner interest tbh
  9. Thracia 776 Complete Menu Translation, VWF, Double RNG

    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.
  10. 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.
  11. Seeking Berwick Saga Saved Games

    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.
  12. Killed Mel in Chapter 4 - Will Sasha never promote?

    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.
  13. Do You Think Reviving at Shrines is Gone

    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.
  14. New Echoes Trailer - Two Armies

    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.
  15. Japanese Website Renewal

    BGM 1 is the Ram Village theme