Diffuse

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About Diffuse

  • Birthday July 8

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  • Gender
    Male
  • Location
    Norway

Previous Fields

  • Favorite Fire Emblem Game
    Radiant Dawn

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  • Members
    Fire Dragon

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  • I fight for...
    Tellius

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  1. Awesome work. I wanted to help playtest this, but never really had the time. Sorry about that (probably wouldn't have made much of a difference anyway).
  2. Fe6 Remake (Fe8)

    I second this. FE10 already sort of did it with the various generals (which, outside of part 1, might as well be that game's version of unpromoted knights).
  3. Fe6 Remake (Fe8)

    I think everybody realises that. We're just throwing out suggestions.
  4. Fe6 Remake (Fe8)

    The point of discussion, though, was whether being locked to swords instead of lances helps or hinders Gwendolyn. That said, I wholeheartedly agree. If there's any class that deserves more than one weapon type at base, it's Knights. They could use both swords and lances back in FE1, so it's not like there's no precedent either.
  5. Fe6 Remake (Fe8)

    While I'm aware of all that, I feel that Gwendolyn actually being able to hit stuff on the first 6 maps after you recruit her helps her more than being swordlocked until promotion hurts her (I assume knights will be able to use more weapon types upon promotion to general). I also feel the need to point out that FE6 is one of the more player phase-oriented games in the series.
  6. Fe6 Remake (Fe8)

    How so? One of the things that made Wendy so hard to train in the original was that she joined as a lancelocked unit that joined right before a long stretch of almost nothing but axe enemies, making it hard for her to even hit most of them. It's, for example, rather risky for her to engage the pirate reinforcements in chapter 9, who are otherwise useful for training up weaker units. Cavaliers are already much better than almost everything else, and restricting what weapons each of them can use at base won't change that. As for Roy's promotion time, I feel that a good spot could be when Guinevere gives him the Fire Emblem (that is, upon clearing chapter 16).
  7. Fe6 Remake (Fe8)

    Understandable Should probably be doing exactly that myself, to be honest.
  8. Fe6 Remake (Fe8)

    Support boosts would definitely have to be rebalanced if such a thing where to be implemented. To be honest, it was sort of a spur of the moment suggestion, in hindsight not necessarily a good one. On the topic of supports, are you planning to recreate the limit FE6 placed on support points gained per chapter (as I don't think that is a thing in FE8)?
  9. Fe6 Remake (Fe8)

    You know, on second thought, I'm actually all for sword pegs. I'm personally against adding skills. Skills, IMO, should constitute a part of a character/unit's identity. With the original FE6 not having a skill system, I feel that there's not enough to go on when it comes to deciding what skills each character would have. Also, I would love for something like this to be implemented.
  10. Fe6 Remake (Fe8)

    For the wyverns, I'd have them like Path of Radiance (lances at base, gains axes upon promotion). Makes for a compromise between their GBA and modern incarnations.
  11. Fe6 Remake (Fe8)

    One change I'd personally love to see is for the class-specific promotion items to be removed and replaced with master seals. FE6 is stingy enough with promotion items as is, so having constant restrictions on who can use what feels kind of excessive. Also, when you recolour the portraits, remember to look up each character's original art as reference. Many of the FE6 in-game portraits are rather miscoloured (Marcus, Lance, Lot and Fir are some pretty good examples).
  12. What in the world is up with that creepy face in the background?
  13. Class names that don't make sense?

    I suspect that Gold and Silver Knights might derive their names from the Gold and Silver General pieces from Shōgi (a Japanese strategy board-game from the same family as Chess).
  14. More issues with FEBuilder

    While I'm not familiar with FEbuilder, I know that FE6 has an options setting (unlocked after completing the game once, iirc) for making your units use a generic blue palette instead of their normal colours. Maybe you should check if you've somehow enabled that by accident (or if you've accidentally made the game load the blue palette in place of the units' default palettes).
  15. I feel that the main issue with Forces is that it's painfully obvious that a lot of the game wasn't finished in time for release; the story in the second half is ridiculously rushed, essentially skipping from "introductionary segments" to "final stretch" with almost no real buildup, making the entire thing rather anticlimatic. Several of the villains have no boss fights, and there are many places where what really should have been a cutscene gets relegated to portraits talking over the world map. The result is a short game that, while playing decent enough, never really delivers on it's promises, often feeling like one big cocktease. It should be noted, though, that the day one patch explicitly adds support for Super Sonic, which I'm almost completely certain isn't anywhere in the game. This, combined with a certain thing shown after you complete the game, makes me suspect that there might be a potential downloadable last story down the road. Don't really know how much good it would do, though, as I find the middle part of the game to be what needs the most fleshing out.