Kysafen

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About Kysafen

  • Rank
    Gay space dragon that plays Fire Emblem for some reason.
  • Birthday 05/30/1991

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  • Gender
    Male
  • Interests
    日本語 (on hold for now), being reclusive, webcomics, checking message boards.
  • Location
    U.S.A.

Previous Fields

  • Favorite Fire Emblem Game
    Thracia 776

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  • Members
    Leif

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  1. Emblem Chronicle VII

    The amount of work you've had to put in to understand how maps are inserted, how events are managed, not to mention the dialogue, the fantastic portraits... all I can say is: Elimine bless you, Zane.
  2. What would you want out of a FE5 Echoes?

    Ronan: Okay, so I'm from a fishing village, but hear me out: I really, really fuckin' love magic.
  3. IF We Got a Sequel....

    If we got a sequel then I'd be seriously considering that the execs at IS/Atlus have a combination of some sort of psychosis and being thoroughly out of touch with their fanbases.
  4. Step 1: Realize there are over 40 recruitable characters from your game to choose from. Because, come on. It's Heroes, where even the most obscure characters have a chance of making it in. Like, Raigh? Where the hell does he rank on the "overall series popularity list"? But he still got in, because Heroes. So remember: don't be afraid to use units that people don't recognize through some fucking moronic in-joke meme. Step 2: See the classes of the characters you're willing to put in. So say, if you're absolutely insistent on making it a mounted mage and a mounted sword user, look at all the classes you can recruit in the game! There are tons to choose from, and you've got at least one unit for each weapon type! No need to get repetitive and use the same characters over and over, because there's at least 2 other mage knights and 6 other mounted sword users. Step 3: Choose which characters fit the classes you wish to put in. So if you had to put in a mounted mage, there is a temptation to lazily rely on overblown memetic recognition of character to do another iteration of them, but you're too professional for that. So instead, look at another choice, like Eyrios! He's got a cool character angle, like being a commoner but hates the lack of class mobility in the feudalist/royal class structure! Or how about Miranda! Her distrusting attitude from the empire hunting Leif creates a unique characterization, with the conflicting feelings between blaming Leif and blaming the Empire for the brutalization of Alster, caught in between impossibly brutal times and circumstances that allow no real satisfying resolution! Intriguing! And if you needed a mounted sword user, maybe you could give that to, I dunno, maybe Fred! He's actually recruitable in the game he's from, and even has a relationship to Olwen, a character you already put in and has absolutely no fucking need to have another version of. Or how about Fergus, or Diarmuid, mounted sword users who not only are actually recruitable, but have a personal weapon that actually existed in their game! Cheers!
  5. Fire Emblem 4 Echoes Ideas

    Idea: Make FE4's two halves as separate games in the vein of FE5, with smaller maps and tighter level design, and use the same engine to basically remake Thracia 776. You save money by using more or less the same engine 3 games in a row and you don't have to waste all that time in chapter 4 moving all your units around that fucking mountain range.
  6. Falchion deserved much more

    Welcome to 9 years ago, where the hopes of playing a version of FE1 with all the modernized mechanics and visual/audio aesthetics of the GBA games were mercilessly dashed in favor of crap mechanics and poor polish. I'd say things like "the Falchion being underpowered in lieu of a forged wyrmslayer is a symptom of the broken forging system" or "even if Marth did get a custom animation it would still look awful because the visual design is awful" or "the hitrate calculations are bullshit why would you even use terrain if the enemy hitrate is going to be over 50% regardless" or "the map is way too damned zoomed in for how large the maps are", or "why the fuck do we care about these characters if 95% of the cast gets zero dialogue beyond their recruitment convo and death quotes", or "what the fuck were the designers smoking when they chose what the gaiden chapter requirements are", but it's pointless. Even if you were to fix all of those things, you wouldn't even have Shadow Dragon anymore. It'd be a different engine, and mechanically, a different game. Thracia 776 may have its bullshit reinforcements and guide-dang-it moments, but Shadow Dragon is just shameful. The biggest problem to have with Shadow Dragon is to play it.
  7. FE8 - Rewrite (Prologue-Route Split)

    Is it okay if I post a playthrough on YouTube?
  8. [FE14] Fire Emblem Fates Custom Chapter Trilogy

    I'd totally be up for writing. :D Feel free to PM me.
  9. [FE8] Self-Randomizing Rom v1.1

    Suggestion for next release: no fucking enemies with Runeswords in the earlygame. This is equal parts frustrating, ridiculous and hilarious.
  10. What would you want out of a FE5 Echoes?

    Simple: nerf Holsety's speed boost and limit its uses by 20-30 and give Cyas his own personal flame weapon and an A-rank in Fire Magic; wouldn't be outlandish, given he's the true successor to Velthomer. Even then, they're both trivial if you kept all your units alive. We're talking 2-3 chapters maximum; one trivializes the endgame with insane combat potential, the other has staff rank that can undo/outdo enemy staff-fuckery and/or berserk some heavy hitter enemy units and break their formations. They both have their ways to be useful. Paragon mode turns it from "Thracia 776"-hard to "Path of Radiance NA Hard Mode" hard, if that. If we're talking beginning-of-player-phase reinforcements, then I think everyone could get on board with that. Healing staves missing should be nixed, but missing on Berserk/Sleep/Silence staves should be preserved. If you just removed "leaving your units behind", that'd break the level design and make it ripe for exploitation, allowing for cheapout strategies that can leave weaker units to get dragged into a corner and then suddenly get a pass because the player cleared the chapter. It makes it no different than a seize chapter, minus the boss standing on the clear space. And that shouldn't happen, period. Here's a way to preserve the "escape" conditions: give an "escape" radius on the exit point when you highlight it; units within the "escape radius" when Leif exits get to leave the chapter, and units outside are captured. Give a warning box showing any units that will be left behind when the player selects "escape" with Leif there. That way it incentivizes players to not leave their units halfway across the map, but it also removes the tedium of making each and every single unit escape. There's a particular dichotomy in Thracia 776: cavalry dominates outdoors, infantry dominates indoors. Remove the nerfs on cavaliers and all you're left with is Horse Emblem. There are multiple solutions to this problem: 1. Auto-dismount indoors and auto-lower the movement range based on how many outdoor movement points they've used, keep their weapon rank on foot, but lower all stats by 2 (1 if they're promoted), and give mounted users low CON bases in general to significantly limit their capture/doubling capacity for heavier weapons. 2. Remain mounted indoors, lower all stats by 3-4, and maintain cavalier weaknesses. They can capture because mounted, but their speed/strength/skill/def stats take a huge hit, and one hit from a Horseslayer=dead. As for the earlygame "no gold" problem, we've got 2 easy fixes: 1. Give Leif gold at the end of chapter 2x. "Sire, Lifis' pirates have a stash of gold here! 5000 gold, in all!". 2. Have thieves steal gold from enemies whenever they successfully defeat them. Have the amount vary by their level and increase by 5G for each level: Level 1: 55 gold per defeated enemy. Level 10: 100 gold per defeated enemy Level 20: 150 gold per defeated enemy. 2a. Use their skill stat as a % to double their gold earnings. 20 Skill = 20% chance to get 200 gold at level 10, and 300 gold at level 20. Of course, with the exception of the Arena, because you're making money by winning there anyway. Chapter 12x gets a special mention: either totally remove it, or auto-clear the chapter and auto-recruit Pahn/Trewd and get the chest contents if you talk to Pahn. Make Lara's promotion a "base" option if you used Salem/Lifis to talk to Pahn. Chapter 18: Give the Leonster knights non-aggressive AI (they don't move) and auto-recruit Xander if all the citizens/Leonster soldiers are alive when you clear the chapter. Have reinforcements come to kill the citizens once you enter the central area, to incentivize stationing your units to the prison area. Chapter 3: When you highlight the unit carrying the child unit, it also highlights the house they go to. Or just have a radius around the houses you can drop the child off in that has the child automatically run to the house they go to. Give Lara her own 1-2 range personal weapon (I vote for Chakram) and have her refresh all units adjacent to her whenever she dances or attacks. Also give her stat-boost dances a la FE7. Remove a minimum quantity for unit deployment. It was ancient in FE1, it was ancient in FE3, and it's ancient now. I fail to see a justification for it other than to prevent people from cheesing Chapter 19, which is already fixable by changing Leif's deployment space to the middle of the map. As for the stat-caps screwing over your armored units, simple: make Dalshin promote to/Xavier already a Great Knight. 6-7 movement, multiple weapon proficiencies, dismounts to General, add a "DEF + 5" skill to surpass stat cap limit, has incredibly low RES and weak to Armorslayers/Heavy Lances/Hammers. Either make Magic Bows a thing, or make Ronan's magic stat his strength stat as well, so he can be a mage killer like Niles. Add long-range statbooster staves, because Thracia 776 is Staff Emblem. Make Laufey from Super Thracia 776 the secret final boss Make Veld a dragon like they originally planned
  11. Was the Fire Dragon supposed to move?

    It's the thing about final bosses; as soon as you have your dedicated healer/attacker on it, it's pretty much heal/rescue/retreat. Maybe it's my playing FE7 like 8 or 9 times, but there's something about the final boss/chapters that fails to keep me on my toes as much as the earlygame. It probably has to do with the uniformity of the earlygame vs the ambiguous, variable nature of the endgame (did this unit get good level-ups, which units were you able to recruit on one route vs another, did your units survive, etc.).
  12. Consider the following: -The Fire Dragon has 8 movement -The “6 spaces” on the lower half of the sides of the map belong to bishops/sages/druids with long-range magic/staves. If the Fire Dragon was supposed to move, you’d be locked in a battle to keep it from going towards the bottom of the map. What undermines this, however, is the fact that you can keep it from moving by simply surrounding it, and the fact that of the units that can surround it, can survive at least one hit, making it easy to just spam heal staves and rescuing any healbots that can’t take the hit from the dragon. Unless, of course, your units weren’t meant to start right at the top of the map. What if the Fire Dragon was supposed to move, and your units actually started off at the bottom of the map? Was that the original intention, and that it was changed to make the final boss easier, or was the 8 movement a trap for first-time players to retreat into the enemy range of the magic users?
  13. [non-hack] Micro Emblem

    So what is the BGM for map 1, by the way?
  14. Nature's Thread

    It depends on what the objective is; it looks to be a seize chapter, but there's one big problem, mechanically: the throne is two tiles away from the forest space. Thicken the space behind the throne. Additionally, there's space to the left side of the throne room; not sure if it's a deliberate design decision, so as to bait out any mages/archers in the throne room and KO them early on, or if it was an unintended oversight. Other than that though, I'm digging it. It looks like a combination of Fort Rigwald (the midsection of the map with "ranged enemy" pockets) with the flow of The Ageless Palace/Dark Emperor from Shadow Dragon/Mystery of the Emblem, going in a spiraling, counter-clockwise direction. Nice touch on the chest, incentivizing the player to proceed quickly before any supposed thief reinforcement gets their grubby hands on it, giving a classic strategic FE conundrum: proceed quickly and risk using a unit to find out what's inside the chest, or proceed slowly and with a greater chance of not losing the asset of a unit. You could also invert convention and make it an escape chapter, starting your units off at the bottom-left, "starting positions"-looking area, and then be in a rush to escape through the northeast road, while being pursued by overwhelming units. Take the chest, as it could be a vital resource, or judge that it isn't worth the risk? Break the rightmost "ranged enemy pocket" wall and defeat the enemies inside, or can your units take the hits? Enemies lying in wait on the northwestern side, detecting player units and blocking the exit to the western hallway- or even armor knights in the middle of the hallway to act as a literal wall against the player. Meanwhile, infantry, and eventually, cavalry reinforcements coming from the stairs and maybe even an unbeatable boss from the throne coming to chase you down. Additionally, the room before the throne room feels a bit empty, but if the intent is to spawn enemy reinforcements as soon as they enter that area, then you're definitely on the right track. It presents multiple venues for level design and multiple objectives. It's pretty good.
  15. Rip my map(s?) a new one.

    Totally new to mapmaking. Looking to see where I can improve the map, in terms of shading/perceived height. Looking for constructive criticism. Not sure which tile could represent horizontally-oriented locked doors on the north side. Also unsure about the use of pillars, or if I used a wrong tile in any random place I haven't noticed. Used FE Map Maker, and the FE7 castle tileset. Obvious the armory/shops' borderline pixels blend with the outdoor grass, but given the tileset had no "indoor" equivalent, I'm not seeing much of a fix other than to hand-edit the tileset. +200 Super Mega sTyle points to whomever can guess where this map's from. Ultimately I'm planning on making a fangame in FEXNA and when I'm enjoying my snowball fight in hell where multiple events happen on one single, enormous map, and the objective is consistently changing. You might be asked on Turn 2 to retreat to the lower-right hand stairs or face overwhelming enemies, and on turn 16 you might be asked to kill a boss locked behind the locked doors on the upper side of the map, who's defended by mages with long-range magic in the surrounding "rooms". The map will have entire factions deciding to either fight for you/against you, depending on the decisions you make, and will have multiple endings, most of which not written to be objectively good or bad.