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  1. FE7x: Immortal Sword - Part One Complete

    The previous chapter selection in 6 (and 8, for that matter) is a programming work around, currently, I believe. Neither of the previous chapter selections in both those chapters matter, only 4 and 9 matter. Fastest answers to questions can be found on discord.
  2. Battle and Spell Animations Thread

    The palette is in the optimal order, don't be ridiculous. The fact that I didn't use battle sprite colours when making it is more the problem.
  3. Battle and Spell Animations Thread

    Yeah, I think the idea is he shouldn't have made it. I gave permission to use and edit with credit, so if you displayed it anywhere public, as long as you credited, you didn't break any psuedo rules.
  4. Battle and Spell Animations Thread

    Whoever made it very clearly stole the majority of it from bwdyeti's halbardier (and the map sprite is basically a copy as well).
  5. FE7x: Immortal Sword - Part One Complete

    First a disclaimer: I didn't design the chapters. Would feel like I was a much more productive member of the community if I did. But I do talk to the creators a lot on the discord, and have played the released content many times over many iterations, so hopefully some of this is insightful. The reavers are a strong incentive to get to those characters quickly, and puts the onus on you to save them, without tarnishing the stats of the recruited characters or making the enemies around them too strong for your units. If you can get Uther to Bennet quickly and toss him almost any other lance, he can immediately kick the ass of those two Gendarmes. Otherwise, you've got to extract him quickly, talk to them, and then he can start contributing. Kirin's predicament also puts the onus on you to save her without making her a weak unit (and also showcases the usefulness of Dash). Citizen units don't make the best choices- that's why you need to recruit them. Save them from theirselves. Uther has higher growths that most units in the game, bar the pre-promotes. You can see this mechanically as he'll always get 3-4 stats in training, instead of 2-3. (If you're really worried about his growths, you can level him primarily there if you play again). Anyways, point is he isn't really any more or less prone to being screwed over than any other unit. You can argue that's bad as he's non-optional, but that's just sort of the nature of growth in Fire Emblem. It's part of what makes playthroughs diverse.
  6. FE7x: Immortal Sword - Part One Complete

    Growths will likely never be released, but you may have noticed that stats become coloured over time. Greener stats are above their averages for that character (for their current level). Redder ones are below. It's meant to help you figure out who to keep and who to drop and try out next playthrough. If you've got a very orange and red Uther, you just had shitty luck with him. Otherwise he might just be underleveled (He should be level 20 by the end of Ch12). Either way, play it again- the game plays arguably better on subsequent playthroughs, imo. The trainees will outclass him early on because of the large number of levels they can gain initially, but Uther has better growths rates than them which will eventually help him claw his way back to top tier. The game has a dedicated writer, who, yeah, is good. Character driven I think is the term. Separate creator/programmer/project head and writer seems to be working.
  7. FE7x: Immortal Sword - Part One Complete

    not a hack How often do you use the unit menu, or anything on the select menu? We could have very different uses of the select menu, but I have to disagree with your suggestion. The whole point of that option is to speed up the game. You have to navigate to that option and press it, which seems like 2 layer protection. If you're going so fast that you don't pause in between moving and pressing, when you know you're on a menu with a dangerous misclick like that, you probably want to keep that speed as an option. Although I did try to argue that a universal undo-before-any-info-is-revealed button would not be a hindrance.
  8. FE7x: Immortal Sword - Part One Complete

    Eliza's not the only one who can visit the house successfully (Zephyr, for example, can). But yeah, even on the discord 4x requirements haven't been hashed out.
  9. FE7x: Immortal Sword - Part One Complete

    And trial maps. Call it an even 20. Count the prelude if you don't split Ch12.
  10. FE7x: Immortal Sword - Part One Complete

    They're semi-non canon maps originally made to test and get feedback on a lot of the elements that aren't going to be part of part 2. I'd play them without worrying too much about spoilers, don't think any of the dialogue even will be used in the future. Anything you do in the playing of them won't affect that file on part 2, as well. They're quite fun one offs.
  11. Battle and Spell Animations Thread

    I'd try for it either way. I don't think klok is inactive. If he doesn't respond here, he might respond on reddit (active on r/fexna). As for creating an in game sprite, the ultimate tutorial section on feditor animation insertion probably has what you're looking for. You might need to pull apart the gifs frames for that.
  12. The Road to Ruin [Complete] [v3.0.3 Released!]

    Congrats on the psuedo completion. Will have to spin this up again.
  13. Battle and Spell Animations Thread

    Did Klok give permission?
  14. FE7x: Immortal Sword - Part One Complete

    I swear I'm not just disagreeing with you for the sake of it. For locking blessing or applying fixed mode, I don't like what that does to replay-ability. The only variation in blessing lock is dropping characters who fall off, so playthroughs would get remarkable similar in that sense, possibly with players just starting over when too many key units are dropped. For any game other than 7x, I would like fixed mode, but here it would cheapen all my other playthroughs. Encourage ironman/have some sort of scoring based on it if you're worried about cheese factor. But blessing is a part of the game as much as cursing is, and is a large part of what makes playthroughs unique and fresh. Also, yeah, who's clamoring for lunatic? I feel like I'd be first in line, and even I'm fine with ironman hard. I also don't see globally raising hit as a hindrance to the player. Chaos benefits the enemy, especially on iron mans. Also, Eiry and other low skl characters just shoot through their balance. A switch to a 1RN system would be a bit of a challenge. As for no AS penalties from wt for enemies, this just seems super arbitrary. A global mt increase would be preferable. But I don't like that either, it also totally throws the balance out of wack. Enemy AS already varies pretty intensely in 7x, so global stat increases do seem the best way to increase difficulty while keeping all characters viable/increasing balance. It might make some characters unusable against some enemies due to AS, but it will also do that based on lack of def or atk to other characters.
  15. FE7x: Immortal Sword - Part One Complete

    There's no ch3x, but there is a 4x. Might've just gotten those switched up. Also, I think you should play the most recent patch, as t1 animas do only have access to two weapon types. Also, based on your issues, you should be trying out hard. It would, I think, take care of some of your concerns, or at least change some of them to be more specific to the current state, as some of what you're looking for probably has changed. I really don't the idea of making 2-3 range tomes (more so than 1 rng ones), as 3 range is a pretty big deal. Archers have to get to t2 lvl5 just to get access to that, and they're the only ones in the game that normally do have it. On top of being able to just hit more things, its ability to not be countered by mages, javs/handaxes, and by other archers is a pretty easy way to deal with situations that would otherwise be quite difficult.