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  1. Fire Emblem IV: Inheritors of the Crusade (v0.1.3 released)

    Dang, I've been away for longer than I thought. Progress is still basically non-existent and will continue being that way until near the end of the year, so in the meantime I put together a small video for the Halloween season. Enjoy! Now, although I haven't done any hacking I have been doing some prep work for when I get back, which mainly involves working on the details for chapters 4 and 5 (and the leftover of chapter 3). Most of it is has been planned out and I've worked in some more detail than what was in the original game, so expect to see things get more interesting. Also, although the video doesn't show off any new hacking progress, it does show off something I'll be adding to the second half of the first generation, which is having Oifaye and Shanan get older! I haven't actually checked the timeframes to see how much time actually passed, but entering Chapter 4 they will likely be getting older portraits. Dew will get one as well, and maybe Sylvia too. Finally, I'll be aiming to push the 0.1.4 bugfix out for April 2018 (I will definitely not be able to push out 0.2), which will feature a bit of new content. For example, Chapter 3-3 *finally* has a proper map... There's also a few small things I tweaked and there may also be... a new playable character??? We'll see how the winter goes. Thanks for watching! I'm not sure why saving wouldn't work, I don't remember making any significant changes to it. Unfortunately, I can't test it out myself so it'll remain unresolved for a while. They show up in the next chapter. The prologue has enough units in it so I decided to delay their arrival since it doesn't affect the story.
  2. FE romhack LPs

    Dang, two whole chapters! 2-2 is also my personal favorite chapter, it has a lot of moving parts to keep the player busy, and introduces my favorite skill, Sword Dance. As for the new shop mechanic, you might have already noticed it while playing but you haven't mentioned it: You can repair items! (The repairable items appear at the end of the shopping list.) There are a few visual bugs with the interface I need to squash, but nothing serious. The weapon triangle weirdness you pointed out is actually a different mechanic I added to prevent avoid from being too good (since you can now get very high amounts of avoid), you're actually the first person I've seen notice it! Basically, every unit has a "Minimum Hit Rate" stat which guarantees their hit can't below a certain in case they fight a high avoid unit. It's not too noticeable since it's very low for most units; at the beginning generic units tend to have single digit Minimum Hit Rate and it's only possible to see it if you stack a lot of avoid (like attacking with Alec on a Forest), in the later parts of the release it tends to hover around 10-25 hit. The actual calculation is relatively simple: the value is Skill plus either Weapon Hit/8 (if the unit has a C-rank with the weapon type), Weapon Hit/4 (if the unit has a B-rank), and Weapon Hit/2 (if the unit has an A-rank or S-rank.) There's no bonus from Weapon Hit if the unit only has a D-rank. So that 13 hit you're seeing is a combination of the 6 hit from the Steel Axe and the 7 skill the unit probably has. 2-1 comments: The first half of this chapter is also very exciting, the NPCs do a good job keeping the situation tense. I think with the current balance, if you just sit back Nodion will eventually be routed, but they put a good fight. In older versions they were alternately either too strong and didn't need the player's help outside of Elliot, or too weak and got routed instantly. Of course, since you can't actually save all the NPCs there's no reward for keeping them alive. Instead, Eve is recruitable! The Arden event can actually be accessed by anyone, since there's not really anything specific to Arden, unlike the Golden Axe event whichc only makes sense if the unit can use axes. The house near the shop gives a vague hint about it. It looks like you're using an older version of the patch; in the most recent version Eve has a skill. If you want to, you can patch it over and continue your save on the latest version (although loading a save state might freeze!) More on Eve: Paladins don't actually get Light Magic, it's an Eve specific thing. I kept her as a mounted unit for now because that's what she was originally, but I might change her if I think of something interesting since the player already gets plenty of mounted units. She's also promoted because I feel it's weird to have an unpromoted unit with access to both physical and magic attacks, which is why she has such bad stats. She'll get updated at some point... but in the meantime the skill I gave her gives her some unique utility. Funny story with the ballista archers: One of my playtesters actually went out of the way to steal a Ballista using the Thief Knife, so I had put some emergency code to prevent that from happening. The archers are programmed not to move otherwise. Elliot ends up being a pretty interesting boss because depending on how you play, he'll either approach from above Castle Nodion or from below. Combined with his glass cannon stats and his retinue of cavaliers, it creates some interesting situations to puzzle out. Boldo on the other hand is filler though. By the time you reach him you've already played through the interesting part of the map. I might rewrite the ending and have him live if I can think of something interesting... The Golden Axe's gimmick is straightforward: You get +1 might for every 500 gold, capping out at +8 Might (for a total of 15.) It's fairly expensive to repair though, so you'll need a steady income if you want to use it liberally... The Knight Sword counterattack at range is actually just a bug from how I coded it. Nothing actually happens, haha. Unfortunately, you missed the Arena recruitment! The village next to the arena has a fun conversation where two villagers talk about their arena favorites. Of course, one of them is Holyn... but who's the other one??? Some extra things about the arena: It's simiilar to FE4's arena. All the fights are fixed, so you'll always fight that same Fighter as the first round, and there's a limited number of fights. You also get different sets of fights if you bring a ranged unit. Unlike FE4, you can only fight each fight once. I'll have to improve the Arena's interface in the future for providing information. Philip's advance is another neat puzzle since now he actually take a few hits. Unfortunately, he can be cheesed since his reaction is just a location check: he'll only advance if you step in a specific area. Charisma doesn't actually work yet, which is why the description just says ???. I think I temporarily removed it in the latest update until I get around to making it work. The village in the north can't actually be reached, the thickets block your way! 2-2 comments: I was trying to develop Zane some more, which is why he has so much screen time in the intro. Unfortunately he doesn't get a lot of time, so it feels pretty rushed. Something to fix in the future... Sarka is actually a woman, even though the sprite doesn't make that totally clear. It'll look more obvious when I actually clean it up, I hope! Writing Levin and Sylvia's dialogue is fun to do, because Levin is selfish at this point in the story and Sylvia takes every opportunity to mess with him for it. Wind Spirit is a very simple skill, it adds Enemy's Speed/2 to his damage. I'm not very fond of the design since Azel can also kill fast units easily since his skill lets him hit with high damage and high accuracy, so expect it to change in a future release... Sword Dance on the other hand, is a very fun skill to play with. It's very challenging to set up situations where you can get 3 units into position for the effect and have them actually be useful, but it's extremely satisfying when it happens. The thieves don't bother doing any thief-ish things, especially since there are a lot more useful items that can be stolen. I think at one point I had a thief steal a ring and it annoyed me so much I stopped them from stealing in the future. Now their main purpose is being a high dodge unit. In fact, the two thieves at the start are there to make sure the player understands that, as the moving boss of the chapter has two thieves following her. It would be a rude surprise to find out that certain units have trouble hitting them while they're blocking for the boss! I just made up MacBeth's stats so that he isn't too much of a pushover. Like with other throne bosses he's not the real challenge of the map. The Gust Scroll doesn't actually work with Azel's skill, since it's a Wind magic item. It does work with Levin, though! I'm not sure if you play with sound on, but when Sarka appears on the map she actually yells! It's the dragon roar sound effect. I didn't realize the magic triangle was the opposite of the official releases, so I ended up fixing it in the (currently unreleased) 0.1.4 update. Sadly, the Swiftspear ends up being not a great idea because all the lance users either already have high avoid, or don't get any serious benefit from the avoid bonus to justify using it. Back to the drawing board with that one... Beowulf's gimmick for the hack is that he's supposed to have better stats in exchange for having no skills (he's the only real playable "vanilla" unit), but getting the balance has been tricky, especially since the experience curve gets out of control around this point. I'll figure it out one day!!! A little detail about Beowulf's recruitment: one of the villages gives 3000G, which is enough to recruit him (with some money leftover!) if you don't do it with Lachesis. I put that there just in case some players don't have the money for it and don't realize Lachesis can recruit him.
  3. FE romhack LPs

    Take as much time as you need, I'm pretty busy myself so a slower update schedule works well for me. To answer your question:
  4. Fire Emblem IV: Inheritors of the Crusade (v0.1.3 released)

    Yes, it's straightforward to add events based on support levels (after all, that's basically what the second generation is!) Did you have suggestions in mind?
  5. FE romhack LPs

    Alright, I'll withhold the growths for now. If you need any specific information about the ROM let me know and I'll scrounge it up. To answer your questions: When I meant forests don't have defense boosts, I was comparing them to the original GBA stats. I don't remember what their FE4 stats were. I can make gold stealable with a full inventory, but it also lets other items be stealable and the game doesn't actually steal items properly if you have a full inventory so I'd need to do a bit more work to fix that. I could theoretically make a second steal command but I want to let players steal with a full inventory anyway. The shop's new features will be obvious if you go shopping so you'll find out eventually! I should put a village in 1-3 explaining it, though. the WTA bonuses/penalties are +/-2 damage and +/-15 hit rates. And comments on the latest update: You actually can silence Sandima! I haven't done a full change on how staves work, but for this release the Silence staff is guaranteed to hit Sandima and the throne won't cure him. I actually forgot about this in 0.1.0 and had too quickly update it, so now you can land statuses on throne bosses, heh heh heh... Actually, none of the villages in this particular chapter work. There's a conversation in the original game that explains Diadora's history and it's really, really, REALLY long. I was planning on cutting it up and putting it in several villages but haven't had time yet. I really like the Golden Axe conversation, it's still funny to me. Looking forward to Agustria! It has a lot of my personal favorite chapters gameplay-wise, so I hope you'll enjoy them too!
  6. Fire Emblem IV: Inheritors of the Crusade (v0.1.3 released)

    I'm not sure what you mean by that, but the way the game handles level ups is mostly the same. It looks like I did add a re-roll feature to try leveling up again if the first attempt was below average.
  7. FE romhack LPs

    There haven't been any recent updates yet (sadly), I'm working on getting most of the bugs fixed in one final update before starting new content. Missing animations are going to be a recurring theme since I wanted to get something playable out first, haha! It'll be interesting to see what you think of certain chapters too. Some Chapter 1-1 addendum: You can actually recruit Ayra during the map. If you seize the fort that Shanan is in with Sigurd, he'll be able to recruit Ayra. That's why there's a group of enemies near it. One of the houses actually explains (really badly) that nearly all Verdane units have the Bloodthirst skill. The exceptions are certain bosses and bandits. There's not enough space in the r-button area to explain how Astra works, so here's the details: You get extra attacks based on the attack speed difference; you get the normal double bonus at 4 AS, and then every extra 2 AS gives an extra attack. This caps out at 4 bonus attacks (5 total) at 10 AS difference. Cuan will be getting a bonus to fix his low Con and speed. I think this was pointed out in MageKnight404's LP originally. Whoops! The Lady sword should also be effective against Pirates (and of course Warriors and Berserkers.) Alec's magic stat will be relevant in future releases (hopefully)!!! Forests only give +20 avoid (no defense bonuses compared to the original.) They're good for evade-focused units like Ayra. Chapter 1-2 addendum: Stairs cost 3 movement for mounted units to slow them down in indoor maps, and in fact most tiles have been upgraded to slow mounted units by 3 movement (forests and pillars.) Poison has several changes from the normal game. The most important one is that you can't die from poison damage (the unit will just sit around with 1 HP instead). Of course, that kind of change makes players less likely to cure the poison so poison also deals more damage as well as giving a global -3 stat penalty. I think it currently lasts 5 turns like normal poison. The inability to steal gold with a full inventory is indeed annoying, so it'll hopefully be fixed in the bugfix patch when I also allow thieves to steal with a full inventory. Chapter 1-3 addendum: Just ignore the Merlinus behind the curtain. You haven't show off the new shop feature?! Bandits have been changed to be nearly as fast as myrmidons. (Slightly lower base speed, but roughly the same growths) Of course, unlike myrmidons they have trouble hitting things... Archers are indeed bad if you don't let them activate Bloodthirst, but if they do they'll be troublesome... This chapter is basically a test to manage Bloodthirst activations, I guess! Mercenaries are still in a weird place statwise, they're supposed to be fighters that trade strength for speed, but it's not working out yet... Weapons have generally lower hit rates because I increased the amount of hit/avoid you get from stats. For reference, Skill now gives 5 hit per point. Avoid is a bit weirder to calculate, it's 5*min(Speed,Luck) + 2*max(Speed,Luck). Basically the worst stat between Speed and Luck gives 5 avoid per point and the best stat gives 2 avoid per point. Jamka is supposed to have a second skill, but I haven't coded it in yet so I removed it for the public release.... I can't wait to see how Finn becomes a problem, haha! I think you're just getting strange luck with growths, Azel is supposed to have bad defense. Jamka's AI is set so he won't attack Edain even if she's in range, so she can easily recruit him. Speaking of growths, I don't think it was explicitly mentioned,but the stat screen shows a character's (non-HP) growths by colouring their text. The breakpoints are Dark Grey (<21%), Grey (<36%), White (<51%) and Glowing Green (+51%). If you want the exact growths, let me know and I'll post them for the characters that have shown up so far. EDIT: I actually went back and looked at my level up code and apparently I changed it so the game will re-roll a level up if the first attempt was below average. That means all those bad level ups are worse than normal because there was a secret, second level-up that was worse, haha! Definitely some interesting growth luck going on...
  8. Fire Emblem IV: Inheritors of the Crusade (v0.1.3 released)

    Thanks for the praise, it's good to know people are still keeping a eye on this!
  9. FE romhack LPs

    Nice, another LP! I'll add this to the media section of the project's thread, if you don't mind. I don't have too much to add so far, but here's some commentary: For the prologue most of the dialogue is essentially the same as the early translation, I just did some edits like removing dialogue that doesn't make sense anymore (Alec telling Arden to guard the castle, for example) and cleaning up some of the stiffer parts of the script. Later on, things get more... involved. You didn't show it, but Fighters have noticeably different stats from bandits (and they have the Bloodthirst skill that archers have): they tend to be slower, more accurate and slightly tankier. The Acrobat-esque bonus for Arden is actually available to all knights (and Generals, but there are no moving generals in 0.1.3). It's an interesting way to give them a movement advantage without actually increasing their movement. EDIT: Actually now that I think about it there might be one general that moves. Finally, here's the full list of stat-ups you can get from the village: Arden gets 3 Magic and 3 Resistance Alec gets 2 HP, 1 Strength and 1 Skill Noish gets 1 Skill, 1 Speed and 2 Luck Azel gets 3 HP, 3 Strength and 2 Def Sigurd just gets 100 experience! In retrospect, I should probably lower Arden and Azel's bonus by a smidge.
  10. Fire Emblem IV: Inheritors of the Crusade (v0.1.3 released)

    Hello, readers, and apologies for the lack of annual April updates. I was originally planning on releasing the 0.1.4 bugfix patch today, but there were too many features I wanted to add that I didn't have time to finish due to real life. Instead, I'll give a short update on the current progress. First, thanks to MageKnight404's LP of the hack, I've found and fixed several outstanding bugs and typos. There were a lot of little things to catch, and his playthrough was very thorough! I still need to go back and finish watching it. On the graphical front, I've cleaned up Chapter 3-3's map. I still need to work on a new palette for it, but for now here are some screenshots of how it looks now: Finally, I've started working on adding some supports to the hack. This is mainly for Sigurd's benefit, as supports will be giving experience and stat bonuses as rewards (along with some other goodies.) The challenge, of course, is writing something interesting for Sigurd and his pals... In any case, my time should be freeing up in the coming weeks so hopefully I can wrap up 0.1.4 and get started on actual, new content! I've spent quite some time thinking about how to develop Chapter 4, and I'm excited to actually write progress updates for it when I get there. See you... next update! She has white armour on her torso (which is also present in her portrait) which is why I went with the white colouring. Myrmidons will be getting a new battle animation at... some point in the future anyway so it'll be more accurate there. I'm not sure which item drops you're talking about, but I'll keep an eye out the next time I get around to playtesting (it might even be an intentional thing from an old design...) If you can be more specific about which item drops you're talking about too that would be helpful! Portraits are basically updated as I have time. There are a lot of portraits to make! Glad to see you like it! I'll keep the map sprite in mind. I haven't made any final decisions about the translation, but currently it's on a personal veto basis (i.e. which one sounds better to me.) There are plans to redo the experience system so that you can't really "lose" experience from overusing characters like Sigurd and Cuan. Basically it'll be easier for units that are below the level curve to catch up. I've been drafting up the details of this and will be adding it in when I have the chance to get back to hacking. Promotions will be more like the GBA's system, in the sense that promoting will reset your level to 1. There are plans to make it a bit more interesting though...! You're in luck! The 0.2 release will cover the remainder of Generation 1, and likely a bit of Generation 2 so that players can immediately see the impact of their choices. The current schedule is to push out 0.1.4, which will clean up the 0.1 release, and then work will begin towards completing version 0.2.0. Supports have not been implemented yet, but as you mentioned they will be how the love system is implemented. In fact, I'm currently working on setting up the foundations for this for the 0.1.4 release. When a patch with supports is released, I will post the list of support options along with it. The deed is done... Most of the conversations from the original game will be moved to supports, as supports will be filling in a similar role to them. The youtube channel has a video demonstrating this! Haha, you should try the hack out yourself! The gameplay has been changed significantly enough that there has been some rewriting to accomodate some of the more drastic changes, and there is much more added compared to the original game. If you have any specific suggestions to improve the script, feel free to post them in this thread as well. Just keep in mind that while suggestions will be considered, I may choose not to follow them.
  11. War Room Hack 3: Son of War Room (version 0.a)

    Yes, but it's also an actual side project I'm working on! The topic has been edited to reflect its true nature.
  12. DOWNLOAD v0.a HERE War Room Hack 3 is a hack for Advance Wars 2 (U) that adds new War Room maps and new, custom (that's right, custom!) Commanding Officers to the roster, along with classics from the DS games. Each new Commanding Officer is added with the design goal of forcing the player to think of new strategies to approach each map. Keep in mind: this hack is currently in early alpha, and uses placeholders for several assets, like graphics and music. The patch can be applied using NUPS or Tsukiyomi. For Mac users, Multipatch may work too. Remember to patch it on a Fire Emblem 7 (U) ROM! Important note: This hack is a side project I'm working on when I have downtime from my main project, Fire Emblem IV (which you might be more interested in...?) As such, don't expect any regular update schedule, and only major updates will be announced in this thread. If you're interested in following the project more closely, see the links in the Media section below. Features: Five, (that's right, five!) new commanding officers join the cast: Monet: A general who manipulates the economy to her advantage. She can order her units to steal funds from the enemy by resting on their properties, increasing her own income and decreasing theirs. Her CO Power Bankruptcy stops enemy from receiving income, while her Super CO Power Blood Auction allows her to use her cache of funds to destroy enemies with ease. Roxanne: An Orange Star hot shot officer with the highest attack bonus! However, her units have severely reduced ammunition and cannot resupply them normally. They depend on her powers, Reload and Full Stock to resupply. Julia: The silver-tongued propaganda leader of Black Hole. With her guile and wit, she can lure the enemy to her side. Her CO Power, Ruthless Grasp allows her to instantly capture any city (but not other property types...!), and with her Super CO Power, Dark Salvation, she can convert any enemy to her side, as long as they survive a round of combat with 5 HP or less. Perry: A dynamic aerial specialist from Blue Moon. His air units are the toughest around, at the cost of being slower. His Powers, Airstrike and Bombing Run summon a frightening air force to the battlefield. Jugger 2.0: An upgraded form of Jugger that is truly unpredictable. His CO Power RAM Corrupt will randomly transform his army, making them potentially stronger, but also possibly weaker. Meanwhile, his Super CO Power ROM Scramble embodies the essence of randomness, shuffling all units on the map to random locations. 7 new maps to test your strategic mettle! Sunburst: Fight against the power of the sun itself! You start surrounded by Grimm's forces, and if you don't hurry up, you'll be bombarded with silos too. Brook Trio: Navigate across three rivers in this map against Eagle. Wild Curve: A three pronged map pits you against Grit in mountainous terrain suited to his skills. Eel River: A challenging Fog of War map that pits you against the queen of strategy herself, Sonja. Spann Air: A twist on a classic map versus Adder. Bad Dudes: Are you a bad enough dude (or dudette) to defeat Julia on this strangely familiar looking map? Bean Isle: Fight against Grit on this Bean Island variant. Of course, many of the old War Room maps are still around if you want to test your might against them as well! Updates to old favorites To promote more fun and diverse gameplay, several mechanics have been overhauled: CO Powers charge much faster than before, and reward a more aggressive strategy. Defense calculations have been changed. The net effect is that very high defense is less effective compared to the original game. Sonja now summons Fog of War if she's active on the map. Andy heals 3 HP from his CO Power, and 7 HP from his Super CO Power. Eagle's CO Power is now his AWDS power, which is a Lightning Strike effect that weakens his units for the turn. Kanbei's units are 120/120 instead of 130/130. Grit's gets a lower indirect firepower bonus. Why? Because... THE GRIMM IS IN. Straight from AWDS, the 130/80 wonder can be selected! Media, Links and History Want even more details? The main project page can be found here. The youtube page collects various videos relating to the hack's progress.
  13. Fire Emblem IV: Inheritors of the Crusade (v0.1.3 released)

    Hello, everyone. It's been over four months since I checked in... Dang... Where has the time gone... Normally, I would have a special update video ready to show off new things I've added to FEIV, but if you've read my previous post you'll know that I've been busy with non-FEIV things, mainly providing ASM work for Maiden of Darkness. The good news is that all this time spent on Maiden of Darkness will be helpful for FEIV, as I've learned a lot of new tricks! (Expect a few to show up next year...?) A good chunk of the ASM work for Maiden of Darkness is done too (look forward to a Str/Mag split, Fates mechanics, personal skills, and much more!!!), so I expect to resume working on FEIV again by the end of the year. (I've also been slowly polishing up various portraits...) Although I haven't done actual hacking, I *have* been planning a lot for the near future and written down quite a few changes that will be appearing in the next bugfix release (expect this next April!) alongside the actual bugfixes. Since most of these don't require too much work, I can outline a few of these updates: Buffs for Sigurd! Probably the most important update... Slightly related to the above, a small selection of supports! Also related to the above, some new items to play with... Based on all the feedback I've seen so far, some rebalancing of the experience curve. Player units are too strong compared to their enemy counterparts... Rebalancing a few chapters. Chapter 3-3 obviously needs polish (both visually and gameplaywise), and from what I've seen, 1-2 is rough in the back half. The experience fix might also mess up the balance of other chapters. I will also be wrapping up a few of the ASM hacks used in FEIV for public release, hopefully before winter rolls in! Stay tuned... Nice! I'm glad to see you enjoyed the hack enough to play it multiple times! Thanks for the kind words, good to hear you like it! I would personally recommend at least playing the 0.2 release (once I actually release it), which is planned to be the complete first generation of the original game. FE4's original design makes it play out like two normal length Fire Emblem games, both length-wise (there is a lot of content to cover for the first generation), and cast-wise. I'll admit, Chapter 3-3 is much less polished than the rest in this release (hopefully I'll be able to update it for next April) and is very enemy dense, especially near the end. In any case, I'm happy to hear that you're enjoying all the touches I've given the playable characters. Regarding the limited deployment slot, I added that in partly because of the split maps, but I would probably keep it even if I did large maps. Having a lot of units for the player to use creates a lot of issues, such as power creep: you need to deploy more/stronger enemies to keep up with the growing player army which can spiral out of control. Having every unit deployed also forces the player to make more decisions. For example, if you have 20 units deployed and a player spends even 1.5 minutes per unit, a real possibility if they're in a challenging situation, then that's 30 minutes spent per player turn. Given that a typical map can take between 5-15 turns casually (ideally hovering around 9-12), that's between 2 and 7 hours spent on a single chapter! And this doesn't take into account resets.
  14. How come dead NPC units come back to life?

    Your ending events only do the check for the text, so it's only going to affect what dialogue plays. If you want to prevent the character from being loaded in the next chapter, you need to add another check at the area that contains the unit loading instruction.
  15. Fire Emblem IV: Inheritors of the Crusade (v0.1.3 released)

    Nice! I wonder how much time you spent to get a promoted Azel with 60 HP...