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  1. Hello everyone, this will be my first ever post in the forums, though it's not my first time here. I love a good story, in any form, which has led me to numerous books, games, etc. Over time, I developed a desire to create my own stories, whether they be originals or fanfictions. After I first found the written works section of the forum, I immediately delved into the stories people have written here and one in particular stood out to me: Emmeryn's Daughter by Runehood66 stood out to me for a couple reasons: 1. it was the first time I had ever read a Fire emblem fanfiction that crossed games 2. I have never played awakening (though I've always wanted to, just never had the chance) so it immediately caught my eye 3. The writing for it is honestly spectacular, at least in my opinion. It really left me yearning for more. 4. The biggest reason, is that it uses Past Alear as the main character (plus dragon transformation, always a good thing). Past Alear has always interested me, as I personally find her more interesting of a character than the Alear we play as, and after I read this (multiple times) I thought: what if past Alear or just Alear from some time before she met Lumera is transported to Fodlan (for some reason... which I'm still working on) So... now that I've very clearly expressed myself, I hope you enjoy my Three Houses/Engage Fanfic: Forever Family (title still a work in progress) Chapter 1: Storm of Sorrow After Notes: Also here's the feedback thread!
  2. This is a small concept where I will try and turn your class ideas into actual playable classes in Fire Emblem Three Houses. Due to the game's limitations, the following guidelines are in place: Classes will reuse other classes' models and animations The classes will also overwrite already existing ones, so enemies will also be able to access them. For the sake of balance (and the sake of preventing any possible crashes), the Barbarossa, Emperor, Great Lord, Enlightened One, Dancer, Monster, and the Agarthan classes will not be changed Base Rules: Beginner Classes cannot have a base total exceeding 50 Intermediate Classes cannot have a base total exceeding 75 Advanced Classes cannot have a base total exceeding 100 Master Classes cannot have a base total exceeding 150 Current Classes Already Replaced: Wyvern Lord When replying with your class, use the following format: Class Details Class Name Class Details (One or two sentences explaining the class) Class Tier Class to Replace Requirement 1 Requirement 2 (For Intermediate and above) Requirement 3 (For Advanced and above) Class Bonuses Bonus 1 Bonus 2 (Optional unless Intermediate or above) Bonus 3 (Optional unless Advanced or above) Unit Type (Infantry, Flier, Armored, Cavalry) Magic (If applicable) Spell 1 Spell 2 (Optional) Bases (see Base Rules) HP (between 15 and 40) Strength (between 10 and 40) Magic (between 10 and 40) Defense (between 10 and 35) Resistance (between 10 and 35) Dexterity (between 5 and 45 Speed (between 5 and 40) Luck (between 10 and 30) Charm (between 0 and 30) Growths HP (between -5 and 30) Strength (between -20 and 20) Magic (between -20 and 20) Defense (between -15 and 25) Resistance (between -15 and 25) Dexterity (between -10 and 20) Speed (between -20 and 20) Luck (between -10 and 30) Charm (between -5 and 15) Skills Skill 1 Skill 2 Skill 3 (Optional) Mastery Reward One Combat Art related to the class OR One Skill related to the class
  3. I've just finished my first (and most likely last) run of Maddening. I decided to make one last TH run before moving to engage, and what better route and my favourite Blue Lions house. Since my brother summarized the difficulty as "Actually maddening", to the point of playing one map a day, I decided to make as smooth as possible - I had 50k renown for NG+ goodies, DLC and on casual mode (please don't eat me for this). My general experience was mixed. Thanks to NG+ bonuses, so giving everyone who had it, death, fiendish blows as well as free batalions, early game was much easier than I expected (contrary to horror stories I've read about needing entire team to down one enemy). I gave myself max professor level from the start, so it was smooth sailing all the way to time-skip. I was rather surprised how high skill presidencies were reached, no doubt thanks to much more rounds of combat in general, as well as slower leveling, even with statue bonuses - in fact, those characters that did need mastering some classes, did so without any grind. Nice, unexpected turn of events. Then came the dreaded 13 chapter. It took me only 2 tries - I had my Dimitri camp in bushes with killer lance+ and Byleth stay where he started. Dimitri managed to dodge most enemies, leaving them with low hp, some he even crited to death. When they clumped together I used Byleth's wave attack gambit to tattle them all and give myself breathing room. After Mercedes arrived and Dimitri could be healed, it was smooth from that point on. No one retreated. The rest of the game didn't pose too much of a threat save for one instance - fort merceus. I screwed up and had dimitri with battalion of only 4 endurance - his Optimal build was online, but a single hit would break it completely, and there was an abundance of ballistas and fire orbs. I also made Byleth an Enlighten One for this map, which was a huge mistake. In the end, Mercedes retreated - I just had too few units to wipe all enemies on the center of the map, two fortress knights remained and the second one finished her. After that it was a matter of one atrocity, and death knight was out. Side-note: despite this being my third AM run, this was the first time I saw the scene with Mercedes saying last goodbye to Emile. Apparently, you need to finish her paralogue, but I never recruited Caspar before, and on SS she does not have the scene. I was somewhat spooked. Final map went surprisingly well. This time, Dimitri had blue lion corps at 40 durability, perfect match. Mycen was vantaged, while everyone else went to clear the room on the left. Hapi's Banshee was invaluable to stop war masters in place, while Marianne silenced the one mage I couldn't reach in one turn. After that, I used impregnable wall (can you believe I didn't know it existed before?) on paladin Sylvain who went to take care of fire orb mage. Next turn, I used rescue to get him out of the range and used my entire team to kill the monster. After that, Optimal Dimitri did the thing: this https://www.youtube.com/watch?v=b67fgXJBW2k basically, just as great lord instead and without warp. He went from level 47 to 49. After all enemies save for monsters were out, it was time for hegemon. Only Dimitri, Byleth, Seteth and Sylvain were able to deal meaningful dmg, but I used impregnable wall to have Hapi and Marianne attack hegemon to break her shield, no dmg was required for that. Fun-fact - Edelgard gets a free attack if Dimitri is in range, which can activate his vantage and one-shot her healthbar and end her turn, before her shield regrows. Hilarious. Almost no units were killed - none on my side (casual), I recruted Lorenz and Ferdinand, managed to spare Leoni and Raphael by going around straight for Edelgard, and then sniping Cloude. Lindhard died - I never liked him, he's gay and asshole decided to walk into the central place on the map, that already caused me an actual headache. I had Dedue fist him to death. I'd like to share a few thoughts on my unit performances: Byleth - I usually keep him as Enlightened One, since I like this class, but time time went War Monk->War Master. It worked well enough, pre-timeskip he was one-rounding everyone with silver gauntlets, post time-skip, killer gauntlets as war master did the trick. +20 crit was also useful for sword of the creator. He was tanky enough (brawling avoid, hp drain from crest, high stats) to draw aggro and not die. I stand by war master being his best class, I don't think wyvern lord would be capable of ORKOs. Dimitri - pretty inconsistent. As a general unit, he was underwhelming - he had insane strength, but enemies have so much health, that without brave lance or atrocity, he would still not ORKO. His speed is high, but without darting blow, always ever so lacking to double. His defence is decent, but enemies deal so much damage tanking is out. He ended up with 85 HP though, so he could take some punishment. Then comes The Optimal Dimitri - b. vantage + b. wrath + killer lance + chalice of beginning == borderline exploit. Unless there were monsters or siege weapons, he was literally death incarnate. He fought so much, that he reached S+ in lances and authority before fort merceus. I highly recommend this build, since otherwise, he's not living up to his lord position. I used great lord class, since I really like his animations, but I now think there was enough time to make him war master, again, I don't think WL would be capable of ORKO, without brave lance or atrocity. Sylvain - I usually made him a dark knight, this time went with safe WL. Nothing to say really, he was spamming swift strikes like there is no tomorrow, and had high mobility. For the last few maps I used renown to make him a great knight, then a paladin - the latter was decently useful, but GK was a mess. Low mobility, low stats and axes still shredded him. My favourite class 😞 Ingrid - people suggest WL to fix her strength, but I went with dark flier. Her spells are solid, dark flier boosts her insane speed (she ended up with 45, no boosters) and fiendish blow + dark tomefaire + doubling was enough to ORKO almost all enemies. Gave her levin sword as backup. She could double some falcons, but not sword masters or final map war masters. Her offense still ended up low (had to give her some magic bosters), but I believe dark flier is her best class - magic dmg. is easier to salvage, since enemies have staggering defence on maddening. Felix - sword classes suck and I needed bow user, so made him a sniper. With quick repose, close counter and hunter volley, he was doubling regardless of phase, ORKOing left and right. Aegis Shield would proc frequently thanks to sniper's high dex, so he could even engage in melee. He started to lag behind by the end tho, that 5 mov is a dread. Since he could take all bows, maybe bow knight with brave bow would be a better idea. Still, a beast. Mercedes - mostly healing, but decent dmg. with reson spells. Could be a bishop, but I made her a gremory - I prefer her animations and i more mov. Used caduceus. Annette - poor girl. One of my favourite characters, but I just can't get her to work. She's a mediocre gremory, warlock has only 4 mov. I went with bolt/lightning axe wielding WL, but since WL bonuses directly contrasts with her personal, she ended up with mediocre numbers in every stat. If I ever play the game again I'll try dark knight/valkyrie with axes as secondary weapon. Marianne - my lovely girl was spectacular all run. As valkyrie she was hitting enemies for 90%-100% hp with 100% accuracy (bless uncanny blow) and healing with physic as necessary. She was briefly a dark knight, but I ended up with mortal savant - she was hitting with steel sword plus soul blade for 80 dmg. Her spd was pathetic from spending all game in mounted classes, so MS speed penalty was meaningless. Hapi - pretty easy path: mage->valkyrie-> dark knight. Gave her thyrsus, so with death T and dark range+, she had 6 range spells with 100% accuracy, which is pretty insane. Her swarm and banshee were invaluable throughout the game. Fantastic unit. Seteth - like Sylvain, not much to talk about - WL spamming swift strikes to ORKO everyone. Briefly made him great knight, with miserable results. With spear of assal and ochain shield, he healed for 40 hp every turn, so quite tanky. Dedue - pretty underwhelming. Went with war master, so he could reliably ORKO, but he was surprisingly easy to kill, and was doubled by everyone. Expected more. Flayn - she's adorable, but her proficiency are shit. I didn't want another dark flier, and she's a mediocre gremory, so made her my dancer. In the end, I rarely deployed her, I don't like using dancers honestly. Would I like to try maddening again? Not likely. Post-timeskip, stat inflation starts to get really out of hand, poison strike on every single archer makes certain strategies unusable, and enemies swarm you from every side. I can't imagine playing maddening without ng+. There were some things I liked though - thanks to slower leveling, no grind was required to master classes and reach high proficiencies. I also really liked more skills on enemies - like breaker skills, or armored strike on armors. If poison strike was just on snipers and not fricking bow knights, it would be fine. quick repose on 51 speed swordmasters is a bit much though. It also makes certain classes, which were already underwheling on lower difficulties, borderline unusuable. Great Knight, Holy Knight, Mortal Savant (mostly), Hero - all interesting and visually striking classes, which will cause nothing but pain, if you try to use them. I will never forgive them for massacring great knight this much. It's painful. Thanks to all that read this behemoth and let me end with this - whoever invented same turn reinforcements, should be sent to the galleys for all eternity, to swim on the sea kissel, with chief who loves water skiing. Maybe after 50 years, he could be given an oar.
  4. Around a week ago, I did a thread in reddit about the gameplay intricacies Three Houses has + how CF’s identity is defined by those, and one person commented I neglected the distribution of all the movies present through all routes. In spite of the point brought up there not having any connection to the topic at hand, it did leave me thinking on something. While the idea itself - overall movie distribution - has potential for a breakdown, it would be also criminal to not factor in as well how the game also uses fullscreen CGs (short for computer graphics) to supplement its movies. So in the end, I ended up accounting both for my analysis. Truth be told, I wasn’t expecting to find much with it compared to my previous efforts (that, and sorting everything was kind of a pain). In spite of it, I do think what I noticed after comparing all the data has some merit worth sharing, which is why I ended up making this post and the titular theorem in the end. (Also, happy 4th 3H Anniversary everyone!) A Three Houses Animated Movie/Fullscreen CG Breakdown. (Click above to check the spreadsheet). Like always, context is king: Why are Animated Movies/Fullscreen CGs a Big Deal? Because they’re cool! They’re effective means for displaying important scenes and moments when used well. Those are also often used to argue just how much production values a game has (after all, hiring dedicated animation studios can’t be cheap), which in Three Houses’ case is a contentious topic due to their distribution and presence not being even. At all. Before moving on, please check first the movie/full screen CGs breakdown spreadsheet, as I’ll be talking about some notes listed in it explaining the Silver Snow Theorem. What IS The Silver Snow Theorem? As I was taking notes from how 3H spreads its animated movies and fullscreen CGs across the game, I began noticing that the game, intentionally or not, follows highly specific criteria to decide not only when specific movies/GCs would be used, but also which scenes would get them, and that’s highly relevant because Three Houses loves to recycle its own content whenever possible. It got so specific, as a matter of fact, that it reminded me of this quote the developers once made about the routes’ development, back in May’s 2020 Nintendo Dream issue: It was at that precise point that everything clicked to me. Thus, you can think of the Silver Snow Theorem as the unwritten rules Three Houses follows to a tee which determines how… cinematic, each of the four branching stories are by Part 2: If a story beat present in Silver Snow is shared with another route, then any animated movie used in SS, when possible, will also be present in it. If another route adds more content over the template Silver Snow provides, then it’s likely it will be able to secure an animated cutscene if required. If another route decides to deviate from Silver Snow and do its own thing however, then it won’t be able to get any animated movies for its unique moments unless those happen to be the route’s ending and the animated epilogue mural, thus forcing the path to rely on CGs instead. Thus, on broad terms, the Silver Snow Theorem consists on the following: The amount of movies and fullscreen CGs present in a route’s main story by Part 2, is directly and inversely proportional respectively, to how much the narrative follows Silver Snow’s story beats. Just so we’re all on the same page, let’s take a look at what Silver Snow - the base from which the other three stories spawned - does. Besides Part 1/White Clouds, from Chapter 12 onward, the key story beats which get their own animated movies, in sequential order, are the following: Ch. 12: The Empire invades Garreg Mach and Byleth protects it. Rhea turns into a dragon to help Byleth, gets overwhelmed, and Byleth is pushed down into a cliff. (Descent) Ch. 13: Byleth’s “reunion” with Edelgard. Both fight up until they reach a stalemate, and part their own ways (Reunion: Silver Snow). Ch. 17: Death Knight lures Byleth out of Fort Merceus after fleeing or being defeated. Then TWSITD blows up the fort with missiles (Javelins of Light). Ch. 19: Edelgard is defeated in her palace and Byleth gives her the coup de grâce (Death of the Flame Emperor). Ch. 20: After invading Shambhala and defeating Thales, dude blows up the base with missiles as a last-ditch effort to kill Byleth before debris crushes him. Rhea protects everyone, but gets lethally wounded in the process. (Courage and Tragedy). Besides these, there’s also the interesting case of the intro for the 2nd Gronder Field Battle (Rematch). While in Silver Snow, the battle does canonically happen but is skipped for story reasons, evidence points out the cutscene meant for it was conceived very early in development (to the point all 3 House Leaders used their endgame classes in its beta version), likely for the sake of having it used by the other routes in the future. Incidentally, the Chapter 13 Reunion scene (Reunion: Silver Snow) by concept can be tweaked/altered based on the fact Dimitri and Claude will be on it instead, so it was flexible enough for the 3H devs to do whatever they want with it. A relatively similar case can also be applied for Part 1‘s Flame Emperor reveal, mainly due to the mystery surrounding it needing slight changes in execution because either Dimitri and Claude will be your House Leader instead of Edelgard. Finally, the only CGs Silver Snow uses for Part 2, besides the Introduction Mural for each month in the War Arc, is the one where Rhea’s rescued (Event - Ambitions in the Dark), which is very fitting given the theorem. Thus, things for the Church route end up looking like this: Final animated movie count: 20 (+12, used for Ch. 1 - Ch. 12 intro murals). Exclusive animated movie count: 3 (Reunion Cutscene; Ending; and SS Epilogue Mural). Full screen CGs used: 8 (+ 8, used for Ch. 13 - Ch. 21 intro murals, as the route skips a month) Unique CGs used: Potentially 1, if the player assists to Edelgard’s coronation in Ch.11. Now it’s time to go over how things turned out for the other three routes. The winner of the theorem goes first: The Verdant Wind at Dawn As much flack Claude’s route gets in 3H over being “Silver Snow +”, the hilarious part of all is that building over its foundation paid dividends thanks to the theorem. Following Silver Snow’s template up until the second to last chapter meant that Verdant Wind: Could reuse every animated movie mentioned previously in Silver Snow (i.e: Descent; Javelins of Light; Death of the Flame Emperor; and Courage and Tragedy). In the case of “Courage and Tragedy”, this movie was also slightly tweaked for this route by having its name changed and the soundtrack used in it altered, both now going by the unifying name of “The Curse”. Could add its exclusive animated movies over SS’ story beats, namely*: one for Fort Merceus’ infiltration* (Citizens of the East); and another used after the “Shambhala + Thales go boom with Rhea getting wounded” scene (Resurrection). Add up Claude can also access the movie “Rematch” due to Gronder 2’s battle being visited for story reasons, and also get a proper reunion + ending movies for his final boss, and you get the most movie-tastic experience Three Houses offers. Lastly, Verdant Wind ends up not really having any need for fullscreen CGs besides the one where Rhea’s rescued. So… Final animated movie count: 23 (+12, used for Ch. 1 - Ch. 12 intro murals). Exclusive animated movie count: 5 (Reunion Cutscene; Almyran Reinforcements; Final Boss Awakens; Ending; and VW Epilogue Mural). Full screen CGs used: 7 (+ 9, used for Ch. 13 - Ch. 22 intro murals) Unique CGs used: 0 The negative is that Verdant Wind ends up coming across as too Silver Snow-eske, but as mentioned previously, that’s a big positive when accounting for the theorem. And since we’re done with the winner, it’s only natural to move towards the underdog: A Path of Crimson Flowers If there’s any proof of how much the Silver Snow Theorem can screw you over, it’s Crimson Flower. The source of the problems Edelgard’s route fares, as far the theorem's concerned, start with how it deviates from Silver Snow as early as Chapter 11, meaning: It can’t use “Descent” due to the story mandating the complete opposite scenario (Rhea’s the enemy now). It can’t use “Reunion: Silver Snow” because Edelgard isn’t the enemy. It can’t use “Rematch” due to story reasons. It can’t use “Javelins of Light” because the Death Knight isn’t an enemy, and due to story reasons. …You get the drill by now. Where does that leave it then? Well, besides having previously used a fullscreen CG for the Coronation scene (whose story event also has the same name), plus an unique ending and epilogue mural as movies, any other scene past Ch. 11 whose counterpart from other routes is an animated movie, end up using fullscreen CGs instead, meaning it goes by 5~ chapters without any animated movies. Not to mention, the route is also 18 Chapters long compared to the others paths, so any potential CF has for multiple story scenes worth having CGs is very much limited (case in point; the Edelgard’s route misses 4 fullscreen CGs the other routes get to introduce the months CF doesn’t use). As a result, its final count is the following: Final animated movie count: 15 (+12, used for Ch. 1 - Ch. 12 intro murals). Exclusive animated movie count: 2 (Ending; and CF Epilogue Mural). Full screen CGs used: 10 (+5, used for Ch. 13 - Ch. 18 intro murals, misses 4 months) Unique CGs used: 5 And with it done, only one path remains: Beneath the Azure Moon Azure Moon is by far our most fascinating case, as under the Silver Snow Theorem, Dimitri’s story does both right and wrong. Here’s what it does right: It built over Ch 11’s Flame Emperor’s reveal with its own animated movie: “Loathing”. It can use “Descent” for Chapter 12. It can get its own reunion movie. It can use “Rematch” due to story reasons. And here’s where it erred; It diverges from Silver Snow as soon Gronder 2 ends in late Chapter 17: It can’t use “Javelins of Light” because of story reasons. It can’t use “Death of the Flame Emperor” due to story reasons. It can’t use “Courage and Tragedy” because going to Shambhala isn’t part of the main story. As a result, the theorem impacts Dimitri’s path the following way: besides having 2 exclusive fullscreen CG which elaborate more on his past around Part 1, the route eventually goes 4~ chapters without any animated movies after Ch. 17’s main story mission, the second longest besides Crimson Flower’s. To fill this void, more fullscreen CGs were called upon, and this route stands from the others in how it uses slight variations of its illustrations twice to form a sequence of events, namely, during Rodrigue’s sacrifice (Event - Revenge), and the “Dimitri’s in the rain” scene (Event - A Reason to Live). So overall, for Azure Moon we have: Final animated movie count: 19 (+12, used for Ch. 1 - Ch. 12 intro murals). Exclusive animated movie count: 4 (Flame Emperor Reveal; Reunion; Ending; and AM Epilogue Mural). Fullscreen CGs used: 13 (+ 9, used for Ch. 13 - Ch. 22 intro murals, and excludes 2 slightly tweaked CGs used for sequences). Unique CGs used: 7 (see above for the multiple frames thing). And counting all four routes, their overall amount of movies and CGs look like this: It's intriguing how the theorem shows Silver Snow casts a lingering shadow over Edelgard, Dimitri, and Claude’s stories, with some routes clearly benefiting more from its foundation than others. It’s highlighted as well just how narrative-driven Three Houses is overall, and how it will go above and beyond to have important scenes happen one way or another, regardless if turning them into animated movies is not an option for one reason or another, as seen with Crimson Flower and Azure Moon. And while jury’s up as for how intentional Silver Snow’s effects on the other routes were during the planning stages, I do believe KT learned something from 3H development given that for Warriors: Three Hopes, they wasted no time it getting rid of the Silver Snow foundation by swapping Byleth for Shez and using the pre-timeskip phase as just the prologue for all three routes (a genius move IMO, since it meant the stories wouldn’t need to be bound to any sort of structure established by a template, not unlike one certain route from 3H does). Before closing things up, I wanna briefly go into why skipping some animated movies in a route would be a big deal for the theorem, as I was admittedly a bit vague when stating omissions happen “because of story reasons”. Feel free to stop reading now if you don’t really care about it (many thanks for reading up until this point tho!), but if you wanna stick around, then… Let’s go!: Rematch: The Plot Reaper The Second Gronder Field Battle between all 3 factions as a plot point is vital to the Silver Snow theorem and the routes which benefit from it. The main reason is due the battle’s losers determining who will go and fight the Empire in the second half of Part 2: If the Alliance loses during the fight, then Dimitri & the Kingdom will get this responsibility (Azure Moon). if the Kingdom loses, then it’s all up to Claude and the Alliance to get the job done (Verdant Wind). If both the Alliance and the Kingdom lose, then Byleth’s Resistance Army is the only hope left (Silver Snow). In spite of the movie used for this scene being set in a way Byleth could support any of the three factions like it's Part 1 counterpart, as a plot point, the Empire winning doesn’t serve any purpose to the narrative. So in hindsight, it's not surprising the battle straight up never happens in Crimson Flower. Javelins of Light: The Ticket to Shambhala Long story short, in Silver Snow & Verdant Wind, the Death Knight - and by proxy, Hubert - being aware that TWISTD it will blow up Fort Merceus to smithereens serves as a way to have Byleth/Claude’s gang go to Shambhala after Edelgard’s death, thanks to Hubert’s foresight and unexplained futuristic-missile-detecting abilities. As a result, if going to Shambhala doesn’t have any narrative purpose in the story the route is trying to tell, then the movie just isn't gonna be reused. Faeghast went a bit more in-depth about how 3H uses the missiles in the plot for those interested, but this is more or less the gist of it. And finally: Death of the Flame Emperor: But Dimitri…? This one’s more easy to tell, but regardless: The main reason the movie isn’t reused thrice with Azure Moon is due to the heavy focus the Dimitri & Edelgard relationship gets in its main narrative. Plus, Dimitri vs Edelgard being set up as the very final fight of the story would require a different (and most importantly, “ending-like”) movie to take place instead, more so if Edelgard isn’t gonna be in her Emperor Class… And while there’s an enough solid argument to say the cutscene has no place in Verdant Wind (which I 100% support btw), the reality of the situation is that, as far the Theorem’s concerned, Claude’s route is not different enough to justify not using it. Like always, many thanks to everyone who reached the end of this post! Let me know if you think the Silver Snow Theorem might actually be onto something, if it’s just something I imagined one day, or if you have some feedback or anything to add to the topic. BONUS (since it doesn’t really have a place in the theorem post) Gonna mention this here since I couldn’t find a way to make it fit into the Theorem, but oh man Part 1 has so many animated cutscenes it's insane. There are 47 movie files in total, and from those, 27 are used only in White Clouds (with one being exclusive to Blue Lions).
  5. A few weeks ago, I did a keen analysis on how Three Houses manages difficulty for every one of its four routes which I’ve been slowly improving thanks to the feedback I’ve received on it (many thanks to those who helped btw!). From all the notes I’ve gathered, something very interesting stood out about how the game handles challenges with each path, which reminded me of a certain possibility I raised a past post I did in reddit surrounding Black Eagles’ development and the hidden intentions lurking within. And you know what? I think it’s time I make it into an actual theorem because it’s really bugging me out that much. After all the stuff I’ve seen about 3H’s gameplay and how it handles challenges per route, I am convinced that “fixing” Crimson Flower isn’t as straightforward as people make it up to be. Before getting into why gameplay evidence of all things has convinced me of such, I wanna cover all my bases first just in case someone (and somehow, ‘cause a part of me finds it unlikely) has no clue what I’ll be talking about. So… Here's context: Why “Fix” the Odd One? ...Also known as Crimson Flower. Three Houses has four routes overall. From those, Crimson Flower is the only one which has 18 story chapters while the others get 22 (or 21, in Silver Snow case). Saying this made people mad back when the game was new would honestly be an understatement given there’s a youtube video called “Edelgard deserved better” done sometime after its launch which has over 250k views as of this post. Incidentally, the idea of “fixing” CF is far from new, and the go-to direction most attempts I’ve seen, do it by crafting a small 4 chapter arc after the main plot (so it can reach the 22 Chapter quota Dimitri and Claude’s routes follow, which the idea inherently assumes it was the original goal of the route), eventually leading Edelgard and co. fighting “those who slither in the dark” in their headquarters, something which is mentioned it will happen a few times during the route, but as a very distant… thing, due to Edelgard’s n°1 enemy being not them in the main plot. This gets to the point that an S-Support and even a few solo endings touch upon it in a way that might or might not be mean spirited from the devs’ POV???. Anyways, now that’s out of the way, it’s time to jump into the actual meat of the theorem: No House Stands Equal - Three Houses' Difficulty from a Design Perspective The key findings of my exhaustive attempt at analyzing 3H’s difficulty (which you can check by clicking on the title above) is that Three Houses, from a gameplay perspective, handles difficulty by messing with factors like: Average Enemy Level between Chapters (+ their Suggested Level, which is directly related to the AEL). Available resources, and the timing in which new ones are unlocked and/or lost. When the game stops using Intermediate Classes for enemies (in a more conventional Fire Emblem context, this would be like saying “when the game stops throwing Unpromoted Enemies at you). And more. Thus, at a macro/superficial level and, according to the info at hand, Three Houses does the following: The Average Enemy Level almost always increases by 2 per Chapter, regardless of the chosen difficulty. The Armory/Vendor/Battalion Guild stock is updated 3 times; first in Ch. 3, then in Ch. 8, and last in Ch. 14. Part 1 ends in Ch. 12 with a Suggested Level of 23. Your chosen House Leader gets their unique battalion in Chapter 13. The most number of bosses you’re forced to take down to clear main story missions is 4 in Ch. 16 once (3 if you play carefully), and then 2 for other maps that do this. The game stops throwing Intermediate Class enemies around Ch. 18~ for main story maps (17 for Silver Snow, 16 for Azure Moon, and 18 for Verdant Wind, for those curious). Your chosen House Leader’s paralogue is unlocked around the second half of Part 2 (Ch. 19 for Dimitri, and Ch. 17 for Claude). The difference in enemy levels between the successive Enbarr invasion missions is always 1. And finally, the route ends in Ch. 22 (or 21 if you’re in Silver Snow) with a final Suggested Level of 42. This pattern is followed religiously in all the routes which happen to share a lot of content up until Chapter 17 (or 16, in Silver Snow’s case) due to story reasons, yet despite this, there’s still many quirks exclusive to certain routes which make one experience different from the other. Silver Snow, for example, is meant to be really hard according to the devs, and as the spreadsheet reveals, it does this by handicapping the heck out of the player (very squishy starting cast with no Relics besides Byleth’s; one deployment slot less, far less resources; losing your House Leader + N°2 midway through the game; etc). Due to this, Azure Moon and Verdant Wind by design are more beginner friendly by simply having none of that (AKA more balanced casts that stays with you; more Hero Relics; more resources, etc), while still deviating in other areas. Azure Moon for one, gets the most resources between all routes to play with, still gets their exclusive units handicapped in other ways, and in the late game, it has a “turret & mage infestation problem”, for a lack of a proper term. Conversely, Verdant Wind gets just a pretty decent amount of tools, has no actual handicaps for their cast, and their late game isn’t so overly specific in enemy variety as Azure Moon’s. Fairly straightforward stuff so far. But as you might have noticed, I haven’t mentioned Crimson Flower once, and that's for a reason. Crimson Flower, by design, is not built like the other three routes. ♫ One of these is not like the others ♫ To explain what makes CF challenging, I need to go back again into into how 3H manages its difficulty, because unlike the other three paths, this one follows its own set of rules: The Armory/Vendor/Battalion Guild stock is updated one third and last time in Ch. 12. Part 1 ends in Ch. 12 with a Suggested Level of 25. Edelgard & Hubert get their unique battalions in Chapter 12 (is Hubert a lord too…?). The most number of bosses you’re forced to take down to clear story missions is 4 in Ch. 15 once (3 if you play carefully), and then 5 for both Ch. 16 and Ch. 17. The game stops throwing Intermediate Class enemies in Ch. 14 for main story missions. Edelgard’s paralogue is unlocked in Ch. 15, midway through Part 2. The difference in enemy levels between successive story missions goes as follows: Ch. 11 to Ch. 12: 4 in Normal & Hard, and 3 in Maddening. Ch. 17 to Ch. 18: 2 in Normal & Hard, and 3 in Maddening. And finally, the game ends in Ch. 18 with a final Suggested Level of 37. And this isn’t even considering how every story mission from Ch. 12 onwards is exclusive to it for story reasons, or even factoring the other tweaks exclusive to CF, such as: having one Chapter less to receive funds and recruit students/teachers; having 2 units that join in Part 2 with innate access to Mastermind; its second half of the game being full of enemy pegasi/wyvern riders; its last chapters having a high number of monsters with anti-magic barriers, and with weapons used in no other route; and more stuff which I won’t cover here for brevity’s sake. Dedue's Monster form is legit the strongest Giant Demonic Beast in the game in both raw stats and weapon. Everything mentioned so far about Edelgard’s route highlights that, compared to the other three paths: it scales up the difficulty earlier; makes its resources available earlier as well; and raises the challenge of its last two chapters considerably. Incidentally, this in turn explains why the path is a viable option to obtain the “Yellow Title Screen” after finishing it on Maddening difficulty despite having fewer Chapters; it's because its difficulty was optimized to work with that specific length in mind. Here is where the crux at hand lies. Why “fixing” Crimson Flower isn’t just adding more chapters to it and calling it a day. Edelgard’s route, structure-wise, does not feel it was meant to be as long as the other three paths. This is important because, as well-intentioned the idea of “fixing” the route is, adding more chapters over what’s already there would completely throw off its balancing and potentially and unintentionally make it the hardest route of the four by numbers alone (and this is is still accounting that you would have to fight even more bosses later on…). To illustrate what exactly I mean by this- I'm going to propose 2 experiments. First, let’s imagine an hypothetical scenario where KT and Intelligent Systems listen to the fan uproar over Crimson Flower’s shortness and add more chapters to it. The catch? There won’t be any other changes done to the base game. As a result, CF’s unique scaling stays due to the assumption it's presence is unrelated to its short length, meaning: There's still 4/3 levels of difference between Chapter 11 and 12, for Normal & Hard/Maddening). The level scaling remains consistent with no alterations unlike the other routes, up until the Last Chapter in Maddening Difficulty where the Average Enemy Level increases by 3. This is how the route’ Suggested Levels' would look like for its chapters, compared to Dimitri and Claude’s stories, as well the Church's. Now everyone's finally- Wait a second... (Click here if you wanna check it on the spreadsheet) (Note: Suggested Level is the value shown when you're about to start a mission. In-game, it's used as an indicator of the map's difficulty and the level the game expects you to be in order to beat it) From my understanding, the whole point of the idea of “fixing” CF comes from the desire of making it a proper equal to Azure Moon and Verdant Wind, not unlike how in Warriors: Three Hopes, Scarlet Blaze, Azure Gleam and Golden Wildfire are equal in length and difficulty scaling (at least by the time the game ends). From the get go, we can see how this experiment has failed, because now Crimson Flower has the highest average enemy levels for its late game. To properly “fix” Crimson Flower in this instance, we would need to either redo its difficulty scaling from scratch to make it match the other routes, or just simply give it one Chapter less like Silver Snow, in which case, it still fails the experiment's purpose. As a result, we now move to our Second Experiment: We will make Edelgard’s route unfinished. To do this, we will assume CF was meant to always have 22 Chapters, and as logic dictates, it's unique difficulty scaling would serve no purpose. This means that, as far difficulty parameters go, there's now a 1 level difference for enemies between Chapters whose missions are played back to back, impacting now both Ch.11 to Ch. 12, and Ch.17 to Ch. 18. Here’s how the Suggested Levels' would look like in this case: (Scaling it for Maddening wasn't easy...). (Click here if you wanna check it on the spreadsheet) These numbers look far more harmonious, yeah? Not only that, in this one you can clearly tell by the sequence the numbers follow that something is very off with Edelgard’s path- Not only it's somehow easier in Normal and Hard, something which is meant to come after Ch. 18 clearly isn’t there. Will it come around later as free DLC, as the rumors say? The evidence says it’s likely, though we dunno if it will happen yet. This isn’t our reality though, and I have a big hunch on why it was never on the cards in our case. Both interviews which speak about the route’s development always coincide on one vital area: ——————————————————————————————————————————————— From all four routes, CF was the only one which was meant to be a secret. Picture this: you’re developing a video game with four routes that happens to love recycling its own content a lot, and you even have solid in-universe reasons for it too! And yet, you decide to hide one of the four just because. The reasoning here isn’t important. What is, however, is its secrecy. You want people to play the game, and have some of them stumble across it by accident and be surprised. Under this train of logic, I ask the following question: Would it work to its benefit, if it was very similar to the other three routes regardless? The answer to this question would be probably not. From then on, it becomes important to have that one route be different. Not follow the same rules the others do. Otherwise, what is the point of having it be a secret? Edelgard’s route, as the theorem, proposes is the odd one out on purpose. Its identity stems from how it was conceived as the route which would be super hard to access, before the plan changed because Silver Snow was received poorly by KT’s testing team + devs. And because it’s the odd one out, trying to make it fit a very different mold isn’t gonna be an easy job, to the point you have to wonder if it would be best to just redo the whole thing from scratch instead. In my humble opinion, this very well explains why the route is so different in both gameplay and outside of it, but I'll digress on the latter since that one's not the point of this post...
  6. I noticed on the Abilities page for Three Houses that Paragon, which doubles EXP gain, is apparently in the game. Is it even possible to obtain the ability without hacking/save editing? It doesn't have any details on how to obtain it.
  7. A couple years ago I had to do a project for a graphic design class, in which we had to make a propaganda-style poster using Adobe Illustrator. I decided to make one for the Adrestian Empire from Three Houses since this was in 2020 and it was the main game I was into at the time. I took the Adrestian coat of arms and some official art of Edelgard, as well as a font that I found online called Red October. This is what the final product ended up looking like.
  8. Warning: Before I say anything, you're probably going to have a difficult time using this if you have no experience in python, even though you don't need to code yourself. This is because this tool requires python, which you can simply download, but also requires Pandas. I use Pycharm and let it manage all my packages, but setting pycharm up or managing the packages yourself can be troublesome if you've never used it before. That's why it really helps if you already have a working Python environment with Pandas. You can ask questions, and I'll try to help, but I can't guarentee success. link This is a tool which I created mostly for myself, but I realised some other people may find enjoyment in it too. You can use it to either randomize the class (and character ranking) for Sacred Stones/Shadow Dragon/New Mystery/Awakening/Fates/Echoes/Three Houses or maximaze stat growths for kids in Genealogy/Awakening/Fates. How to do this I've explained in the readme.md, so just read it there and if it isn't clear, you can ask what I mean. If I were a better programmer (both in skill and in ethic) I would make my creation more user-friendly, by creating a gui or something, but I didn't, so now you have to install a couple of randomly strewn files from github. You need everything there except the readme (though you may want to read it), ui.py and main.py and just put it in a folder (probably an IDE project folder). From here you can follow the instructions in the readme. If you manage to make it work on you computer, I'd appreciate feedback if you encounter some mistakes. Some I know and I'm not planning to fix (You can use Gunter and Jakob both in Conquest and Revelations but they only have an A+ in Conquest), and one other I only just remembered during writing that it existed (the fates randomizer does not yet take into account child marriage), but there will probably be many I don't.
  9. Since Three Houses and the upcoming Engage did managed to add Brawl as a weapon-type in the FE series. If they decided to add Brawl as a new weapon-type for Heroes similar to like they managed to add the Beast Weapon-types in the game when Book III was released and OC FE Heroes characters like Freyja and Freyr became the first OC FEH Beasts in Book 4. Do you think we could see Brawl weapon-types and some Gauntlets weapons can be added somewhere when the possible Book VII comes out (+ maybe additional OC FEH units with Brawl Weapons possibly added in Book VII as well?) since some of the Brawler units added in like Balthus had been chosen as an Axe unit due to Brawl weapon-type wasn't added to Fire Emblem Heroes yet? And if Brawl weapon-type was added in, do you think it's going to be in the colorless category for the first release for the Brawl weapon-type units and then later getting added to the color category in the later release like how the Colored Bows were added in later and then the Colorless Dragon Stones were added later on as well?
  10. Is there a list of the known crest powers that aren't how they mechanically work? like how Marianne can understand and talk to animals with her crest?
  11. Since I was thinking of creating this thread for my ideal list of what returning classes that I do want to see brought back in the newer mainline games that released after Three Houses. I was thinking of starting off a list that I searched through from the Fire Emblem Wiki to see what wasn't included in Three Houses and see what I think which should return if there's going to be a new mainline Fire Emblem title released after Three Houses. I was thinking of so far was: Gold Knight (I definitely think this should have been returned in Three Houses as the Cavaliers' Third-Tier class instead of using Great Knight Class as a Third-Tier class) Silver Knight Baron (could be useful for enemy and personal playable character classes) King (maybe use it on the new character as his personal third tier class similar to like how Edelgard became the first playable Emperor in the series) Priestess (Not the Cleric looking class, I was talking about like the ones used in Gaiden & Echoes: Shadows of Valentia) Griffon Rider (maybe have it returned as a separate flier class line outside of the Pegasus and Wyvern classes instead of returning it as a promoted unit for Wyvern Rider) Mage Knight (as a polar opposite of the Dark Knight) Halberdier & Sentinel (they deserve to come back in the series since they are a unique promotional class for the Soldier line) Ninjas (since Awakening (Myrmidons & Swordmasters) & Three Houses (Swordmasters & Mortal Servants) did have some little bit of Asain style parts outside of Hoshido, I do like to see some more Asain style classes brought back in outside of Hoshido settings) Prince & Princess (as personal class) Blade Lord (since Fire Emblem did majorly using Great Lords since Awakening, I do think some new main character should get the Blade Lord class since Lyn had used it for The Blazing Blade & Fire Emblem Warriors) Seraph Knight (as one of the Third-Tier classes deserves to be return, I don't understand why Seraph Knight wasn't brought back as a Third-Tier class in Three Houses instead of making Falcon Knight as the Third-Tier Class in Three Houses while Pegasus Knight as the Second-Tier class in Three Houses?) If you had any ideas of what returning class that wasn't featured in Three Houses do you like to see appearing in the next brand new Fire Emblem Nintendo Switch (or next gen console) mainline title? Feel free to list them.
  12. Note: this is just my opinion. It is simply just my feelings and thoughts about this and my goal is simply to make fans of the game happy and encourage them to try something for fun!! That is all. This isn't meant to be taken so seriously and overanalyze the game design. I am well aware of the poor design choices of the game and am not defending those choices. I am simply giving a way to tackle the game and make it available to fans who have doubts of trying an iron man due to many urging against it, but for those who might really want to. So let's all have a pleasant discussion. Anything otherwise will be ignored, so don't bother, and keep your thoughts to yourself if you don't have anything nice to say. Just like you have your opinion, I have mine. Now let's begin!! After now completeing both a Hard & Maddening Iron Man, I just want to give my thoughts on here. A lot of people have said it isn't possible or isn't fun to do. And I want to just urge anyone who hasn't tried it and loves Three Houses to give it a shot. After playing this game I can confirm, it is very doable to do 1. A Hard Mode Iron Man on ANY route 2. A Maddening Iron Man on the Crimson Flower Route (bare minimum) If you allow yourself to use all the tools the game gives you, it is a very fun and an okay investment of your time to do if you are a fan of Three Houses and willing to try it. Prepare yourself though, it requires you to throw away everything you know about iron manning with other fire emblem games. It is a very different game after all. You have to be willing to put in a lot of work if you want to accomplish completing this (mostly Maddening. Hard is a lot more doable). For Maddening, you want to make sure you study the reinforcement spawns of every map before each map so you know what to expect. It's not as time consuming as you think. All it takes is a few minutes of one's time to look on the fire embelm wiki. It has all the reinforcements spawns laid out for you there. For the arguement of what happens when you lose a unit, you simply want to recruit any students by using renown to get them up to A support so you can replace them with your fallen unit. Be ready though, because after timeskip, you want to try to lose as few amount of units as possible. But do not worry. Right before the timeskip initiates, make sure to recruit every other student and ashen wolf you can, so that way if someone dies, you have someone to replace them. Now how is this possible? They might be too low leveled you say? You want to make sure you have Professir Rank A at all times (use renown in the very beginning of the game for this) then simply use your 3 adjutant spots to train up 3 backup units, as they will train up just enough every battle to be able to replace any fallen units. Make sure you obtain the experience gem, so that way if you need to train them for the next battle when you are grinding (which you should do atleast twice a month for maddening anyways) you can slap the exp gem on them and level them up very quickly. If you have a knowledge gem you can also quickly get them to learn Death blow or Fiendish blow respectively (if they are phys or magic units) and they will be all set to replace your previous units. This is a hardcore, balls to the wall iron man challenge, so you must be prepared. It will not hold your hand and give you units throughout the game like other ones, so you have to make use of as many of the things the games give you. If you have any questions from me, I have all the info provided to tackle this challenge if you want to try it out for yourself. Also, check out my recent playthrough of me doing a Maddening Mode Iron Man for Three Houses on the Crimson Flower Route. It was quite the amazing journey!! It has everything there to help you on your quest for Three Houses Iron Man: Hard mode: https://youtube.com/playlist?list=PLtQEfrONYtZDePBPySFz_fWEDAvxkWVHt Maddening Mode (recommended for guide): https://youtube.com/playlist?list=PLtQEfrONYtZAncP2aQE64q_wluxpvYoIv Also here are some random recommendations I have for tackling your first Three Houses Iron Man: 1. Get the Thyrsus. Its very useful, especielly combined with magic range+ skills and 3 range spells. It gives you A LOT of coverage!! 2. Make Knowledge Gem a priority!! There are 2 you can get in the game, and they are very helpful for completing classes for skills as early as possible that can help you A LOT on your run!! One is in the "Tale of the Red Canyon" Paralogue (in the chest). And one on Chapter 11 (by collecting all the crest stones in that map). 3. Experience gem is helpful for training up backup units who are falling behind in levels, so if you want that quick replacement, use this!! Be sure to pick this one up in the Hanneman/Manuela Paralogue. (JUST BE VERY CAREFUL, use rescue or stride to get Manuela to safety, she is in a very scary spot) 4. Try to always have some units with the "Shove" or "Draw Back" combat art. You will be surprised how much this comes in handy in emergencies when you make a mistake. It can make the difference between your unit dying and surviving to live another day. 5. Use DLC (if possible). It's not mandatory, but the Ashen Wolves, and DLC classes are VERY useful (for Maddening Mode especially). Dark flier and Valkyrie have some amazing utility that will help a lot in mid game/end game. 6. Battalions are your friend. They boost stats, so make sure you give ones that give necessary boosts. Crit to critters. Hit rate for shaky hit rate units. Tankyness for your tank units. Avoid for your fast ones. And strength/magic you might want all the time for most of your units that are attacking constantly. Having Impregnable Wall, Blessing, Stride, Dance of the Goddess are super useful, so be sure to use them and keep them safe. Because if a unit falls while holding onto one of these battalions, you will lose them forever. So try to keep them on units you keep out of danger most of the time!! 7. ALWAYS take your time and play when you are in the right state of mind. It's not worth it if you are tired. You are likely to make mistakes and lose a lot of your hard-earned progress. So play when you are AWAKE and concentrating!! (Then again, that's what makes this iron man so hardcore and devastating if you lose. Making it more thrilling and rewarding for everything you accomplish. It's not for the faint of heart, so beware and prepare yourself if you fail!!) 8. Do not take too long of a break from your iron man and try not to play other fire emblem games during your run. It may confuse you coming back from it and adjusting to all the three houses-only mechanics again, it can easily cause mistakes, so be cautious of this!! 9. Don't be afarid to use what you need to!! Someone once told me Maddening Iron Man isn't forgiving, so shouldn't you. Use DLC items, classes, characters, renown. Don't resrict yourself. A lot of people like to put self-implemented restrcitions for other FE games, but for this game, I do not recommend it at all. You are justified for anything you use for this challenge, since this is a lot harder to iron man than other games. Also side note: I'm here to vouch that I didn't use renown for class skill levels. I trained those up naturally. So I recommend doing that too for a more natural challenge. It trains yourself to make every Instruct/Seminar session count. But that's only if you want to, it is a very hard challenge so only do what you feel is doable for YOU. 10. Professor Rank A is a must!! Atleast.... if you hate the monastery. The monastery is slow to get through sometimes and you are going to need it a lot. If you want to reduce time however, and do not want to gift all your students constantly to get all those motivations up, simply feed all your units with your plentiful amount of activity points that are available to you at the very start of the game if you simply use renown to make your Byleth get Professor Rank A. Feeding students is very necesarry and you're gonna want to always maximize the amount of times you instruct them at max motivation. Getting those skills as early as possible, especially in Maddening is very helpful. (Death blow, fiendish blow, darting blow, hit +20 etc.) 11. Rescue or Warp are very helpful. Try to have them on your team if you can. I personally didn't have rescue on my current maddening iron man run, but a flier with warp can help as a nice rescue alternative in emergency, since you are able to canto out of the danger zone in certain situations. 12. Right before timeskip, put every single convoy weapon in all of your units inventory (even the ones you recruited who aren't doing anything). All your inventory gets fully charged up on durability and is a very nice exploit when you're low on money or ore. 13. Make sure to get money, ore and meat when necesarry. Always do the highest level maps to get as much experience as possible when grinding in between main battles. Make sure you are at a good level to take them on though. If you need rare ore, do get it!! It's helpful for forging good weapons and repairing if needed. Money is good when you don't want to repair and simply want to buy weapons to replace them. 14. Reminder: For backup units, if you have the extra resources, make sure they are getting to their classes they need to, so that way when they are needed as a replacement unit, they are already halfway through getting the necesarry skills to keep up (like death blow and fiendish blow etc.) 15. Protect Byleth, your lord, and your waifu at all costs!! You lose the run when you lose Byleth, Edlegard, Dimitri or Claude. And we all know deep down we lose... when we lose our waifu in our iron man.... Jokes aside. Always pay attention to the Defeat Condition. If there is a unit on there that can cause a game over. PROTECT THEM AT ALL COSTS. While not mandatory, Alert stance+, Sword Avoid, Brawl Avoid, guard adjutants and the Blessing gambit on these units, help keep you at ease during the maps throughout the run!! Speaking of guard adjutants.... 16. Guard adjutants are very helpful. Your backup units aren't doing much. You may want to sometimes have them in brigand or mage during easy grind maps so they can get death blow or fiendish blow ASAP. But when you are doing main story maps, have them get to armor knight or brawler as soon as possible!! These provide you with guard adjutants and if you are at Professor Rank A, you can protect 3 of your precious units from a fatal hit once per battle!! That's very helpful!! So protect Byleth, protect Edelgard, protect your waifu (that's what I did xD) or any other unit that causes a Defeat Condition and you should be good to go!! 17. Do not take on paralogues if you feel it's too high of a risk. In fact do not do most of them!! It is not worth losing a unit over getting a simple item you wanted. You want to do the least amount of high-risk maps as possible during this run!! Unless you are VERY familiar with the paralogues and their reinforcements, do not do them, they are not necesary. It is entirely doable to complete the iron man without them. However. The knowledge gem and thyrsus paralogues are VERY worth the risk, trust me. Just be careful!! 18. New Game+ is very much recommended. It allows you to carry over gambits that you can't have in certain routes on a normal run, and you can use renown all you want to do literally everything I recommended you SHOULD do xD 19. Have fun. If you fail, do not worry. Chapter 2 is dumb, so don't worry about failing on it. I and many others have got crit several times just to officially start the run correctly 🤣 Don't let that discourage you!! This is probably the worst designed map in the game for an iron man specifically, so feel free to not count it as an iron man map if you don't want to and start at chapter 3!! Edit: 20: Chapter 5, make sure Gilbert dies and that he doesn't trigger any of the archers from above. Avoid these danger zones at all costs!! All the units randomly just start charging you if you get in the range of units at the top. So be VERY careful. 21. Also be weary of enemy skills like vantage, miracle, or wrath-type skills. Always check skills and battalions on enemies every so often!! There will be times where it may catch you off guard, so be weary!! 22: On Chapter 4, the Death Knight randonly moves and this triggers when the dark mage reinforcements stand next to him. Either defeat them before then, or be ready to defeat the Death Knight or the boss before he reaches you. Note: this is an Iron Man, so it is without divine pulses or retreating allowed since that kinda defeats the purpose of an iron man run. I thought this was obvious, which is why I didn't state it at first (since that is similar to not using Mila's Turnwheel during an iron man of Echoes). But I will mention it here just in case. Hope there is no confusion now 🙏 (End of edits) I will be making a video version of this topic, so look forward to it soon!! I will try to use video examples to showcase the different tips!! Thank you for reading and I love you all!! I hope this either convinced you to try an Three Houses iron man for yourself or at the very least intrigued you to read about what it took to complete an iron man on Three Houses for me personally!! God bless and keep gambitting my fellow iron manners!! (P.S Hapi best girl ❤️)
  13. We were SO close last time.... Let's do it.... My 2nd attempt at the Maddening Iron Man begins now:
  14. i intend on doing one of these soon with the blue lions class, but am not entirely sure what the rules are for this. ive never done a challenge run/speedrun of a game before this. What kind of things are excluded from being available and what am i allowed to do? i understand theres no set ruleset for things like this but what is the most common?
  15. Figured we should take discussion of the Christmas banner to a more public thread now that it is officially revealed. This month's Tempest Trials unit is Ignatz: Snowscape Artist.
  16. So I can't stop thinking about the Maddening Iron Man I am about to do on Crimson Flower. I'm so excited for it for some reason and I been preparing notes and stuff to take this as seriously as possible to get it done successfully on stream!! If you guys have any tips or suggestions to help make the Iron Man more doable let me know!! (This will be streamed after I finish my Maddening Blue Lions NG+ 3 DP Run). This will be my very first maddening iron man for Three Houses so I am beyond excited and nervous. I practiced Maddening for GD & BL routes, so hopefully the knowledge from those playthroughs help!! The rules are going to be: - No resets, & no retreating. If a green unit dies in a paralogue that causes a defeat condition and gameover (Rodrigue, Rhea, etc.) Run can still continue, but paralogue must be ended right there and I unable to retry it again. Any units lost prior to the defeat can't be used again. If it is one of my units and their death is apart of the defeat condition, if they die, then the run ends. - No Divine Pulse AT ALL. This is a TRUE Iron Man run so I don't want to use these like I did in my current BL Maddening run. - No DLC items (Chalice of Beginnings, Start game stat boosters, etc.) However, Vajra- Mushti & Fetters of Dromi are allowed to use for Yuri & Balthus. - Ashen Wolves, Anna, & Jeritza are allowed - No New Game+. However I will be playing on NG+ for the Edelgard hairstyle but I won't be using any of the renown. So it will be played as if it WAS a non-NG+ file. Renown statues will not be touched if they carry over some of the perks from a previous run. (I will check and try to select a file that doesn't have the statues maxed) - No Abyss Renown items. - DLC classes are allowed. - Endgame classes for team can't have more than 2 units in the same class. (No full wyvern team, full dark flier team allowed, etc.) - I am allowed to look at map/enemy data on stream to check ambush reinforcement placements & triggers. - Iron Man officially begins after the mock battle, as it's easy to get RNG screwed in that battle and lose a unit/game over. So anyone who dies stays alive. And if I game over, since nothing is really affected since the only map prior to that is the tutorial map, we are allowed to retry the map if something goes wrong (to save time from unecessarily playing the long tutorial and starting monastery section again and again) To compensate for this, the battle of the eagle and lion will be treated as an iron man map. If someone dies, I can't use them again. If there are any fun rules you want to suggest (may or may not be added) or things I am forgetting to make the Iron Man run as fair as possible, let me know!! 😄 But yeah any tips or suggestions to help me complete the run, give me your wisdom!! 😁 This is my planned team:
  17. Best Blue Lions girlies need their topic It was a teensy bit tricky because IS has still refused to give me an Elise with a Def stat but otherwise pretty easy~
  18. Just quickly thought up of a quick silly one-page story for Sylvain! So what if Sylvain had a Valentine's Day disaster in Garreg Mach instead of Ren Amamiya in not-so-real-life Tokyo? Let's find out. Courtesy to awesome2464 who created Fodlan Frames, which I used in this story. Sunday Day 15 Pegasus Moon 1180 - Weather: Sunny So I started the day sleeping in and waking up well into mid-morning. Man, that date with the cute chick from yesterday was sure fun. I also managed to elude all of the other girls, at least for now... I thought I should just lay down low, stagger my dinner times, or even just have my meals here, and just laze around for the day. After all, I still feel somewhat hung over from all that refreshing drinks we had at the great hall. Or so I thought... Just then, there was a knock on the door. I tossed around the bed, trying to shut out the noise with my hands covering my ears, still groggy from yesterday. I held out for a minute or two, hoping that whoever was knocking on my door would give up. "Hey, Sylvain! Open the door!", a familiar voice shouted. But I wasn't going to give up so easily. I continued to lay down still for another two minutes, only to see the knocks getting harder. After another 30 seconds, to my shock, there was a blunt thud on the door, indicating someone was kicking it from their end. "Sylvain! For the love of everything good and holy, open the door now!" Clearly, the other person had no intention of giving up. "Who is it?" I grumbled back, more annoyed than dazed. "Dimitri. And you're in big trouble." I now realised that this was no joke. Dimi is sort of the person who you just can't mess with. And he doesn't do any favours either. I remember one time Dimi busted down Fel's door, and tightly grabbed Fel in his left arm and dragged him to Professor Seteth's office when Fel was laying down low for getting too excited in sparring, injuring a number of students in the process. I also remembered, there were a number of invitations for yesterday slipped underneath my door, and I still hadn't responded to any of the other ones. Coming over to the door, I noticed there were further letters slipped underneath between last night and this morning. I opened the door, and there he was, glaring at me. "Oh, morning, Dimi", I greeted nonchalantly. He glared at me. "Stop wasting my time, Sylvain. We need to talk. Right here, right now. What in Sothis's name did you do last night?!" "Oh, just had some fun with a girl. I mean, it's Valentine's Day after all, right?" I tried to keep it cool. "Don't play games with your house leader. They're looking for you as we speak. Consisting of three of our female students and a female professor. And they're infuriated." Suddenly, a female voice rang out along the hallway. "Excuse me!" Dimi's expression suddenly turned morose as he stared at the hallway's entrance. "...And outside the dormitory...is that?" I froze for a good two seconds there. This was it. There's no turning back. The girls all rushed right in, pushing me right into a corner. "So you already have a favorite!? I came to say hello yesterday...but when I looked in the window, you were with someone else...You dick!" Dorothea had her fiery glare whenever she faced off an enemy. And now that her glare was on me, the burn felt hotter. "...I saw the light on in here last night. Did you think you'd just try and trick this romantically impaired professor of yours?" Professor Byleth did the frosty gaze she always did when we misbehaved. Only that, I don't remember her gaze being this chilly the previous times she got me into detention... "I was worried about you, so I came to check on you yesterday...You could just said you were busy...if you had to lie about what you were doing..." I had to admit... I felt actually awful for Mercie now. EDIT: (15/PM/1890) And now when I look back through my diary, that was the last time I cheated on her. To this day, I still feel awful about it, and I am relieved that she gave me a second chance. "You're such a problem child...I left early yesterday to see how you were...and I saw you with someone else. What the fuck...?" Ingoe was growling and seething under her breath...as usual. And the accusations continued. "And here I came all this way for you..." Dorothea was sure great at guilt-tripping. "Take it, please." Wow. So to the point, Professor. "Take my chocolate, please before I crush it." I found Mercie's smile to be way more terrifying instead of the other three's frown. Maybe it has something to do with Annette's training axe that Mercie must had borrowed from and had besides her. "Hey, bozo! You can eat this, right? It's chocolate." Yeah, no shit, Miss Detective. Just then, Dimi yelled to me. "Hey, Sylvain! Say something to the girls!" Dammit, I thought. What am I supposed to say? "Please believe me."? "I was with Dimi."?? "I do want the chocolates."??? In the end, it didn't make any difference... "You're the scum of the earth!" I swear to the Goddess, Dorothea could cast Ragnarok just from her firery glare. "Are you making a fool of me!?" I also swear to the Goddess, our Professor could cast Fimbulvetr just from her frosty gaze. "Enough of this irresponsible behaviour!" When even Mercie gets angry, you know you really fucked up something. "Stop messing around, you fucking moron!" Yeah, again, no fucking shit, Ingoe. I thought I still had a chance to diffuse this situation. But Dimi was having none of it. "Professor, can I leave this entirely up to you? I've got things to attend." The Professor nodded as Dimi took his leave, leaving me to my own devices. She then turns back to me and the girls. "Girls? I shall grant you full permission to clobber this bastard! If anyone lodges a complaint against you, please explain to them that you were acting under my instructions. I will take full responsibility." Ouch. You really don't fuck around, do you, Professor. "As for you, Sylvain, we shall teach you to respect women and take fidelity seriously. One way or the other. If this is the only way you'll learn...so be it." And my fate was sealed. I disremember most of what happened after this, vaguely recalling seeing Dorothea armed with Meteor, Mercedes with Annette's axe, Ingrid with her lance, and the Professor with the Sword of the Creator before I somehow passed out. I somehow ended up in the infirmary a few hours later I woke up, and in Seteth's office for the rest of that day.
  19. Pardon me from my retirement, and I will only return to this site once. But well, I know some many Fire Emblem fans are wanted a new dlc for Fire Emblem: Three Houses, even me. It's about swimwear, because, the only thing of we need. Unlike Summer of Bonds from Fire Emblem Awakening, and Beach Brawl from Fire Emblem Fates. Will Three Houses Chracters in their summer alter egos from Fire Emblem Heroes from the past year are predict a new wave dlc for Three Houses? Is this a coincidence? I guess this is a coincidence...... And We know Edelgard can't swim in the water and she is so scared. Her parents Ionius IX and Patricia were never teached to her daughter how to learn to swim, while Edelgard was a little child. She needs to have help with her teacher Byleth and her friends from the Monastery too for learn to swim, and overcome to her fear to be stronger. I was saw in a forum thread in GameFAQs about the swimsuit DLC since 7 months ago, and some fan arts from Pixiv and Twitter. They are made rumors about the swimsuit dlc, and ther version 1.2.0. from this game are keeping stable, and the developers weren't continued working, due from the COVID-19 pandemic or something else, and they weren't made a new DLC for this game in the past year. We need a new update from this game to launch a new wave DLC to avoid to be obsolete the stable version of I mentioned. So do you think about my prediction? I'm not good making predictions, because, I'm so nervious. Thanks for reading my post and have a nice day.
  20. While on the internet recently I discovered a couple or articles where Edelgard and Claude were in their respective last class the Emperor and Barbarossa.But the cutscenes are pre rendered so they Shouldn’t look this way. Some say it’s Beta Footage but I think it might be a Persona 5 Royal treatment. In interviews they admitted having added CF route last in response to the player base relating to Edelgard’s and her motivation. The DLC wave 3 added Cats and Dogs alongside the Sauna which they wanted to be a Main Game thing. Now I know a lot of folks are not gonna buy it twice if the improvements are DLC add one but I think they will do the following. 1: They would add a student Avatar for replay ability.Most folks already did all 4 Routes plus DLC 4 so they would need a Big incentive to rebuy the game again. 2: a Better CF ending. Where instead of being shown text if the TWSITD being dealt with a couple of maps on them. 3 : a New routes : the first being the Golden Route but it would have some pre requisite To go into It . # 1 The game Would have to on Classic difficulty. # 2 if not on Classic the game would toss clues on how to get said route in all 3 Lords Dialogue. The route would about Fodlan Freedom and all three lords discovering the Agarthan and Nabathean folks war and the truth about the Hero relic and the 10 Elite and the Seiros Nemesis war. Mist Lord would team up to destroy Both the remains of TWSITD and Sothis children thus exposing the truth about Duscur to Dimitri that Edelgard never was the Problem. It would about the truth. Those are my thoughts on it. What are yours?
  21. I've been contributing to Three Houses's page on The Cutting Room Floor for quite a while, and the sheer amount of stuff I have documented in it about scrapped stuff is quite impressive honestly. Something which isn't discussed often however is what some of the stuff found there implies for the game's development, which is kind of the reason this thread was made. Full disclosure: The info I'll speak about has been found and corroborated with people like DeathChaos and the fedatamine.com team, who have hacked and datamined the game. The only thing I've done myself is reporting the unused content they've uncovered in places like TCRF and NIWA’s Fire Emblem wiki, and analyzed the internal number of the game’s voice clips based on a rip someone did of the game’s files some time ago. Also, while this post might be familiar to some as I already posted a previous version of it on reddit, some of the stuff here has been revised and new tidbits were added which might be of interest for some (perhaps?). Without futher ado, let's get to the nitty gritty: 1. Thales, the sword-wielding priest??? In the game’s files there’s an unused agarthan sword called Ridill, whose description flat out states it was meant to be Thales’s signature weapon before Quake Σ took it’s place. While it’s currently unknown if the weapon has a unique model (or if it works at all), it’s interesting to note the description calls Thales a priest, rather than a guru as his class’s description does. I checked the japanese script to see if the sword’s english description happened to be a mistranslation, and it turns out that is not the case! In japanese, the characters used are “祭司“, which can be literally translated as "priest" or "seer". By contrast, Thales’s Agastya class calls him a “導師”, which more or less means “a sage/mage/guru with high authority”, thus it can be translated in far more ways than simply "priest". So yeah, this bit is quite tame overall given it’s mostly about semantics. 2. Cleobulus, the missing(?) agarthan. In the character data, between the generic TWSITD members found in Silver Snow/Verdant Wind’s Shambhala chapter lies an unused minor character boss who goes by the name of Cleobulus. The presence of this scrapped character is intriguing for 2 main reasons: a) Sans Kronya and Odesse, most of the important agarthan members are named after the Seven Sages of Greece, and in the base game there just so happens that there’s seemingly no seventh member to be seen... b) There is also an important agarthan member whose true identity is never revealed in the game: Cornelia, the court mage of Faerghus. While the character data displays the unused agarthan as a male (normally debunking whatever theory one could make about this), I also noticed one of the generic named slitherers (Bias) happens to be internally set a male Holy Knight when in-game they're a Gremory (which is female-locked). So I went and asked DeathChaos some time ago what was up with that, and here's the response I got: 3. Quests would have unlocked everything, even scrapped features. There is an insane amount of unused quests, and a bunch of them were meant for features which are either already available by default, were changed in the game or are simply scrapped. Want to tutor a student? You had to do a quest first. Exchange travelers? Hear the game’s soundtrack in Manuela’s office? Allow your students to do Certification Exams? Repair weapons? You know the drill, and this also applies for scrapped features like riding horses, trading items + getting books through it, unlocking new personal info about your students, etc. 4. Some characters have doppelgänger problems. Besides the already existing variations some characters have for story purposes like !Child Edelgard & Dimitri, there's also a few duplicates of some characters running around which most players have likely already spotted without realizing it: a) The Gilbert that aids you in Chapter 5 is a completely different character from the one you get in Azure Moon. This incidentally explains why he so happens to lack his personal ability during that map. d) The Flame Emperor seen in Chapter 6 is different to the one the game uses for story scenes and Chapter 11 in BL/GD. She seems to exist only so her name can be seen as ??? in the game's dialogue during battle. By contrast, the in-game event engine manually changes the name of the other Emperor to ??? during story scenes. c) Chapter 12 for some odd reason uses a completely different Edelgard compared to the one that's playable. While I'm not exactly sure why that's the case, I did notice that the stats she boasts in that mission are barely any higher compared to the previous chapter... d) Lastly, both the masked and playable Jeritza added via DLC are internally considered their own separate entity. The former has barely any data to speak of and doesn't even have a personal skill, though interestingly, he does bear a Minor Crest of Lamine similar to his playable self. 5. Many story scenarios and set pieces were likely planned in advance, way before their triggers were even implemented. The internal order of story events and the voice clips surrounding them are fascinating to analyze, as it might shred light on the how some stuff was implemented into the game plus the time it was implemented into development. For example: Ever wondered why the Blue Lions and Golden Deer routes get a scene prior to the Holy Tomb event with the Flame Emperor reveal which the Black Eagles don't have? Well, internally, Edelgard's coronation is located right next to those events, which suggests her scene is meant to serve as a counterpart of sorts. Caspar and Linhardt's lines as enemies on the event prior to the Fort Merceus mission from Verdant Wind actually originate from the Silver Snow route, as not only that version of the event comes first internally, the voice clips used are also located in the area where their Church route story clips are located. This also happens to double as leftovers of a scrapped feature Silver Snow had at one point where the Black Eagles who fell in Part 1 of Classic Mode showed up in Part 2 as enemies later (the devs didn't do a good job at scrubbing it, truth be told). Dedue’s return in Azure Moon was planned way before his paralogue was made, and that includes Felix & Annette’s scrapped defection as their clips are located in the area of their Blue Lion story clips lie. Lorenz’s scrapped defection on Verdant Wind has his battle clips against Claude in both the Azure Moon and Verdant Wind’s version of Chapter 16, while the monastery exploration clips where the Hilda, Raphael and Marianne acknowledge his demise exist only for Verdant Wind. Of course, this also begs the question: what scenarios were added late in development then? The short answer is: everything related to paralogues, including the Death Knight/Jeritza’s unlockable death scene in Azure Moon, as the location of its voice clips suggests it was added right after their paralogue was finished (AKA way after Azure Moon was finished). This incidentally also corroborates what a previous developer interview said about Mercedes: 6. Gronder Field 2? In my Silver Snow? It’s more likely than you think. Anyone who has played the Silver Snow route knows that its story conveniently skips the Gronder Field 2 battle and the whole month in which happens because of reasons. In spite of this, there is actual circumstantial evidence pointing the devs briefly considered giving said route their own version of that chapter: a) One of the two unused maps in the game is set to load Gronder Field 2 as the battleground, is internally called as a Chapter 17 of some undefined route, and only contains enemy and deployment placeholders only for the Black Eagles slot, while the other 2 slots for Azure Moon and Verdant Wind are empty (in case anyone wonders, both Silver Snow and Crimson Flower share the same slot internally when loading a specific map, meaning it’s entirely possible though hacking to load any map from SS into CF and make it work with mostly no issues). b) A specific map having data for only one route is a quirk which only exist for route-exclusive missions like the ones from Crimson Flower and Azure Moon, while everything else which is shared between 2 or more routes (like most of part 1 & 2 + the chapters shared between the Church and Claude’s routes) have data filled in their 2/3 slots respectively. c) In the monastery exploration script, there is one empty slot between the Silver Snow and Azure Moon routes. Had a proper Chapter 17 been added into into SS, the only data which would’ve needed to be repointed to preserve a consistent internal order would’ve been only the stuff concerning Silver Snow’s exploration. d) There is an awkward difficulty spike between Silver Snow’s Chapter 16 and 17 where the enemy’s levels go up by 4 instead of 2. This issue doesn’t exist in Azure Moon and Verdant Wind as the Gronder Field 2 battle makes sure the transition between each chapter is slightly more smooth stat-wise. e) 10 Placeholder event slots exist between the story and paralogue stuff, so adding more story scenes to Silver Snow without messing up anything afterwards would've been possible (there are also 16 more placeholders between the paralogues and Cindered Shadows, but I don't know if those existed prior to the release of the DLC). 7. "Wait, one of the two unused maps? What’s the other one about?" The second unused map has the same enemy and deployment data as the first one, with the difference it loads Fort Merceus as a battle location and it internally calls itself as a Chapter 18 of a non-defined route. Unfortunately, there’s very little evidence suggesting plans for that one. If I had to make a guess though, I dare say the Fort Merceus infiltrations for Silver Snow and Verdant Wind were planned to be far more distinct at first before both maps where combined into one spot. This is 100% conjecture from my part though, so there’s a good chance I might be wrong. 8. "What about Crimson Flower? Could have Gronder 2 or Fort Merceus been planned for that route?" Location wise, the battle script of the Crimson Flower's maps (Chapter 12-17) is all gathered together after Verdant Wind and before the paralogues. Meanwhile, CF's exploration script comes after Part 1 but before Silver Snow, Azure Moon and Verdant Wind's, so overall I find very unlikely those unused maps could have been planned for Edelgard's route. 9. Crimson Flower was likely saved for last (before the paralogues) and thus rushed, NOT unfinished. Before getting into this, I think it's important to clarify the distinction between the words rushed and unfinished, as they have different implications in spite of being used interchangeably by many. Rushed means some action/object was made hastily and under a low interval of time. Unfinished meanwhile, more or less indicates some action, product or something was never finished or given any conclusion of sorts. With that out of the way, let's talk about the 2 points which suggests Crimson Flower fits the former description rather than the latter. a) Scrapped class sprites of Rhea and Dimitri sporting their unique appearances in CF is the only thing left unused for that route on launch, and Jeritza as a whole was more or less left as a huge blank both story and data wise before the post launch updates happened. By contrast, the other 3 routes have quite the amount of unused story, battle dialogue and scrapped defection situations. b) While most story events are internally listed in chronological order for Silver Snow, Azure Moon and Verdant Wind (sort of, it kinda jumps at the middle of each one before wrapping them up later), Crimson Flower instead has its own not only listed after all three, but also has its very last event listed in the data be the scene in which Rhea attacks Byleth and kickstarts the time skip. I think it goes without saying what this implies given how the route's well known at this point for lacking animated cutscenes besides the ending. Before wrapping up, here are some honorable mentions I didn't consider huge enough to deserve their own spotlight: Scrapped dialogue & voiceclips suggest Silver Snow's Endgame was even harder at one point, as they point out the player would have needed to seize 3 separate reinforcement spots rather than just 1 to stop the White Beasts from spawning. The enemy Death Knight class is capable of teaching a playable unit the Heartseeker skill once mastered. This is the only case where an enemy only class can do so, as not even the Flame Emperor class (which is a palette/model swap of Edelgard's Armored Lord class) can do it. Speaking of Death Knight, after the Wave 3 update, data was added in CF's Chapter 12's exploration to make Jeritza/Emile appear in it to say hi and confirm he's the Death Knight earlier, which was dummied out. Regarding the unused maps mentioned earlier, those happen to be the only ones which deliberately call for Female Byleth in the deployment slots (by comparison, the game runs a code to swap Male Byleth for the Female one if it checks she was chosen at the start of the game in the other maps). Given that some cutscene stuff suggest !FByteth was added later in development, there's a huge chance the devs used those maps to test her out. So…yeah. If I had to describe this game's development with a few words, I dare say Intelligent Systems and Koei Tecmo tried to bite far, far more than they could chew with this one. I mean, it's well known the game was delayed twice so... (Also there's still far more unused stuff I didn't cover here. The iceberg goes deep folks!)
  22. In this file, I am gathering all information I can find about the game . All credit to Serenesforest and people from other sites. Most are from here so I want to contribute something. This is still a WIP though because Ive just began to play. I guess I will finish this after completing all three routes in hardest difficulty. You need basic Excel skill to use this, you can sort everything by numbers and colors. I used colors a lot so it looks messy in the first place. Cell colors are used to rate how good the stat, ability or a character is. For example, red means the best, orange is great, yellow is good and white is bad. The darker the color, the better it is.. Except the stats, all the ratings are my opinion and can change. All builds also are not optimal, just what I want to use in current playthrough. I have not cared about DLC stuff just yet. I used every character average stats at level 41 (without class growth) to rate them. You can change the formula to find their stats at other level, (for example D2+N2*0.4 to D2+N2*0.6 to find that stat at level 61). All opinions are welcome. I did this for FE games I played recently (3ds games and Radiant Dawn), if anyone need file for other games, just ask. FE 3H.xlsx
  23. i’m looking for someone (especially @Anacybele) to rpg some sylvain stuff/sperg about sylvain crap. i have a lot to spare and i hope to find some fellow sylvain enthusiasts to have fun with the joys of sylvain. thanks!!! ike edit: i have no idea what to do with this thread but member feedback is the wrong place for it so i'm putting it here i guess
  24. I'm on my first go at Maddening on Verdant Wind, (NG, Classic) and I'm finding Maddening to be rather punishing right now. My greatest fear for the playthrough is getting softlocked on ch. 13, so I'm trying not to mess around anywhere. I'm also trying to avoid grinding, since I don't wanna wreck the difficulty curve of the game. That said, I feel that already at ch. 4, I've sorta hit a wall stat and skill wise, particularly with having no actual way to deal with the DK. I can deal with it now, but I don't know if I will be if there are any difficulty spikes. So I suppose the question is: Is Maddening feasibly possible without any auxillary battles, or should I start getting them now rather than having to backtrack later to get past a softlock?
  25. So this took a hot minute. I took the statement by the creators to do some calculations about area and distances (drew a circle approximately the same area as the map, calculated the diameter based on the stated area of 2/3rds the size of Europe, and then transferred that diameter into distance across the continent) and came up with a roughly to-scale map of Fodlan for distance and travel calculations. Who doesn't like to do math for fun? The actual calculations led to a scale of 1in. = 500km rather than 300km, but that would mean a 30 day journey from Garreg Mach to Fort Merceus. So I made it 40% smaller. It's a wonder we're able to get anywhere at all. Based on the fact that thru-hikers typically travel 10 mi (16km) a day, each small box (1/10in) is equal to approximately 2 days of travel on foot or 1 day of travel on walking horseback. (I also fiddled with the rivers to make them geographically probable.) I'm also including a version with the approximate locations of different settlements and landmarks. I will update as I add more details and refine the project.
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