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Found 8 results

  1. Hi, I was wondering what the Serenes community was thinking of each class's role. So I made this topic so everyone can give his/her opinion on classes/roles. What do you think the traditional FE classes are supposed to do? PT (physical tank), MT (magical tank), HT (hybrid tank), ORKO, OS (one punch man), wear down ennemies (giving exp to lowies), staffbot, planebot (carry things from point X to point Y), complete destroyer (most stats are sky high with good caps), dodgetank (sky high avoid), mobile, unmovable (defend units), melee oriented, range oriented (specify range from X to Y tiles away), jack of all trades (very even stats). This topic could be the starting point of a FE mod if there are enough answers. Please respect each other and everyone's opinion, everyone has his/her own view of the game and this is what makes such topic interesting. PS: by traditional classes, I mean classes that existed from the GBA games, and classes that can be made into GBA games classes from 3DS games (like dark knight/mage knight). Don't hesitate to suggest weapons available for classes you want to change. Edit: Seeing nobody answers, I'll begin: Archer would be a class with very high skill and high strength instead of speed, higher str cap but lower spd cap, with maybe 2-3 base range and 2-4 or 3-4 for long bows. Sniper follows the archer path while bow knight/ranger is faster, tankier and has less str and a little less skl. 6 move sniper/8 move ranger. Mages have no more 1-2 range, but 2 range only and more long range spells varying in power and accuracy. They're more siege-oriented, like archers. We could make mage knights awakening's dark knights or on the contrary let them squishy and make them more oriented to kill low hp targets while sages are more suited for the battlefield, what do you think of it? Maybe a few books could deal physical damage and have 1 range for the battle mages, so they can answer 1 range weapons?
  2. Hello guys, it has been a while doesn't it? Today I bring you my first go on nightmare modules: A rebalance project on FE:Gaiden You see, some days ago I tried to play this old gem since echoes it's so far away from my hands and I just drop it at the beggining of CH3. Some could say it was the difficulty, but what really brush me in the wrong way was the fact that you need to grind in order to avoid frustration in the near future, and I really hate games with that kind of mindset, so I decided to give it whirl and make it better. The changes in general are: - Growths and base stats/class outside of Alm and Celica have been reworker: Now several characters have an actual chance to get better without the game being a dick with blank lvls in general. The total growths I choose were: *Protagonists: 210% *Unmounted units: 180% *Mounted units: 170% * Mages: 165% *All villagers, Kamui , Saber, Jesse, Sonia and Deen: 160% *Teeta/Zeke: 150% *Mycen/Nomah: 100% All growths try to ensure that every member in your team can contribute when they join while at the same time characters of the same class won't have the same performance - Several weapons were balanced to justify their use long-term: - Some spells got nerfed in the hp cost, might and weight since now most mages have lower hp: - All classes bases were revisited and changed in order to avoid horrible harassment in the later chapter (for example, now bow knight cannot outright destroy anyone in a 13 radium). This also mean other enemies got buff (in the skl department to be precise) to make up for it - I added and new object somewhere and changed places existing ones in the party: - New palettes for both player and enemy units: With this out of the way, here's the file: https://www.dropbox.com/s/8h8ayi9rb07cwt1/Fe Gaiden - Mila's Retribution.ips?dl=0 (It should work with artemis english translation) *Gameplay done. There are a few things I would like to do however: - Tweak all potraits ingame so they look as good as Camus Zeke - Maybe learn how edit music so after CH4 and onwards the 2nd player battle theme plays out - Some changes were made midway into the game, so maybe later I will give it a roll again to check things thoroughly If anyone can give me some feedback and suggestions, I would be glad (Edit): Have a look here and marvel to our brand new saviors of Valencia:
  3. Fire Emblem: The Blazing Overhaul

    I randomly deicided to make this rebalance patch for FE7, Here's what it does - It changes all stat caps to 30. - Some characters have been reclassed. - The Final boss is more challenging.
  4. AMH9000's FE7 Rebalance Patch

    Hi there! My name is AMH9000 and I have created a mod for Fire Emblem: The Blazing Blade. (Made for any hard mode) Download it here --> https://www.dropbox.com/s/02spl31bqljg2pi/Fire Emblem - The Blazing Blade - AMH9000's Mod.ups?dl=0 (tell me if something stupid happens to this link) The amount of changes I made were... minuscule to say the very least. Changes were made only to character's starting stats and their growths. Some were drastic (compared to the other changes), others were small, and most of them probably changed nothing. I attempted to change the levels of some characters but it never wanted to work no matter how hard I tried. :( I guess some of you want to know what the big changes were, so I'll put 'em in a spoiler, but there's only 3 I can think of as "big" changes. Now for the part that'll probably send about 80% of you away... I only worked on the Lyn's Story characters so the only things that are different in this patch happen in Lyn's 10 chapter story. sucks, I know, but this is my first Fire Emblem patch ever and I worked "hard" on it. It took me about 4 hours to make this so... I'm slightly proud of me. So, to the 4% of you that clicked on this thread that aren't considering leaving down a hate comment, have fun. As for the 16%... try first, and then leave down a hate comment if you REALLY want to.
  5. ****WARNING!! YOU'VE FOUND THE GREAT TEXT WALL OF PORTUGAL! TURN AWAY NOW IF YOU DISLIKE READING!**** So I've been checking out some topics about weapon weight and a lot of people seem to want it back (me included. Build system plz.) but a lot of others seem to not want it. I understand their concern especially on the Constitution system of the GBA era, but I think that the problem isn't so much the system's design, but the amount of realism GBAFE has. See, it has enough realism to tell you that women are weaker and smaller than men, which, for the large majority of the world, is true. But it doesn't have enough realism to tell you that there's a shit-load of different types of axes, a shit-load of types of spears, a shit-load of bows and a mega-fuck-ton of types of swords. I mean there's a LOT of swords. I was giving this some thought as I was working on adding these "sub-types" to a GBA game as a bit of a "rebalance hack" and was going to base it on the classes in question. Think about it. Let's use infantry sword classes in GBAFE as an example. Thieves are the lightest and weakest ones. Least suitable for combat. They appear to use daggers in combat. Myrmidons and Lyn appear to be the average build for an actual human being. They strike a neat balance of speed and strength. Not too much strength and a lot of speed, but a nice strength cap as Swordmasters nonetheless. They appear to use saber-like swords in battle. (though the Myrmidons have straight and apparently double-edged swords) Eliwood/Roy/Eirika appear to be average sized as well but they focus more of finesse than raw strength and cutting motions. They use Rapiers, and it's a fact that you need less force to stab something that to cut through it. Finally, the heaviest kind of infantry sword class is the Mercenary. They have balanced stats all around but you'll notice that when it comes to swordsmen, they are the strongest of the bunch. Gerik and Deke sit at a really good 13 con which makes them HUGE when you take 8 Con as the average person (judging by artwork) Raven and Ogier seem a little small in comparison and Harken does too to some extent at 11 con promoted but he's still larger than average. Echidna only has 9 con promoted but she's a woman so she's still larger than average. They are also the hardest hitting ones (barring crits) with strength bases, caps and growths larger than the others. They appear to use Greatswords/Longswords (art style makes it seem like a weapon as large as yourself isn't even all that) and promoted heroes kinda just use the same sword but in one hand. Keeping this in mind, what if the different classes straight up just used different types of swords (Daggers, Sabers, Rapiers, Greatswords, etc...) and each were catered to each class's needs and strengths. The spoilers contain my older ideas. This is my rather small-scale research based on youtube channels like Skallagrim, Scholagladiatoria, Metatron, Lindybeige and others, as well as my own search through HEMA websites such as wiktenauer and some thorough googling. PLEASE PLEASE PLEASE CORRECT ME ON ANYTHING THAT YOU SEE WRONG. Also, please provide sources if you'd please. **Greatswords** Pros: -Ridiculous power due to the mass in the blade. -Versatile. They are faster than they would seem, are good at both thrusting and cutting and are good primary weapons, unlike virtually any sword that is shorter than it. -Half-swording makes them surprisingly good short-range weapons. As if they were a shorter spear. -Massive crossguard and the second set of quillons makes them REALLY good at parrying. -The Japanese Nodachi in particular was used to counter horsemen by sweeping at the horse's legs AFAIK, so it seems appropriate that the other Greatswords would be good for it as well (unless they are thrusting oriented swords). -The range, agility, power and good defense of the Greatsword makes them the best sword for countering spears. The way they were (suposedly) used against pikes suggests that they might be well used to counter spears. Not as good as other Polearms, but then, Greatswords are sort-of sword-shaped polearms anyway. -Range. HOLY SHIT RANGE. -Much like two-handed Cutting Polearms (like the Dane Axe), they can defend narrow passages by simply blocking an entrance. -Can use longsword techniques which makes them good dueling weapons (as the longswords were). -They look badass. -Pretty good 1 on 1 weapons. -The Mordhau (In english: "Murder Stroke") makes them decent at combating armored opponents. (In essence, you grab the BLADE of the sword with both hands and slam the crossguard/pommel onto your opponent, effectively turning the sword into an improvised warhammer. Not as good as an actual warhammer, but decent enough. Perfectly safe as well if you know what you're doing. Not exclusive to greatswords (longswords dit it as well and you COULD do it with the others, but Greatswords/Longswords/Arming swords did it better in general.) -As long as all opponents are in front of you, the greatsword is great at holding multiple foes at bay, since no one wants to get in its range, and they kind of HAVE to in order to attack the swordsman. (unless they have polearms, bows, or greatswords themselves) Cons: -While lighter than thought by the general public, still pretty hefty for a sword, and as such is pretty hard to stop a swing. As such, followthrough cuts should be mostly used instead. -Actually require a lot of training. More than longswords I would argue. Maybe I'm wrong though. Still, a lot of training. -Not exactly the easiest things to carry around. Then again, most primary weapons weren't easy to carry and would have to be discarded (even if temporarily) if a secondary weapon became more appropriate. -Require a LOT of room, and as such can't be used in tight formation too effectively or in tight spaces (corridors, etc). -Expensive to make. A lot of steel in there. -Still not as good at hacking as a pollaxe or dane axe, not as good at thrusting as a spear and not as good at blunt force trauma with the mordhau as a warhammer or even as an axe. -Exclusively two-handed so no shields allowed. -While half-swording makes it better than most polearms at close-quarter fighting, it's still worse than a one-hander if the foe is within arm's reach. **Thursters**(Rapiers, Estocs, Smallswords, etc...) Pros: -While just as heavy as any other one hander, the point of balance is REALLY far down the blade.(like almost on top of the crossguard) -Relies more on stamina(slow twitch muscles) than strength(fast twitch muscles). -Thrusting takes a lot less effort to pierce soft armors like gambeson than cutting does, which means, again, less strength required. -While it's unusual to see rapiers paired with shields due to the dueling nature of the weapon, it's a one-handed weapon so it CAN be paired with a shield if need be. (Excluding the Estoc, which I'd group with the rapiers for the purposes of this hack.) -Thrusts are harder to block with a weapon than cuts and in my (inexperienced and probably somewhat uninformed) opinion, just as hard to block with shields as cuts are. -The hand is VERY well protected. -Blade as long as a longsword's, weight of a one-hander, magnificent point of balance, profiecient in the hardest maneuver to block and amazing hand protection means it's basically the perfect melee weapon for an (unarmored) duel. (When not against a spear. Those are OP as shit.) -Stupidly easy to wear. Like most swords were. -The blade being so light makes it easy to redirect for feints. -The Estoc actually was an anti-armor weapon. It was basically a really long spike with a longsword hilt/crossguard. Cons: -Just as likely to lose to spears as any other sword shorter that a greatsword. -Reliance on the thrust rather than being a "cut-and-thrust" weapon (though it can still slice. It just can't hack) makes it predictable at times. -Built around dueling and self-defense, which means it's not well suited for war or skirmishes, in which people are likely to be wearing at the very least gambeson (which for the rapier might not be THAT bad) and varying levels of hard armors. (which basically counters it as well as most swords). (Again, exclude the Estoc.) -Built for taking on one opponent at a time (DUEL) so fighting multiple people with it is hard. (Though, fighting multiple people is hard in general) -Light blade makes it hard to block/parry/deflect heavier weapons or particularly strong swings with unless done basically flawlessly and with the "strong" (lower half) of the blade rather than with the "weak". (upper half) -Despite what Fire Emblem tells you, actually REALLY WEAK against both armored units AND cavalry. (Dat Estoc Tho.) -The Estoc in particular, was a sort of "two-handed rapier" which, while useful if covered in steel, is two-handed and therefore does not allow a shield. -The Estoc also has the weakness of not having an actual edge. Again, it was a really long and slender spike with a longsword-like handle and cross-guard. -The rapier is really light so you can "beat" the blade to the side pretty hard (unless you miss,lol), which lets you move in without getting skewered. **Backswords and Sabres** (I previously referred to this category as just sabres) I'm considering backswords to be any single edged, one handed, cutting-oriented straight sword. (Falchions; the ACTUAL Claymores, which were one handed basket-hilt swords; some viking swords; some Dao; etc...) Also, I'm considering Sabres to be any CURVED single-edged sword. (Messers, Cavalry Sabres, Katana, some Cutlasses, some Dao, etc...) Pros: -The Sabres slice like a motherfucker. (slice, not cleave.) -The Backswords cleave like a motherfucker. (but don't slice as well as a sabre.) -Since the Backswords cleave well, they also apply really good blunt force trauma to things they can't cleave through, like some Gambesons and basically any mail. Kinda just skid-off plate, though, as do most if not all swords. -The sabres are better for cramped spaces such as alleys since the sword's curve makes it take up a smaller "length" of space. I think I might need a drawing to illustrate this. -The Sabres can work around stuff like shields using thrusting techniques, due to the curve. (Short note: according to my research sabres should have a little less might but higher hit rate and vice versa for the backswords.) Cons: -BAD against armor, as it counters basically any cutting sword. -More often than not, a heck of a lot shorter than thrusting swords like the Rapier. -The Sabres HAVE to use the finnicky thrusting techniques on enemies that don't have a shield as well because the curve means that you have to curve your stabbing as well. **Daggers** (They are not good for combat. Only used historically as finishers, after another weapon did the brunt of the fighting. Thieves are still gonna be a utility class rather than combat.) Pros: -There's a shit-load of types of daggers. Thursters like the Rondell Dagger and Slicers like the Baselard, and even throwing knives. This means variety. Cons: -Yes most of the kills against armored units came from daggers but that's because there was another big armored dude subduing the first one to the point where he could pull up his visor and jam a dagger in his gullet, or they were wrestling. -Yes Rondells are the best Daggers to use on armor, but again, the victim would basically already have to be subdued or you'd have to be wrestling. -Yes throwing knives hurt... but they can't pierce even soft armors like Gambesons, aren't always guaranteed to hit with the blade unless you are a god at throwing from all ranges, and, finally, even if you do hit your opponent in an unprotected area, IT WON'T GO DEEP ENOUGH. It won't cause a severe enough injury to even immobilize a limb let alone actually kill someone. It CAN kill someone, if you are incredibly lucky, but it can't kill someone reliably. -Range. I mean really, don't bring a knife to a swordfight. Or rather, do, but have it around JUST IN CASE. **Broadswords"" Pros: -Average at everything. There doesn't appear to be any real weakness to them. Better range than shortswords an daggers, effective strikes, alices AND thrusts, allow for a shield... Cons: -Average at everything. There doesn't seem to be any specific advantages to them. -They can cut, but, unlike Backswords and Sabres, generally isn't gonna lop off limbs. (unless you REALLY power your cuts and/or your edge alignment is godly.) -They can thrust well enough, but don't have as much range or point control, both of which give AMAZING advantages to thrusts, as the "rapierish" weapons do.
  6. FE8 Mad Mode

    Here's an FE8 hack I've been working on for a couple of weeks. Some key points: * Durability is removed for most weaponry (siege tomes can still break). Weapon lines get various abilities to differentiate each other. * Some classes have had their weapon choices changed. Notably Cavaliers no longer have access to swords, Knights get axes in addition to lances. * Enemies are buffed up relative to vanilla FE8. No more facing unpromoted enemies in the last few chapters. * Character stats tweaked to clarify their roles. Example, Seth is still good, but will have a harder time remaining relevant to endgame unless given more attention. Here's the link for v 0.9: https://www.mediafire.com/?9zgqtyajxu6v71v As always give feedback after playing! Thank you!
  7. I already asked this question before on a different forum, but not much interest was shown. But from the given suggestions, and what we can realistically achieve so far with ROM hacking, I've come up with a small list of tentative changes and would like some input. http://pastebin.com/933nAbXM And because I know this is going to be suggested, no, we don't know yet (or at least I don't know) how the game handles what shop sells what, so I can't edit shops at this moment.
  8. [FE8] Sacred Stones Advanced

    Hello everyone! I'm relatively new to the forum and I'm making a FE8 hack. It's not too ambitious, just basically vanilla FE8 with some new and rebalanced classes, extra weapons, extra supports, much harder difficultly, and eventually (if I can figure out how) a few more chapters. I don't want to go down in ROM history, just create a better alternative to regular FE8. Re-Balanced difficulty and class changes. AKA, the bulk of what I'm doing. Things done already are highlighted in Green New Content AKA Stuff I largely don't know how to do yet. As you can see this is a huge undertaking, and I don't expect to finish it all. I'm going to use available animations for all I can, and maybe beg help for the animations that don't exist yet. There are animations for the halbardier class I want to use, but the link in the animation resourse thread is dead. I also once saw a video of a swordwoman attacking with a mauth dog that I want to use for Velour, but I don't know what the deal is. I hope to be able to work out a deal with people who can help me. I can write smut for you perverts if you give me what I want Right now I've increased the difficulty of the presplit and about four Erika route chapters, but that part is the easiest thing I have to do. Any feedback you folks can provide is much appreciated.