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Fire Emblem: The Medallion of Hope


Klokinator
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  1. 1. Which of these would you prefer?

    • Single chapters, downloadable as seperate projects. You can download each chapter individually and the filesize will be relatively small. As a bonus you get the awesome custom title screens made by mewiyev for each chapter.
    • All the chapters inside one large game file. This will make one huge file instead of a bunch of smaller files, but will possibly be more convenient. The chapters will not link, they will still be episodic. There will only be one title screen.


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Oh good someone posted. Now for the primary sword classes updates!

(T1) Thief

Sneaky fellows who pick pockets and break hearts, all in a days work.

Wields: Swords, and knives. (Knives via an ability)

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

7 MOV

Skills:

Steal

Steals shit. Duh. Also allows for stealing of weapons like in FE9/10, if I can get it programmed.

Abilities:

Wield Knives

Allows unit to wield knives.

Use Lockpicks

Self explanatory.

Chip EXP

Gives tons of experience for non-lethal blows on an enemy. Reduces EXP gain for lethal blows.

(T2) Rogue

Crafty fellows, they have lost the need to use picks on locks.

Wields: Swords, and knives. (Knives via an ability)

Caps:

80 HP

25 POW

40 SKL

40 SPD

40 LUK

27 DEF

28 RES

20 CON

8 MOV

Skills:

Steal

Steals shit. Duh. Also allows for stealing of weapons like in FE9/10, if I can get it programmed.

Ranged Blade

Gives 1-2 range when wielding swords. No penalty when attacking at range, basically just allows you to make any sword a ranged weapon. When attacking at range, uses special throwing animation.

Abilities:

Wield Knives

Allows unit to wield knives.

Use Lockpicks

Self explanatory.

Chip EXP

Gives tons of experience for non-lethal blows on an enemy. Reduces EXP gain for lethal blows.

(T2) Assassin

Lightning fast murderers, they can kill you before a breath escapes your lips.

Wields: Swords, and knives. (Knives via an ability)

Caps:

80 HP

32 POW

40 SKL

40 SPD

40 LUK

25 DEF

25 RES

20 CON

7 MOV

Skills:

Silencer

Instakill, like in all FE games. Activation is Crit rate divided by 2. Penetrates Great Shield.

Cloak and Dagger

When an assassin stops moving, they blend in with the scenery and become nearly invisible. Gives 50 AVO and +20 CRIT if assassin ends turn without moving.

Abilities:

Wield Knives

Allows unit to wield knives.

Use Lockpicks

Self explanatory.

(T1) Myrmidon

Swift swordsman, their speed is similar to that of a thunder bolt.

Wields: Swords

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Vantage

Gives unit first attack always. If two units with Vantage battle each other, fight proceeds as a normal fight.

+10 Crit

Self explanatory.

Abilities:

None

(T2) Swordmaster

Just when you thought it was safe to carry an axe around...

Wields: Swords

Caps:

80 HP

28 POW

40 SKL

40 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Vantage

Gives unit first attack always. If two units with Vantage battle each other, fight proceeds as a normal fight.

+20 Crit

Self explanatory.

Astra

Attacks five times for half damage each attack. Activation rate is SPD+SKL+LUK divided by 6. Maximum activation rate is 20%.

Abilities:

None

(T1) Mercenary

For the cost of a pretty penny, these brawlers fight with all their might.

Wields: Swords

Caps:

60 HP

25 POW

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Chuck Blade LV1

The trained mercenary can throw their sword with relative accuracy at an enemy. Allows for attacking at 1-2 range with swords. If attacking at range, loses 50% HIT.

Abilities:

None

(T2) Hero

Tossing aside their need for money to fight for a higher virtue, these men now fight for the cause of justice.

Wields: Swords, Axes.

Caps:

80 HP

33 POW

33 SKL

33 SPD

40 LUK

33 DEF

25 RES

20 CON

7 MOV

Skills:

Chuck Blade LV2

The trained hero can throw their sword with relative accuracy at an enemy. Allows for attacking at 1-2 range with swords. If attacking at range, loses 35% HIT.

Hero's Might

At beginning of every turn, has a 10% chance to activate the Champion bonus. If activated, unit temporarily doubles POW and SPD for a single battle, and their HP halves itself. After that battle has been fought, STR and SPD return to normal.

Abilities:

None

Promotions go like this:

Thieves promote to Rogue and Assassin.

Myrmidons promote to Swordmaster or Assassin.

Mercenaries promote to Hero or Swordmaster.

If the Hero skill seems OP (Hero's Might) just let me know.

Edited by Adolf Klokler
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Ooh I like the Cloak and Dagger skill.

Say, I can throw together some scripts for a few of these skills if you like. That way you won't have to do them when you get back.

(Of course, I may also keep some of the code....)

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Oh, awesome! Well you already help out the MoH team so much, and yes you may use them yourself if you like.

Also, more updates!

(T1) Fighter

Brazen brawlers, they have few brains but their muscles leave nothing to be desired.

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Brazen Attack!

Command skill, gives command "Boost" which increases POW and SPD by 10, but reduces DEF and RES to 0 for the duration of the turn. This bonus lasts until the end of the enemy turn and cannot be undone once activated. Once activated, cannot be activated again until 5 more turns elapse.

Abilities:

None

(T2) Warrior

Their strength can crush mountains, but they only fight for the thrill of battle.

Caps:

60 HP

38 STR

34 SKL

32 SPD

40 LUK

32 DEF

25 RES

20 CON

7 MOV

Skills:

Brazen Attack!

Command skill, gives command "Boost" which increases POW and SPD by 10, but reduces DEF and RES to 0 for the duration of the turn. This bonus lasts until the end of the enemy turn and cannot be undone once activated. Once activated, cannot be activated again until 5 more turns elapse.

Warrior's Might

At beginning of every turn, gives a chance to deal out 1.5x bonus damage against all class types. Chance is 5% at beginning of every turn.

Abilities:

None

Take note that Fighters promote to either Warrior, or Berserker.

(T1) Soldier

Lightly trained cannon fodder, they fight for the glory of their kingdom.

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Wrath

Gives +50 Critical if unit's HP drops below 50%.

Abilities:

None

(T1) Halberdier

Trained soldiers can achieve any goal they set their minds to.

Caps:

60 HP

35 STR

35 SKL

35 SPD

40 LUK

31 DEF

27 RES

20 CON

7 MOV

Skills:

Wrath

Gives +50 Critical if unit's HP drops below 50%.

Luna

Doubles self POW and halves enemy DEF when activated in battle. Activation chance is Enemy DEF %.

Abilities:

None

Soldiers promote to either Halberdier, or General.

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(T2) Mageknight

Mounted magi, their speed is nothing compared to their power.

Wields: Fire or innate anima magic, and Staves. (If promoting to a MK from a Troubadour, always gains fire. Mages retain innate magic type when promoting.)

Caps:

80 HP

34 POW

33 SKL

35 SPD

40 LUK

29 DEF

33 RES

20 CON

9 MOV

Skills:

Crit +10

Self explanatory.

Flare

Nullifies enemy RES. Activation is enemy RES divided by 2.

Abilities:

None.

instead of gaining new magic stuff i think they should get swords if possible as they are mageknights

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instead of gaining new magic stuff i think they should get swords if possible as they are mageknights

I understand the logic and I fully agree with it, however this is not FE5, and that would also require getting someone to sprite a full sword animation of high quality, and my spriter already has a sizable wiorkload. Should an animation become available, I may consider this and I will rebalance the class too.

Edit: Also, I updated archers, snipers, and sharpshooters. I didn't like their skills, so I modified them so that Sharpshooters focus on power and crits, while Snipers focus on range and utility.

I also modified the Cloak and Dagger slightly.

Edited by Adolf Klokler
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I understand the logic and I fully agree with it, however this is not FE5, and that would also require getting someone to sprite a full sword animation of high quality, and my spriter already has a sizable wiorkload. Should an animation become available, I may consider this and I will rebalance the class too

okay makes sense not to be nagging but could it be possible troubadour to pick the element they attain on promotion?

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okay makes sense not to be nagging but could it be possible troubadour to pick the element they attain on promotion?

It's fire by default, and that's the way it will remain unless my coder wants to step up the workload. I'd prefer not to do that, but if we ever get extra time I'll look into choosing the element. I love having more choices anyway.

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It's fire by default, and that's the way it will remain unless my coder wants to step up the workload. I'd prefer not to do that, but if we ever get extra time I'll look into choosing the element. I love having more choices anyway.

okay that fine also i thinking about a submission go read the wizard of oz and start thinking of jokes about it/for it if i mange to make it look decent

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Also Strength and Magic are not split in FEXP for some strange reason.

it's an issue with the editor i could very easily make it split and just force klok to dealwithitinruby.jpg but lazy

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Now for the fliers! :D

(T1) Pegasus Knight

Skybound maidens on horseback, their beauty is as great as their skill with a lance.

Weapons: Lances

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

8 MOV

Skills:

Vantage

Allows unit to always have first attack.

Abilities:

Flier Weakness

Weak against bows and certain magic/infantry types.

Bypass Terrain

Can fly over all types of terrain except for indoor walls. However, is heavily affected by weather.

Canto

Same as FE9/10 Canto.

(T1) Dracoknight

Mighty men mounted on lumbering flying beasts. Their speed is low but their power is high.

Weapons: Lances

Caps:

60 HP

25 STR

25 SKL

25 SPD

40 LUK

25 DEF

25 RES

20 CON

6 MOV

Skills:

Savior

Allows wyvern to rescue allies without reducing stats. Also boosts DEF and RES by 3 when rescuing a unit.

Abilities:

Flier Weakness

Weak against bows and certain magic/infantry types.

Bypass Terrain

Can fly over all types of terrain except for indoor walls. However, is heavily affected by weather.

Canto

Same as FE9/10 Canto.

(T2) Falcoknight

Veteran fliers, they can crush your skull before you have time to admire their beauty.

Weapons: Lances, swords.

Caps:

80 HP

30 STR

37 SKL

37 SPD

40 LUK

25 DEF

30 RES

20 CON

9 MOV

Skills:

Vantage

Allows unit to always have first attack.

Swift Escape

Occasionally grants a huge 100% AVO and HIT bonus at the start of a turn. Effect last until the end of enemy turn. Chance to receive bonus is LUK divided by 3 at beginning of every player turn. If effect activates, cannot activate on next turn.

Abilities:

Flier Weakness

Weak against bows and certain magic/infantry types.

Bypass Terrain

Can fly over all types of terrain except for indoor walls. However, is heavily affected by weather.

Canto

Same as FE9/10 Canto.

(T2) Dragon Lord

Their power is that of a flying mountain, and their defense is nearly insurmountable.

Weapons: Lances, axes.

Caps:

80 HP

38 STR

33 SKL

33 SPD

40 LUK

36 DEF

25 RES

20 CON

7 MOV

Skills:

Savior

Allows wyvern to rescue allies without reducing stats. Also boosts DEF and RES by 3 when rescuing a unit.

Dragonshield

A legendary technique taught by veteran instructors. Halves all physical damage the Dragon Lord takes.

Abilities:

Flier Weakness

Weak against bows and certain magic/infantry types.

Bypass Terrain

Can fly over all types of terrain except for indoor walls. However, is heavily affected by weather.

Canto

Same as FE9/10 Canto.

(T2) Dragon Ltnt.

Swift like the wind, these dragon riders have adapted to a faster fighting style.

Weapons: Lances.

Caps:

80 HP

35 STR

35 SKL

35 SPD

40 LUK

32 DEF

32 RES

20 CON

8 MOV

Skills:

Vantage

Gives unit first attack always.

Luna

Doubles POW, halves enemy DEF. Activation chance is enemy DEF%.

Abilities:

Flier Weakness

Weak against bows and certain magic/infantry types.

Bypass Terrain

Can fly over all types of terrain except for indoor walls. However, is heavily affected by weather.

Canto

Same as FE9/10 Canto.

Pegasi promote to Falcoknights and Dragon Ltnt.

Dracoknights promote to Dragon Lord and Dragon Ltnt.

Dragon Ltnt's are obviously the Wyvern Knights of FE8 with some buffs, but since they only have one weapon I feel they may need to be buffed more. Any opinions are appreciated about this.

Edited by Adolf Klokler
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I understand the logic and I fully agree with it, however this is not FE5, and that would also require getting someone to sprite a full sword animation of high quality, and my spriter already has a sizable wiorkload. Should an animation become available, I may consider this and I will rebalance the class too.

I actually started making a mage knight w/ sword animation not long ago for my hack. Plan on making it public though, so help yourself when its done

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I actually started making a mage knight w/ sword animation not long ago for my hack. Plan on making it public though, so help yourself when its done

Oh hey that's helpful! Well I like to see the community come together for big projects so your help is appreciated :)

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there is a sword troubadour made by tba in this topic called feditor animations

serenesforest.net/forums/index.php?showtopic=26068&st=0

i know magic and physical are split but it could help if mageknights are ever able to get swords

plus there may be other stuff you want to use there

Edited by Cyron
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If it were timings and positionings I'd have to redo them in the FEXP animator anyway, and I have no need of a troubadour with swords, only a mageknight. I don't even need a mageknight, it would just be kinda nifty to have. I actually think it's... unnecessary.

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is it crappy because of placements and timing or do people just not like the frames? I wouldn't mind fixing the timings and positionings...

it was based off the ranger, and the ranger sword is pretty bad in itself.

I dunno, this is just my opinon.

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that's what I thought, just uh, making sure? I've seen a few other people say the same, but a few others blamed it on the timing, so just seeing what you thought :P

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Final class updates, hopefully. There's no guarantee I'll use T0's in MoH or even FEPS, but if I did, this is how I'd balance them.

(T0) Recruit (F)

Young children with higher aspirations than fighting crows away from the crops.

Weapons: Lances

Caps:

60 HP

15 STR

15 SKL

15 SPD

40 LUK

15 DEF

15 RES

20 CON

5 MOV

Skills:

Focus DEF

Gives a +2 boost to DEF if unit moves less than 2 tiles in a turn.

Abilities:

None

(T0) Recruit (M)

Young children with higher aspirations than fighting crows away from the crops.

Weapons: Lances

Caps:

60 HP

15 STR

15 SKL

15 SPD

40 LUK

15 DEF

15 RES

20 CON

5 MOV

Skills:

Focus DEF

Gives a +2 boost to DEF if unit moves less than 2 tiles in a turn.

Abilities:

None

(T0) Woodcutter (M)

Young children with higher aspirations than fighting crows away from the crops.

Weapons: Axes

Caps:

60 HP

15 STR

15 SKL

15 SPD

40 LUK

15 DEF

15 RES

20 CON

5 MOV

Skills:

Focus POW

Gives a +2 boost to POW if unit moves less than 2 tiles in a turn.

Abilities:

None

(T0) Apprentice (M)

Young children with higher aspirations than fighting crows away from the crops.

Weapons: Swords

Caps:

60 HP

15 STR

15 SKL

15 SPD

40 LUK

15 DEF

15 RES

20 CON

5 MOV

Skills:

Focus SPD

Gives a +2 boost to SPD if unit moves less than 2 tiles in a turn.

Abilities:

None

(T0) Pupil (M)

Young children with higher aspirations than fighting crows away from the crops.

Weapons: Anima magic, one of the three types.

Caps:

60 HP

15 MAG

15 SKL

15 SPD

40 LUK

15 DEF

15 RES

20 CON

5 MOV

Skills:

Focus AVO

Gives a +10 boost to AVO if unit moves less than 2 tiles in a turn.

Abilities:

None

(T0) Pupil (F)

Young children with higher aspirations than fighting crows away from the crops.

Weapons: Anima magic, one of the three types.

Caps:

60 HP

15 MAG

15 SKL

15 SPD

40 LUK

15 DEF

15 RES

20 CON

5 MOV

Skills:

Focus AVO

Gives a +10 boost to AVO if unit moves less than 2 tiles in a turn.

Abilities:

None

(F) Recruit promotes to Pegasus Knight, Lieutenant, and Cavalier.

(M) Recruit promotes to Dracoknight, Lieutenant, and Cavalier.

(M) Woodcutter promotes to Fighter, Pirate, and Brigand.

(M) Apprentice promotes to Myrmidon, Mercenary, and Thief.

(F) Pupil promotes to Mage (Same base affinity), Sorceror, and Troubadour.

(M) Pupil promotes to Mage (Same base affinity), Sorceror, and Priest.

All T0's promote at level 10 automatically.

Edited by Adolf Klokler
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