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Fire Emblem Radiant Dawn ReDux (v0.8.72 CH 2-2)


Dunal
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new patch isnt working with me  i tried applying it on top of the old patched file patch a gives a black screen, patch b gives errors

EDIT : it worked with the original file tho

Edited by flare9
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1 hour ago, Dunal said:

3-1 is actually done

Did you manage to make the greenhead's visit event give an item as well, or did youdo something like make the non-greenheads' visit reward a coin and replace the hidden coin at the northwest deadend with the actually valuable item?


And yeah, I just realised that what that post meant was that it's Hard's disabling of the weapon triangle that increases hammer damage against alondite, not using Parity. It would indeed be interesting if Parity disabled WTA, specially as a tool for darkmage-hunting with melee weapons.

Edited by Mr. Mister
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I believe I've identified the file causing the issue for modded Wiis. Namely, the dispos_h.bin file in the bmap0103 folder in the zmap directory is part of the problem. When I removed it from the ferd folder used by Riivolution for patching, it proceeded to the battle map fine. Unit stats and classes were not affected, but Sothe did enter the map from the location in the vanilla game and not the new one by the chests in the southwest corner of the map. I also believe the enemy unit deployment was identical to how it was in the vanilla game.

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Were the enemy thiefs (one from start and the two from reinforcements) appear? I remember dunal telling me long ago he suspected they were responsible.

Also, dunal, next time please also upload differential patch to be apply to an iso patched with the previous version, so we don’t have keep an unpatched iso around.

Edited by Mr. Mister
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3 hours ago, Mr. Mister said:

Also, dunal, next time please also upload differential patch to be apply to an iso patched with the previous version, so we don’t have keep an unpatched iso around.

I can do so although this would be specific to only the latest patch (so if you missed a patch, like those who might wait until the next map release to re-patch) then that wouldn't work either. Therefore, to avoid any complications I've only released patches for the original version (to also avoid people thinking that those in particular would work on the original game as well).

7 hours ago, Elite Lord Sigma said:

I believe I've identified the file causing the issue for modded Wiis. Namely, the dispos_h.bin file in the bmap0103 folder in the zmap directory is part of the problem. When I removed it from the ferd folder used by Riivolution for patching, it proceeded to the battle map fine. Unit stats and classes were not affected, but Sothe did enter the map from the location in the vanilla game and not the new one by the chests in the southwest corner of the map. I also believe the enemy unit deployment was identical to how it was in the vanilla game.

Yeah this would seem to be the case. I can PM you later and investigate this if you want. What I can do is rebuild 1-2 adding/changing one thing at a time (creating like 8-10 different versions) and by process of elimination as to what works and what doesn't, we can figure this out. If it's something very specific (Like a Thief existing outside of a reinforcement), then fixing other maps should be doable as well.

11 hours ago, Aetherio said:

Dunal, did you remove the magic WTA to avoid it being OP? I quite liked the change-was feedback that it made magic users too difficult to deal with? 

It's just extra required knowledge that the player would need that isn't immediately obvious. And out of any unit, Micaiah probably gained the most out of it. Her rework was designed around it no longer existing. It is a slight nerf to Ilyana or Tormod but that's perfectly fine as far as I'm concerned.

14 hours ago, Mr. Mister said:

Did you manage to make the greenhead's visit event give an item as well, or did youdo something like make the non-greenheads' visit reward a coin and replace the hidden coin at the northwest deadend with the actually valuable item?

Yep, she now only gives a Torch (not a huge loss if you don't get it -- Rhys already has a Torch Staff). While the hidden treasure is a Seraph Robe.

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Aww, the whole magic triangle and subtriangle is gone? I can see how omnimage micaiah could make too much use of it, but it kinda gave more depth to seers having access to light magic (which at medium level works similarly to fire magic, without the effective damage), and made enemy scholars harder to take out without using light magic and without exposing a light user to enemy anima magic afterwards. It also gives Mist an edge against strategists and storm swords an edge against thunder knights.

 

Couldn't it suffice with removing the advantage of dark over anima, but keep light's over dark, anima's over light, and the anima subtriangle? This way Miki isn't that effective against multielemental groups of anima sages, and Miki beware of holding Carreau while in Purge range in 1-7. Maybe remove anima's advantage over light too if you want, since the only dangerous bishops are those with Resire anway. As per the obfuscartion of info... how big can you make the textbox for the "Weapon Level" description in units' stats? Can you fit the WTA/Ds there? I know you can make separate lines in a single textbox, or at leas tiron weaponry does.

Also, can any of you start RD in Dolphin using the software renderer? I tried to to see if using such supposedly closer wii-simulation, meant for debugging, would make DOlphin freeze like a real wii upon loading 1-2, but I can't even get past the wiimote warning screen, patch or no patch. I've taken a look at the forementioned hex file and compared it to the vanilla file and both vanilla and redux files for 1-P, searching for changes you made that you didn't in 1-P, but haven't found anything conclusive. But you should probably put a 00 byte between the last character data pointer (I think adept or something) and JID_FIREMAGE, just by displacing the latter one byte to the right and changing the two or three appearences of its pointer (you have enough space, just eat another byte from the modification date). I did so and it still worked fine in Dolphin, and still unfine in the Wii.

Edited by Mr. Mister
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1 hour ago, Mr. Mister said:

Aww, the whole magic triangle and subtriangle is gone?

Oh gods no (one of my primary goals of the hack was actually to prove that the Magic Triangle can actually be relevant)! What's being removed is certain magic having bonuses against the standard weaponry (Anima > Swords, Light > Axes, Dark > Lances) that granted +2 MT and +10% HIT. While having a small effect on the game, it could cost the player if they forgot about it. It's also why Edward was notably weak to the mages in 1-1 for example.

Ilyana would go completely off the rails without being weak to wind/dark magic... *shudder*

Edited by Dunal
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Did you fix the missing hidden dragon fang in, what was it, 1-7?

 

Random fun fact: I find it is now preferable to send Eddie to get the seraph robe at the first house in 1-1 instead of Leo, who I prefer to place in front of the box to be in range of the seer and outside the fighter's. This way Eddie can wear the robe the turn he spends getting back, since Wrath makes him the best candidate for early-game usage, besides arguibly Miky.

 

And BTW, where in the iso are the descriptions?

Edited by Mr. Mister
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I do appreciate magic losing its new effectiveness over physical weapons. It wasn’t intuitive, and it made mages way too dominant. In particular anima mages.

Take for instance a Seer equipped with fire magic. Seers and their promotions are meant to be flexible with their options sure, but simply by having an Elfire tome equipped one could have WTA against light magic, wind magic, wind swords, AND physical swords. I didn’t see much of any good for it. Magic users would have been too good at many things in combat; generalists outperforming even niche specialist units at their jobs. So I appreciate that nerf.

Also, I’ve noticed that promoted Strategists don’t have any mention of dark magic in their class info (Y button help). The description points out that they attack with long-range wind magic, but I do think that a second weapon type that is very opposite to wind deserves description. Even if only for the sake of my OCD. 

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9 hours ago, Dunal said:

Yeah this would seem to be the case. I can PM you later and investigate this if you want. What I can do is rebuild 1-2 adding/changing one thing at a time (creating like 8-10 different versions) and by process of elimination as to what works and what doesn't, we can figure this out. If it's something very specific (Like a Thief existing outside of a reinforcement), then fixing other maps should be doable as well.

Sure, that sounds fine with me.

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20 hours ago, Mr. Mister said:

And BTW, where in the iso are the descriptions?

The 'e_common' file.

Speaking of descriptions, I'm likely to do a full pass on those in the future. So those are very much subject to change.

Also, the staff changes previously specified won't be until the next update. Not that that really affects much for you guys currently since Laura isn't exactly doing much with them anyway (aside from counterattacking Dracoknights).

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2 hours ago, flare9 said:

Hows the cash situation with the griel mercinaries going to be? Do i need to send some supplies with Illyana?

Before this patch I sent her with all the tomes the DB wouldn't be able to use (the meteor, the two or three Boltings, the Arcthunder which Ily didn't even rank up to in time,an Arcfire maybe though I might be making that up).


But with her gaininig anima at Thaumaturge now, I might hold onto some of these.

 

Here's an idea for you, Dunal: A knife/dagger (your choice which) that gives a small Str bonus so that you might be able to steal something that's juuuuuuuust one or two points too heavy otherwise.

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Hey Dunal, I've recently gotten interested in your project and decided to give it a go.  Loving it so far!  Can't wait for more!

I wanted to bring to your attention a bug regarding Mordecai and Lethe's transformations...at least, I think it's a bug.  It looks like their stats have been adjusted in the most re, but when they transform in battle it seems to go back to their older stats.  Is this supposed to be happening?

Also, under the library and growths it doesn't display any of the growth rates for any character past part 1.  How do the part 2 characters compare to vanilla?

Other than that, keep up the good work!

Lehe - After Transformation.png

Lethe - Before Transformation.png

Mordy - After Transformation.png

Mordy - Before Transformation.png

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2 hours ago, Zihark72 said:

I think its that they actually retain some of their stats while untransformed so they are not as vulnerable. For example Lethe retains some speed while she is not transformed while mordecai retains some STR and DEF when not transformed

I thought if it could be that, because I remember Dunal considering making each laguz species retain one or two stats besides luck upon transformation.

 

However, the pics’ differences don’t add up, at least not with any application of 1.5x multiplyers.

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I remember him saying that as well, and it makes sense.  But if that's the case, shouldn't Nealuchi also retain some of his stats?  He seems to keep the vanilla rule where everything besides hp and luck double when transformed. 

I wonder if this affects Vika as well.  Or really any laguz in part 1.

As a side note, I think this is the first time I've ever seen human Lethe's animation for a double attack.  Kickboxer FTW

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Yeah essentially, untransformed Laguz retain a fixed amount of a couple stats based on type (except Nealuchi who is just old -- being remotely competent in his human form would be funny but not realistic; at the very least it's impossible for him to de-transform in enemy phase). This creates a middle ground where untransformed units can survive and fight, but not strong enough where you would rather just fight in that form for extra EXP, considering the difficulty of the game.

It does make stance dancing a viable option. As in, you can deliberately just untransform to save some gauge but still fight on enemy phase. Mordecai doesn't have much SPD/RES to begin with, so in situations where he'd get doubled when transformed anyway, the STR/DEF that is maintained leaves his performance almost the same. What you're rewarded with for actually figuring this out is a full gauge come player phase and some extra EXP. Yeah, he'll still ~35 ATK as opposed to roughly ~45, but that might still net you a kill anyway.

Cats may be the exception to one of those things since their gauge actually benefits being transformed, in a sense. 

Also, the reasoning behind Nealuchi makes sense when you consider that his viability in combat comes from his life experience / knowledge / technique (he's designed with the concept of "If he were younger, he'd be the best unit in the game") rather then physical prowess. But he has little experience fighting in human form, like other Laguz, so that idea behind him doesn't reflect there. And even in Raven form he hasn't fought in years so is incredibly rusty, but has Paragon + really good growths because he's re-learning combat, as opposed to having brand new experiences. Which also just happens to work really well for gameplay considering his availability.

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And this is my team stats at the end of endgame 1 playthrough 2 :  Leonardo and Muriam were killed in 1-E in playthrough 2 everyone else survived only included those i used in 1-E, some stats boosts were used on Vika and Jill

 

meg.gif

MIC.gif

FIONA.gif

VIKA.gif

ILLYANA.gif

LAURA.gif

Tormodg.gif

jillg.gif

sootheg.gif

Edited by flare9
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@flare9 How does the new Micaiah feel?

Also, Laura's a monster considering 'Inspiration' in part 3. 25 MAG / 33 SPD on your run. She's been due for a nerf since the addition of that; just planning the best way to go about it. Seriously, she's Haar tier right now. Core testers are currently playing though (a very early version of) Part 4 right now and Laura (along with Lyre/Makalov) are tearing it up (I suppose Lyre is more justifiable and/or expected since she's the token Est of the game, but otherwise...).

Your Vika just needs a few levels of BEXP and she's completely set for Endgame. Nice.

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14 minutes ago, Dunal said:

@flare9 How does the new Micaiah feel?

Also, Laura's a monster considering 'Inspiration' in part 3. 25 MAG / 33 SPD on your run. She's been due for a nerf since the addition of that; just planning the best way to go about it. Seriously, she's Haar tier right now. Core testers are currently playing though (a very early version of) Part 4 right now and Laura (along with Lyre/Makalov) are tearing it up (I suppose Lyre is more justifiable and/or expected since she's the token Est of the game, but otherwise...).

Your Vika just needs a few levels of BEXP and she's completely set for Endgame. Nice.

Hmmm Thani was much stronger this time and Micaiah could one shot elite units with it so in that sense she was alot stronger and more offensive i mostly used light magic with Micaiah, i used a bit of bliss on her too for a few levels as she level capped halfway through part one last time this time she level capped in 1-9

I did enjoy the speedy micaiah for being different as well so not really sure yet which i prefer.

I bonuses exp leveled meg from level 17 to 20 to force some skill but because of her low skill cap in tier 2 used the skill items on jill insead, tormod always seems to miss even tho his skill is not terrible.

Laura Vika Illyana and Jill were the ones i used the most (levelled meg fiona jill and illyana all the way to 20 tier 1)

 

Edited by flare9
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4 minutes ago, flare9 said:

I did enjoy the speedy micaiah for being different as well so not really sure yet which i prefer.

With that said, Laura still fulfils that design. I think that, amongst other benefits, allows Micaiah to have a unique identity within her own army.

And if you wanted a unit who can double with dark magic, then Resolve!Pelleas exists later on. And dark magic can now be balanced with this in mind (making it easier to tweak later on).

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I feel this incarnation of Micaiah is better. It feels more true to her. I appreciated Spd on her before, but at the same time it just felt a bit wrong and shallow in pandering to everyone’s (admittedly deserved) complaints of her being so slow before without considering the legitimate strengths she already did have. Her nuking in vanilla RD always felt good, but the problem was just the diffficulty in doing that safely and often enough to be useful. That problem is gone now and I’m glad for it.

Plus, using light magic in patches before this one felt a bit weak to me. Especially whenever she couldn't double. The tradeoff of might for more range didn’t feel completely worth it or even justified balance-wise.

It felt like having Ike use the weakest wind sword constantly over a forged Silver Axe. Nice that range is an option, but hardly compared to the alternative.

Now light definitely feels more impactful and justified for its range with Magic level ups being so consistent.

Edited by Carreau Diamond
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