Dunal

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

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None of the patches work for me, I can't play it at all...

Edit: thanks to Dunal I can play it. So far I'm at the beginning of chapter 2 and it's really different. Not better, not worse, different. Magic is really strange (like thunder having 1-2 range, fire 2 and wind 3, ruin 1, nosferatu-like 1-3 hitting def...) and weapons too (it seems like some weapons/magic have really low number of uses, Edward's slim sword went down to 7 uses between the prologue and chapter 1 end without overusing him). Stat repartition is a bit weird too (I mean base stats) but for now it's manageable so I'm going to keep going and see if I can enjoy it further. I'm wondering if the thief in 1-2 will rush to the boss chest or not, so if I have to rush Sothe to kill him or if I can take my time to bring the others and feed them the high exp kill.

Edited by mangasdeouf

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The thiefs in 1-2 don’t head for the chests - they’re there just to try to steal YOUR healing items. They prioritize doing so over attacking, but if you bait smartly, you can get the first thief to attack you, which he’ll equip his droppable kard to do so, and then you can steal his bronze dagger and kill him to get his kard too.

 

Thunder and Fire are outliers in their magic lines - the rest of thunder magic is 1-range but much more powerful (and so Illyana and enemy thunder mages, renamed thunder knights IIRC, have better suited frontline stats to wield them than the fire sages, renamed to seers->sages, though these can wield all non-dark magic), while the better fire tomes have 1-2 range.

 

Regarding magic, keep in mind the magic triangle adv/disavs are more pronounced. I don’t remember the numbers, but you should keep that in mind, and I think the magic triangle has different adv/disadv than the anima subtriangle.

 

 

Anyway - any news, Dunal? Any new ideas youkve decided to implement?

 

Edited by Mr. Mister

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8 hours ago, Mr. Mister said:

Anyway - any news, Dunal? Any new ideas youkve decided to implement?

No new changes that haven't been mentioned already (enemy AI is the last major change), and likely that the scope of the project is now finalized. Next update will be fairly substantial based on the feedback of everyone so far. 

Next release will also be up to 3-2. Been some delays due to personal reasons (just haven't had a lot of free time lately) but progress for the next release is going well. Still making tweaks to 2-E which probably the biggest map re-design yet.

On 12/03/2018 at 11:59 AM, mangasdeouf said:

So far I'm at the beginning of chapter 2 and it's really different. Not better, not worse, different.

That's a completely normal response to have for the first few maps. A lot of the changes are introduced without really pressuring the player to make optimal use out of them, so a lot of them may seem a little odd. Once the difficulty ramps up it should provide some clarity on how/why things are balanced/designed as they are. One of the main goals of the hack was to cater to a huge amount of different playstyles and/or unit archetypes, without there being any real way to break the game either. So you can have fun experimenting with different unit builds and play-styles without gimping yourself for not playing a certain way (where basically, the gap between the optimal and less optimal choices are less pronounced than the RNG -- Edward being a good example of this).

Thunder is 1-2 range as it's basically the Javelin/Handaxe of thunder magic (purely exists so Ilyana has a 2 range option) with the upside of being able to forge. Fire has 2 range only so that Volug and other beast laguz can kill users on player phase without being punished (other fire tomes are 1-2 though). The E tomes are all quite weak due to forging possibilities, to make early enemy mages easier to deal with, and to also make the higher rank tomes feel strong in comparison (and worth spending gold on). Situationally they can still be useful though. Forging 'Light' is useful for Laura after promotion while forging 'Wind' gives Tormod/Calill a 3 range option without destroying their hit-rates in the meantime. 'Thunder' is always a really useful forge for Ilyana. 'Fire' is probably the worst out of the lot but if you have a spare coin you can forge one for Micaiah in part 3 or something.

Otherwise it's the 'El' tomes and beyond that solidify each type's niche. Dark magic doesn't have an E tome however; 'Ruin' is essentially the equivalent of an 'El' tome in terms of overall value.

In terms of base stats, what examples do you have? Keep in mind that the actual values matter less than how they affect units in practice. Micaiah having more DEF than RES is one example that I've seen others make, but based on lower enemy mage ATK, her low RES base teaches players to be somewhat aware of the magic triangle early on. She does still have a good growth in the stat however. On the other hand, she has enough HP/DEF to avoid being one-shot and viably make good use out of dark magic (although the latter becomes a lot more situational later on). 

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Hey Dunal, I'm just curious. Also, what's Stefan going to look like? I'm guessing that since the Vague Katti's presence revolves around him so much, he's going to have some kind of unique aspect that makes him particularly strong at wielding it? With him coming so extremely late and with such a common class, it's hard to imagine him being able to be helped out that much.

Leonardo and the diversifying of unit niches has been really fun to observe for me. Fiona doubling down on that weird affinity for magic she had, Heather's Gambit-style hybrid damage, Meg's insanity, and Mia and Danved's huge glass-cannon roles are things I wouldn't have ever thought of. They're super fun to look at.

Also, who's been your favorite unit to work on with this project? Plus, what's been your favorite aspect of this project and the game to work on?

Edited by Carreau Diamond

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Hi, thanks for your answers. Is the Iso working past part 2? I thought it was limited to part 2 end.

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Hey, random thought - have you checked that nothing wierd happens if Micaiah triggers Corona when using non-light magic? Asking because since Corona in vanilla is only for light-locked magic users, I don't know if the ball of light hovering over them during Corona will switch to the appropiate magic element (similar to how mages' criticals animations have the corresponding magic ball appearing according to the tome they're using).

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Playing on Dolphin 5.0-7004, I get an error going into 1-2. The pre-mission dialogue (with Laura and etc) loads just fine, but then the game just infinitely hangs on a black screen. Not sure if there's something I can change on my end, but might be worth looking into.

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5 hours ago, Golden Battler said:

Playing on Dolphin 5.0-7004, I get an error going into 1-2. The pre-mission dialogue (with Laura and etc) loads just fine, but then the game just infinitely hangs on a black screen. Not sure if there's something I can change on my end, but might be worth looking into.

This is a known issue. The file causing the problem has been identified, but I'm not sure if Dunal has fixed the issue yet.

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Have you considered making Pelleas available from Chapter 1-E? There's a cutscene there in vanilla that makes it look like he should be force deployed in that map, as it's when he decides to actually do something for once. Additionally, everyone being promoted by then means that it's sensible to acquire a low level dark sage at that point.

Edited by dD_ShockTrooper

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Hi.

I'm having troubles trying to get the patch to run. Maybe it's the ISO that I'm using but whenever I patch the game (with either A or B) the game doesn't boot up.

Are there any fixes to this?

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@Dunal i hope you havent lost interest in this as it was the best hack on serenes forest if you have at least give us the latest testing build publically so we can play the whole game in the hack even if late game isnt fully balanced 

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On 5/7/2018 at 3:31 AM, tenkuuke said:

Hi.

I'm having troubles trying to get the patch to run. Maybe it's the ISO that I'm using but whenever I patch the game (with either A or B) the game doesn't boot up.

Are there any fixes to this?

I'm having the same issue, has anyone else encountered this.

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On 16/04/2018 at 8:26 AM, Golden Battler said:

Playing on Dolphin 5.0-7004, I get an error going into 1-2. The pre-mission dialogue (with Laura and etc) loads just fine, but then the game just infinitely hangs on a black screen. Not sure if there's something I can change on my end, but might be worth looking into.

I found a way around, i load a unpatched ISO and battle save at the start of the battle in 1-2, then loaded the patched iso trough the battle save slot, the enemies are the ones in the vanilla RD, and makes 1-3 really hard cause you can't grind properly in 1-2, but i could experience the rest of the changes in other chapters, so it was a worth skip.Maybe the enemy deployment is causing a bug in some cases?  

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Having problems loading the game. Using dolphin and path o matic to patch the game but dolphin gives me a black screen. If anyone has a solution help would be much appreciated.

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