The class can use axes and lances(its a promoted class that doesn’t give promoted exp) they probably have the lowest lance rank and cant use the lances they have
Yeah I forgot about the hard mode patch right at the end, and yeah I wasn’t sure how to do the manakete changes for Lea, as for her sacae version, I just forgot she showed up in sacae lol.
Same with the final boss I just kind of forgot to change it, and by the time someone mentioned how to make master seals work I had already finished up.
The base stat change of +2 was never made, but all enemy growths were increased by 15% as was mentioned in the mechanical changes, I didn’t have time to test if it affected anything, and anything about ruffians or enemy lance/sword/axe cavs idk about those changes were there when I got the original patch
I figured some errors would pop up, I did nothing but work on this for 2 days straight I was bound to skip over something
Hoo boy, wait the base stat change wasn’t made? Oh gawd it’s even worse! Welp, let’s how long people can survive when you’ve got near capped unpromoted enemies as early as Chapter 10 (no, I’m not kidding)
Is it like unplayable bad? Or is it doable, cause maybe changing the enemy growth to only be +10% or +5% may be better
Wait…I see a submission for Rutger, yet smth else appears in the list of changes.
Which one is his replacement again?
It’s my reply, etain
Aight, so the replacement list GOTTA be updated.
Hella thanks, btw.
I’m not sure, I haven’t tested it yet, but remember how I mentioned Bedivere (Echidna’s replacement) not even being able to survive the turn he comes out? Well, if we assume our playable units are at around that same ballpark, stat-wise, then that should give ya’ll a general idea of how the difficulty scaling works out
Only complaint i have so far is I keep getting jumped by swift weapons but thats just me
I’m at Chapter 6 right now and I have a few things to report.
Cassidy can’t use her Tomahawk.
The game freezes whenever Ezra initiates a combat against a unit who can counterattack him. He works fine if defending/attacking a unit who can’t counterattack him.
(Froze on this screen)
There are no basic light or dark tomes in the main armory, so both Ezra and Etain will quickly run out of weapon uses if you’re using them.
Enemies are also starting to hit a bit harder than normal, but it isn’t too bad yet.
dành cho những ai chưa biết thì STAFF-sprites của những healer trong fe6 (nếu sử dụng magic) sẽ luôn đông cứng khi bị kẻ địch tấn công :((
I believe I know how to solve this one! Healer animations, since they aren’t expected to attack enemies, doesn’t have a line of code necessary to ‘pass turn animation to opponents’;
Example screenshot from my FE6 PME, that highlighted Code: 06 line is the one necessary so healers can properly attack and counterattack while using a staff animation.
You can compare it from a normal attack animation like Mercenary’s, should be easy to figure out from each other what lines of code are left for the healer’s, but generally speaking it should just be that Code: 06 line.
Hope it helps.
Fun fact you can use any magic anim as a staff anim but no staff anim for any magic
nghĩa là nếu tôi copy dòng mã khác sang dòng 06 thì sẽ giải quyết được vấn đề đúng không ?
@Sieuthanh9
(Auto-Translated)
(Tự động dịch)
vâng, miễn là bộ hoạt ảnh đầy đủ có dòng “Mã 06” trong tất cả các chế độ tấn công cận chiến và tầm xa (biểu tượng thanh kiếm trong hình ảnh), thì nó sẽ hoạt động trong trò chơi mà không bị đóng băng
Alright thanks for the report, won’t be able to work on it for a few hours, but when I’m free I’ll fix the problems and add tomes to the base prep shop.
ok i think i fixed everything you’ve shown, how’s the difficulty looking right now before i finish up, should the growths be lowered to 5 or 10 % or is the 15% fine right now
I wonder how etain’s doing lol, complete dodge tank build
Haven’t played Chapter 6 yet but the difficulty for the first 5 chapters have been pretty similar to base FE6 Normal so far.