Yep that should be fixed in the update
Oh the one you’re able to open over and over again? Yeah, should be fixed.
In “Girl of the Forest”, visiting a village doesn’t set the flag that tells the game to no longer allow you to visit it. You can’t enter the village tile anymore, but whoever is there can just wait on the village tile and get infinite Steel Bows, Speedwings, and Knight Crests.
Is that in the most recent update? That’s really weird that’s never happened before
Just saw the update. Great changes all around!
Prologue is a sure-shot now with my previous strategy, since there’s no chance of death. But I don’t see why you said “Reduced the Maddening Mode level buff”, when you actually took away two of the Fighters.
(Eirika didn’t kill any of them yet)
Am I missing something?
Chapter 12, I can’t comment, but I’m surprised it needed to be changed at all. Was it the reinforcements? The Longbow Archers?
That typo on the Guide was also fixed, but then I noticed “Solidarity” appears in the “Skill Name” column for “Sol”, aside from its own slot.
As an aside, could you maybe include in the Guide when each story promotion happens?
Also, I forgot to mention, Indoor Fighter wasn’t activating on Floor tiles either. I implied it on the Kyle Hypothetical ™, but I forgot to say it explicitly.
Frankly, I only have one harsher criticism: Solidarity doesn’t jive with the Pirate and Berserker classes at all (the second more so), since it helps others and not themselves. And it’s a massive downgrade from Nature Rush. Then again, I’m biased, since my strategies heavily rely on it, especially on Chapter 7 (try to get anywhere with all those Forests; Ross with Nature Rush is the second most mobile unit on that map, behind Vanessa).
Personally, since the problem with Nature Rush is in its skill description, I’d just change the text, instead of trying to include other terrain types. Something like “Gains +2 Mov if on Plains, Mountains or Forests” (checked it and those are the ones that it works on). And change the name to “Scout”, if I’m lacking space. Treat it like a typo, in a way.
Aside from that, great job!
I reduced the stats and got rid of one of the fighters because in playtesting it was still fairly inconsistent.
The main reason I got rid of Nature Rush is because it’s wildly inconsistent. I cannot figure out what terrain it considers “rough.” So it’s not just a matter of changing the text because I wouldn’t know what terrain to list. It’s not listed anywhere that I can find. The list that someone in the server sent me was the same as the Outdoor Fighter, but the list of terrain that activates Nature Rush is DEFINITELY not the same as Outdoor Fighter.
I gave them solidarity because I felt like it worked with their level 1 skill Camaraderie. Since they get a boost when being around allies, I figured they could give their allies a boost as well.
Also, it makes Marty and Ahab the Berserker dream team lol
Chapter 12 is just a straight up -1 auto level for enemies. Nothing else was changed. It was mostly to compensate for some weirdness with the leadership stars.
I’ll double check the indoor fighter table but I’m pretty sure floor was included in that. In which case, there’s not much I can do.
This is a nitpick, and I’m sorry for insisting, but you got rid of two Fighters. One from the batch that spawns at the start of the Enemy Phase, and another from the batch that spawns at the end. Just to be sure we’re on the same page.
Regardless of what that list says, I’m telling you Nature Rush only works on Plains, Forests and Mountains. I tested every other terrain type (except Desert), and it didn’t activate there. It must be using the same list as Forager. But again, it only working on three terrains isn’t a problem. It’s really good, actually. Those are the most common types of terrain. And since we know which terrains it works on, we can just change the text.
(I went a little overboard below, so TL;DR: mobility is better than crit chance).
Yeah, Solidarity helps Marty be even more useful, but forces him to (most likely) also end up in enemy range - and thus likely to attract attacks (unless we use Sneak Robes, maybe). His personal having 2 range, just stops mattering at that point.
Yeah, Ahab can almost reach 100 crit with that +10: Killer Axe (30) + Heavy Strikes (11) + A-Rank Support Marty (15) + Solidarity (10) + Class Bonus (20) + S-rank bonus (5) + Base Skill (14/2) = 98. But not only can it be replicated, and made better (more damage and Hit), with a Vera B Support (or Vera A, and Marty B), it’s pointless if the Mounted units get to the enemies first. We need to play slower so he can stay in the frontlines and not be overtaken.
(Also, what would happen if Vera equipped the Sneak Robes? Now I’m curious.)
On the other hand, Nature Rush allows Berserkers to see more combat in general, without needing to rely on Repositions and Swaps. Ahab is too heavy to be carried (only P. Knight or Falcoknight Tana and Cav. or Wolf K. Franz can Rescue him), so he needs to move on his own, most of the time. And since his Supports are another Berserker and a Wyvern Rider, he can move at a fast pace, without worrying about leaving them behind. On Paralogue 1, Nature Rush allows him to reach Caellach’s group on turn 1, that’s how good it is (with a Dance, to be clear; give him a Swordreaver and everyone dies).
Without Nature Rush, though, he needs much more help to stay on the action. And on a 0% growths efficient playthough, that hurts even more.
In summation, mobility is better than crit chance (thanks for coming to my TED Talk).
Yes, I removed one of the fighters from the initial spawn and one from the reinforcements. On top of this, I lowered the level bonus for enemies by one, so now the fighters only do about 8-9 damage to Eirika instead of 10. I did this for more consistency as if Eirika doesn’t crit one of them, the choke point could get clogged with a bunch of enemies, giving the southern fighter reinforcements more time to catch up, and giving Valter a chance to reach Eirika.
Hmm, I’ll test this out. I thought I couldn’t get it to work consistently on plains, but I’ll double check. If it’s consistent, then yeah, I’ll definitely switch it back to Nature Rush. I like Nature Rush better than Solidarity anyway.
Yes, I removed one of the fighters from the initial spawn and one from the reinforcements. On top of this, I lowered the level bonus for enemies by one, so now the fighters only do about 8-9 damage to Eirika instead of 10. I did this for more consistency as if Eirika doesn’t crit one of them, the choke point could get clogged with a bunch of enemies, giving the southern fighter reinforcements more time to catch up, and giving Valter a chance to reach Eirika.
Oh. Got it. Again, great stuff.
Hmm, I’ll test this out. I thought I couldn’t get it to work consistently on plains, but I’ll double check. If it’s consistent, then yeah, I’ll definitely switch it back to Nature Rush. I like Nature Rush better than Solidarity anyway.
Really? It always worked for me. What chapter did you test in? Chapter 11, for example, has Road, Sand and Plains, but they look so similar, it’s easy to mix them up. Case in point:
The tile Ross is standing on looks like a Sand tile, but it’s actually Plain (and Nature Rush activated). Maybe something similar happened when you tested (only in reverse)?
Anyway, yeah, that’s probably what the issue was. I tested it out on a different chapter, and even jumped to the desert chapters to test how it works on desert tiles, and yup, it seems like just Plains, Forest, and Mountains. So Nature Rush is back in and I’ll change the description.
Just saw this part lol So shade and provoke work kinda weird in GBA. It basically just reorders the enemy’s priority, from what I understand. Typically enemies have a list of priority targets, starting from units that they can kill, units that can’t counterattack, etc. I’m not exactly sure how it works, but I think provoke basically just takes off the counterattack priority, so they’ll attack them even if they can counter, even if there are other targets in their range. With the sneak robes, I’m not sure. Shade is a bit of a weird one in skillsystems, and I’m not even sure if it works properly. Try testing it out and see how the AI treats it lol
Ahab, the GOAT: eating damage like it’s Pringles. I later put him against 4-5 enemies back to back and he still survived (with help from Eirika and a Pure Water, but still).
Before:
2 turns later:
Thanks, man! Sorry for being pushy, but I can’t tell you how much Nature Rush improves the game for me. I can’t live without it now!
Yeah, I’ll test Sneak Robes on Vera and reach out to you once (and if) I figure something out. It’ll be a good meme, if anything.
And I saw that you added the Story Promotions tab. Thanks!!!
Damn Ahab, lesgoooo lol
You’re fine, I like Nature Rush better, I just thought it was easier to get rid of it if it was inconsistent. But since it’s not really inconsistent it’s just mislabeled, this works out haha.
Yeah no prob!! New patch should be out today. Should also fix the infinite village glitch mentioned above lol
Also, I upped the level cap for Lords to 30, just cuz I added so many chapters before their promotion, I figured they should get a chance to continue growing haha. Maybe to compensate I’ll lower their growths by like 5%
Yeah no prob!! New patch should be out today. Should also fix the infinite village glitch mentioned above lol
Thanks again!!!
Also, I upped the level cap for Lords to 30, just cuz I added so many chapters before their promotion, I figured they should get a chance to continue growing haha. Maybe to compensate I’ll lower their growths by like 5%
A fine idea. With Paragon Band, Eirika hit level 15 on Chapter 8 (killing basically only Axe users, Archers and some Revenants), and Ephraim hit level 15 by the time he meets with his sister on Chapter 10 (i.e., turn 7-8; and to be fair, he got most kills on Chapters 6 and 9). I’m doing 0%, but those that aren’t would appreciate a higher cap. Otherwise the Lords would be EXP sponges and/or support bots for half the game.
Hello I know it is a little late posting this but Is it possible to ad more arenas to maps so we can grind and farm if we want, If you are worried about money farming make the payout less maybe?
again!!!
Also, I upped the level cap for Lords to 30, just cuz I added so many chapters before their promotion, I figured they should get a chance to continue growing haha. Maybe to compensate I’ll lower their growths by like 5%
Just curious did u increase their stat caps too?
I can look into it, but I don’t really know where any other arenas would fit.
I didn’t. I don’t want the lords to be TOO good lol
Fair enough ig
Posted another update patch fixing some small errors.







