Okay, I didn’t want to continue this discussion, but let’s go: yes, I have the same opinion as the @theghostcreator , after all, leaving absolutely EVERYTHING too…“balanced”, whether more or less, takes away a little of the fun, that’s all . And no, I never wanted to cause conflict over it. Back in the messages about the hack, ZeN showed interest in creating a Pfr weapon for Larum and Elffin, and I just suggested the idea of what the weapon would look like, its effects and status.
After some modifications made by ZeN himself, he added it to the game, and I was very happy that he liked it. It was fun. Now, I understand that you might find it a little unbalanced, because even I think so, and that the focus would no longer be adding things like new items or weapons, but rather improving the hack itself (Balancing, bugs, graphics, etc.).
Even if the creation of a hack in general is to put certain ideas and personal tastes in a game that you like, there is one thing that ZeN has already shown us is that the feedback we give is extremely important and taken seriously, but even if I help with a few things, he’s been developing the hack pretty much on his own, so I think we should take him a little easier on that.
Another thing, but story spoiler
I want to make one thing clear, and I already leave it as a suggestion of an idea for the future that I also wish Mani/Sol Katti to appear to help Lyn, and since Sue was “canonized” as her daughter, if she is like Nomad Tropper in chapter 21, she could inherit his mother’s weapon, where the sword spirits had a new chosen one.
That’s why I replied to both you and @theghostcreator. I believe both of you misunderstood my position and I wanted to correct that misunderstanding. I want you to understand that while I believe balance is important (and for me it’s a heavily weighted factor), I am in agreement with you that other factors are also important.
I want to make it clear I have no intent to have conflict/drama with any user here.
I understand ZeN is mostly a solo developer and it’s difficult. That’s why I’m not just here to criticize and offer suggestions. ZeN has taken me up on my offer to be a playtester, but I wouldn’t mind helping in other capacities.
Usually with my unit preferences I already have enough flexibility.
They ARE frail, reguardless of proper positioning if they get snared by an ambush spawn i couldn’t have known about they die.
The most common unit danced tends to be a mounted unit in a lot of maps, but since dancer move varies from 5-6 depending on the hack I either need to hold units back for them to dance or build my entire strategy around using them which isn’t fun for me.
So apparently I can’t prefer not to use a unit that I know is good because I don’t want to, got it.
This, this right here is you being an asshole. Seriously this comes off soooooo goddamned much like “here, let me tell you how you should be playing” that I absolutly cannot goddamned tolerate.
You have no idea who I deploy, why I deploy them, any given choice I make on any given turn, you know absolutely nothing about how I actually play this game so for you to tell me I’m doing it wrong is insulting to put it mildly.
Edit: Especially due to, as you had told me in DMs that you don’t have a lot of experience with rom hacks yet, so you haven’t seen some of what the community has cooked up in terms how safe dancing on a turn can actually be, much less why dancers in various hacks are given something extra.
Additional addendum: seriously, Play Sun God’s Wrath, you get actively punished if you play slow/poorly. You’ll probably like it.
gotta say about the fan remake. Trec’s awesome in this and while I don’t agree with many of the design choices made within this, I do love to see Trec Eatin Good , so it’s got that massive W in my book
Is it normal for Thea and Klein’s troops to not attack player units in Chapter 11A? It’s been a while since I played vanilla, and it’s interesting to see their behaviour here.
I remember it being talk with Miledy. but i might be wrong. Edit: you gotta talk to him with Miledy in Ch21, then he should stay alive, then Gale joins in Ch23.
I started playing this hack and I’m up to ch8. My main thought so far is that skills are too strong, especially the personals. Dorothy gives a +4 str aura for 2 squares away? Clarine gives a 2 damage 2 square aura? Giving enemies skills too doesn’t help much since the AI doesn’t know how to make use of them. Halving all skill bonuses would be a good start, but honestly FE6 and the GBA games are not meant for Fates/Awakening style skill systems.
Skills are also really annoying to keep track of, since you have to go look at each skill in the unit info screen. Restricting skills to one nerfed personal, and one “master” skill you get lategame would be a good balance, or releasing a version of the mod without skills at all.
A fixed growths mode would also be awesome. After playing Engage I find it impossible to go back to random growths now.
I really like how you got the FE8 engine working for this, with the lord convoy access instead of Merlinus and other QoL improvements.
My main thought so far is that skills are too strong, especially the personals. Dorothy gives a +4 str aura for 2 squares away? Clarine gives a 2 damage 2 square aura?
Yes skills are strong especially in player hands and it’s a big part of why this hack is easier than vanilla. ZeN’s aware and been working on the balance to make things more difficult. There’s been great progress in the last few patches.
Funny that you mentioned Dorothy’s personal, because that was pretty much the only good thing about her prior to the latest patch.
Giving enemies skills too doesn’t help much since the AI doesn’t know how to make use of them.
While they don’t make optimal use of skills, they aren’t exactly useless unless it’s something like Rally skills, which I believe ZeN has already removed from all enemies at this point.
Halving all skill bonuses would be a good start, but honestly FE6 and the GBA games are not meant for Fates/Awakening style skill systems.
Yeah I think this remake was a bit disappointing for the crowd who would have preferred something closer to a port of vanilla but it’s hard to please everybody. I think ZeN wanted to take advantage of the FE8 engine so it is what it is and while he does listen to feedback on a lot of things, at this point removing skillsys is probably not gonna happen after all the sunk cost/dev time figuring out how to distribute skills and balancing around it.
As for tweaking the values for the effects of skills, it would nice if ZeN could figure out to fiddle with those. I’m not sure if all of them are configurable though. A lot of them are probably hardcoded.
Skills are also really annoying to keep track of, since you have to go look at each skill in the unit info screen.
Yeah just like with Awakening/Fates it’s one of those things that’s annoying mostly on a first playthrough. But later it gets better as you commit to memory which class learns which skills and who has what personal.
A fixed growths mode would also be awesome.
I just checked and it looks like the fixed growth patch conflicts with skillsys. Weird.
@ZeN2002, I forgot to mention this but due to how the Builder sets some things up now, you have manually add the Latona effect to the Saint’s Staff or else it does nothing.
that’s actually a project by another guy, but still uses the japanese FE6 rom, which is apparently notoriously hard to work with, honestly I’m more surprised someone hasn’t just asked ZeN if they could tinker with this to try to slowly pull out the PE stuff and ZeN’s own custom stuff and just hammer out the issues with the map design most people have (the maps themselves not the enemies) and essentially make FE6-V(anilla) in Fe8 with this being Binding Blade-EX which is ment to be the more crazy PE styled version.
as far as pulling skillsys out goes, he can’t, removing it would violently break the rom due to how much additional stuff Skillsys does. it doesn’t just add skills after all, it also adds a bunch of the stuff for adding custom spells, the damage number pop-ups, and is required for some of the patches in the rom currently to even work. it’s actually one of those “key piece” kind of things.
skillsys has a flag pre-built for that, trying to install the patch says something about like (you can be used by simply enabling the already included flag 0xEF.) which I have no idea how to do but it’s there.