[Lex Talionis] Fire Emblem 8R (Playable monster units and MyUnit Test update out now!)

It’s all good haha XD

Is this a full restart on the latest update? Not a save transfer, correct? I can’t get it to crash on my side. :thinking:

I’m still playing the old version, but after reloading the game Artur was able to attack without crashing

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Huh, weird. :thinking: Well, I’ll keep an eye on that then and see if it happens to me on my playthrough or if it happens to anyone else.

On a bit of an unrelated question, what’s the devil axe backfire rate? is it unchanged from it’s normal 31% minus luck or was it altered to fight the new luck caps of classes?

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I believe it’s unchanged if I remember correctly. I meant to change it, but it’s been like really low on the priority list haha ^.^; So it’s pretty good in current patch haha XD

LETS GO! Ross eating good today!

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Yep haha XD With him probably no backfire and easy WEXP and high damage haha XD

Some characters have special classes don’t they? The first one that comes to mind is Tana’s special wyvern with anima. Are those your recommended classes?

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I wouldn’t necessarily say recommended. This is just my attempt to make each promotion line viable for each unit. :thinking: I would prefer that there would be a reason for each unit to go down a line, instead of an obvious required path per unit.

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It’s nothing serious, I just feel a bit stupid for promoting Vanessa to Wyvern Knight before Tana, something similar happened with Ross Brigand, since the other classes had units available I promoted him for diversity then found his weapons are built with Wyvern classes in mind.

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Oof, sorry about that. :sweat_smile: At least can still make those choices work out good in the end. :thinking:

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That’s what first plays are for, I promote without overthinking just to enjoy, like making Cormag a Wyvern I know that’s a joke class but I chose it with pride.

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Hahaha for sure xD I think I did nerf the T3 dragon promotions a bit too much, so I think I should buff them back up a smidge. :thinking: They should feel powerful, but lose out late game on not being able to use high rank weapons.

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I can’t speak about T3 I still haven’t seen but I have to thank you for eliminating lots of cooldowns from weapons they are easier to use now, though you could turn them back when making the multi-weapon packs.

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That’s fair haha :laughing: Also, you’re welcome. :slight_smile: I think it will help a lot more other weapons feel a lot better to use. :thinking: When I start going chapter by chapter, I’ll look into the idea of getting some multi items from chests. Since those seem to be the best place to get them, from a player’s perspective. :thinking:

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Found a neat little bug/tech; using a venom dagger on a trickster to kill a boss will bypass all the revive stones the boss has with no exceptions because of the poison and bleed damage scaling/stacking

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Yeah, this one I’ve heard of, I just not sure yet on how I want to approach it. :sweat_smile: I was thinking I could make it so bleed/venom weapons apply two kinds of venom/bleed, one for boss and one for non bosses. Just a pain to implement haha :sweat_smile:

Getting the items from the chests is a good band-aid, but I was thinking about a permanent solution, you said before that the problem is with enemies and shop display.
Can’t enemies correctly use multi-weapons? I don’t know how the Ai works so maybe they can only recognize the first weapon, regarding the display info at shops I can only guess you can’t see the weapons the pack contains.
The idea of having almost all the weapons you created organized by rank and utility in packs is attractive to me, of course with the best and final weapons as an exception.

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Yeah, the chests would just be a temporary solution until can figure out a way the player can get all the information one way or another. :thinking:

Correct, enemies can use Multi-weapons. But yeah, the biggest issue is the player can’t see what the other parts of the multi weapon when it’s on the enemy. So it would really suck, if there was a weapon an enemy had that was only 1 range or something, but on EP they found out it has another component that’s like 4 range or something they couldn’t have known. :thinking: So problems for future me to deal with haha :sweat_smile:

Haha glad you think so :slight_smile: I do try to keep things organized as much as I can, though I’m not the best at it haha :sweat_smile:

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I see so enemies can properly use multi-weapons but the danger sensor only registers the first weapon, thus the player can get attacked by a possible long range weapon contained in the pack. That’s mildly annoying, I mean you could say “suck it up” and integrate the packs but some players will complain about an unexpected death by hand axe.

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