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

Yeah, that has probably been the hardest part for me in this whole project is working with the generic weapons and what I want to do with them. ^.^; I get a little bit closer each time I do a rework to get more something that I like, but still need some experimenting. :thinking:

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Thank you for putting in your input, it is much appreciated :slight_smile: I suppose in the end, we have to agree to disagree when it comes to accessories. I and a lot of other have fun with them with our playstyles, but the project is open source so feel free to change anything to your preference. :slight_smile: When it comes to training, it is more in experimental/fine tuning phase. It’s what makes most sense to me for something to do with post battle shenanigans, but if there is more fun ideas that could be had there, I am open to them. :thinking:

Glad to hear you like the prologue changes, it is definitely is a lot better compared to how it was before haha XD I can see both ways for Ephraim, since it would be more mysterious, but as you said, most players have played FE8 so it doesn’t really impact things too much in the end of things. :thinking:

Yeah, a guide would probably be helpful to make down the line for certain things like that. :thinking:

I agree that the changes for the heavy weapons feel a lot better now how they are. Took a bit of experimenting, but now I think they are very viable for certain units/situations.

The Engine update with having the Debug by default is helpful right now with testing haha. XD

Colm definitely needs a touch up sometime, just keep forgetting to/putting it off lol

Audacity messed up of the sound files that I didn’t know about until they were already imported ^.^; It’s on my list to fix, it’s just a major pain in the butt…Will definitely need to get it done before the official release though. I did fix the option to turn them off, so it should fully mute them in battle now. Thank you for letting me know so I could get that fixed ^.^;

I agree and want to do something with monsters in the future. Not sure what I want to do exactly yet, since it would be an after the official release thing.

Thank you for letting me know about the Slim Javelin as well, got that fixed :slight_smile:

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Yeah something like that at the end of the day I don’t want to worry about growths, only about the other effects accessories have that way the game gets a lot less frustrating.

Regarding new-type accessories @Luba is right, most weapons lose value quickly and without weapon packs you’ll end up using the PRF’s, a few staves and nothing more so those accessories could also be low value plus points or maybe anti-debufs.

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Yeah, generic weapons are in a weird spot right now. I’ll keep experimenting and hopefully find something I like and stick with there haha ^.^;

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Is it possible to feed a piece of equipment with any kind of exp to make it grow? Like forging but without money, kill X number of enemies with an iron sword and it growths or directly feed it bexp.

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I’d murder for a system like that lol, Many forms of forging have been created in lt including free style “Add any stat, or effect based on these X limiations” Such as in Embrace of the fog or server 72, but i’m not aware of weapons gaining and tracking exp.

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A forging system would be totally possible. I want to say a level up kind of style of forging would also be possible. :thinking: Though, I’d imagine it would take a level of engine hacking to pull off. :thinking: At least UI wise. Cause for items you could make attached to some variable and increase that variable with certain triggers and change the properties off of different inputs. I do know there is a team that is attempting a forge system. How deep it is, I do not know currently.

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Would be fun. :slight_smile: I really need to play more LT games to see what kind of stuff is possible in LT more haha :sweat_smile: I’m always so busy spending my free time working on the game haha :sweat_smile:

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Thank you for your sacrifice

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You’re welcome :farmer: This is my curse, and I’m determined to see it through to the end haha :rofl::rofl::rofl:

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I though that forging system would be boring and time consuming, it feels like telling the truth about Santa but a forging system is telling the game change the item “Iron Sword” for the item “Iron Sword +1”, I think FE Fates had a different forge system that allowed you increase weapon stats but it was too expensive for consumable weapons.

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Not necesarily how ive seen it work on lt. A specific weapon could have their range or effectiveness changed for example.

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That kind of forging would be cool. Probably out my scope for right now though :thinking: If I ever do an FE9/10 remake in LT though I probably would take a crack at it. :thinking:

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The upgrading of durability weapons was in fe 9-12 iirc, Fates let you fuse two identical weapons (i.e 2 iron swords) to make them +1.

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Here is an update with the changes I made. I bet I forgot something, but I’m tired haha ^.^; The class lines were more streamlined T3 will now give S rank to weapons if you didn’t have them before. Lots of bug fixes, some skill changes. New class lines for Ross, and some new ones for Ross/Dozla line as well. The WEXP level tiers have been changed to every 60 WEXP gives the next rank.

Edit: Whoops, already caught something. I updated it, but if you downloaded it earlier, you might have 7 inventory slots instead of 5 due to a test haha ^.^;

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chef-kiss.gif for the potions, it’s a great idea to make them a free action.
Regarding free roam, I think it’s great too but I’d rather watch events than training, I don’t know how it works later when you can choose your party since I’m at the beginning but rather than extra points I’d love to get events.
EDIT. I forgot to mention this, I can disable combat voices but chapter voices are still on even when disabled.

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Thanks, glad you like the change :slight_smile:
Yeah, I want to make more events, they just take up time to make. ^.^; I’m stuck right now trying to make Ephraim’s route playable again and all the post battle dialogue. ^.^;

I’ll look into that. :thinking:

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Have you changed something about the exp formula? The previous version had me at level 15 after the split and now I almost have promoted units at chapter 5, I dunno what do you want to do so I can’t say if it’s good or bad just pointing it.

I’ve noticed you wrote more convos (including conversations in the free roam mode) and they are good, good enough to suggest doing both routes in a play-trough again.There are various recruitments open to debate but Kyle could substitute Seth in Ephraim route, Eirika-Seth gets a group of mercs and maybe some monsters. I think you could pull if off as you are now.

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It’s not that I’ve changed the formula, it’s just that the enemy levels have been increased by a ton, so you just naturally receive a lot more EXP ^.^; You’ll need it though, since enemies are a lot tougher now, especially by chapter 15.

Thank you :slight_smile: I want to get more base convos and free roam events done someday haha. It would be fun to have more unique recruits, though that is still far away as of right now ^.^;

There was a game breaking bug with training, but it should be fixed and the test build updated. Also, all the enemies levels have been updated for Ephraim’s route. So can play that now, though will be a little easier due to weapons not updated yet. Also got Destiny Painter to work with separating paired up enemies if you killed the lead unit.

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Another update was pushed for some bug fixes and free roam fixes. Tana’s items have been updated to be more like how items like Pure Waters work. Lute also got a new upgrade for her Siege weapon once she reaches rank SS in Dark.

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