[LT] Server 72 [COMPLETE]

Ah, I think I understand. Devote isn’t supposed to use a combat animation ever, so that’s probably what’s doing it. I’ll fix that and release an update shortly, good report.

Summary

Here’s a screenshot of where the game is stuck (I refuse to close the window, even though it is a lost cause. It was my best phase 1 yet).

And here is my save folder:
https://drive.google.com/drive/folders/1x3HFFLLYistmjScOjvyw0h2I0D1bXHR7?usp=sharing

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So, uh, bug report. Made it to the (hopefuly) very end of Floor 50, just one turn away from reaching the boss in the middle of the pool, but I made a mistake (not toggling Judgement mode, so Hero didn’t have enough mana to Provoke - should have brought a cheaper tome, dammit). However, Zelg’s Last Prayer didn’t activate the second time around, as if it had been consumed (which it had previous to the Turnwheel - meaning it probably didn’t restore itself when I went back). I’m guessing this is a bug?

I really don’t want to repeat this whole thing again T.T

Here’s the save folder. The suspend is two turns after the bug happened.
https://drive.google.com/drive/folders/1z17sJ-bcJjoMkFbcdy5HyBagHmcyGeY3?usp=sharing

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I am unable to restore any data from these saves, as the Floor 50 turn by turn data you sent only has .pmeta data and not actual .p files. I would do both of the below things:

  1. Try to compress your entire save folder and send that to me (just one file). It’s possible that the data is missing due to some mistake made when uploading to google drive, and this would be an easy way to avert that.
  2. Edit the config.ini file in your saves folder and change debug=0 to debug=1, then run the game. In the Extras area, there should be an option called All Saves that will show saves for all your turns taken.

If option 2 doesn’t work for you, likely something on your end happened that scuffed the save data. As no one has ever reported that in particular, I wouldn’t be able to help with that, and the only thing I could recommend is to check your recycle bin to see if any files got displaced there.

There’s an error in a skill description for a late game weapon

Floor 40+ spoilers

If Chidori uses a Frostfang, the description for Shard says that it can’t be countered when the user is faster, while it actually gives a Desperation effect, same as regular Shard. I assume the description is wrong since the tome works as advertised.

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you know i keep forgetting to fix that, thanks

… it seems I linked you to the saves I uploaded the previous time, not the new ones. Oops, sorry about that. Here’s the .rar:

I must mention that I have been unable to replicate the bug, even when repeating the same steps I did when it happened. So, uh, no idea how it worked.

Spoilers on Floor 50 last phase

I also realized I could Compose onto Almanac, have a melee walk one step in the water, have him shadowstep in front of them, Shift the other melee and have them walk in for the kill. I’m guessing that or something similiar is the Primal cheese the characters mentioned.

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Aight I finally beat the game, and wow, that was a blast, probably my favorite Fire Emblem game period
The gameplay is top-notch, and I definitely wasn’t expected to get as engaged in the story by the end as I was (even though the characters were endearing from the start)

A quick rundown of my impressions of the cast as units, because why not

  1. Zelg
    A tank that does tank things. That by itself is pretty useful for a lot of the runtime, but another huge thing he has is weapon coverage: effective weapons are a lifesaver for some of the early floors, and he can use all of them depending on what the map needs. Bow access is also a boon, both for using the Pinner to lock down enemies (which is how he spent most of his turns in the late game) and dealing with Wyverns in the lava maps and Pegasi/Griffons in the bridge maps (occasionally EP-ing with the Armsreaver). Custom Arms are great too, even if most of the time I just had a Brave Bow on hand. Also ended up wielding the Lifebringer briefly on Floor 20, since Loonie wasn’t keeping up with the boss’ AoE chip.

  2. Hardman
    Bows are pretty good in this game. As a DPS who mainly uses bows, Hardman is also pretty good. He also can get really funny crit rates using the Pet Rock, with Aimed Shot nullifying the hit penalty. He was also the only character I chose to invest into S-rank weapons on, and the infinite range bow came in handy for floor 50 (at least until I broke it after I realized that Unbroken prevents Armsthrift Banner from triggering). Was one of the two primary physical boss killers for most of the game, though he fell off a bit later on.

  3. Philo
    Best magical DPS, hands down. Primal Magic has a lot of strong tools in general, with Resiphon and Purge being early game lifesavers (Mana heavily limits nostanking, but Philo doesn’t have to worry about it as much thanks to Circulation), Shadeslash turning her into an EP mage killer, Encroach being the prime “I want this thing to die” button in the midgame, and Consume taking its role in the late game (even if not quite as effectively, thanks to high enemy stats), but by far the most important spell in her arsenal (for me) was Shift, which was instrumental for clearing floors 30 and 40. Great character with a lot to contribute on every stage. The support skills she gets were a bit more low-key, but still useful on a couple of occasions. She also was the only Convoy Stance character for most of the game, which was also extremely important for the entirety of its runtime.

  4. Loonie
    Convert came in clutch a couple of times across the run, though it’s the most useful as soon as you get it, since extra bodies are the most valuable when your party is small. She was also pretty good at magical chip all game long, which had the added bonus of restoring her mana thanks to Osmose, but after floor 40 she mostly transitioned into using light tomes full-time. Things like Shirk and Fortune have been very welcome to have from the start, but the real game-changers are Rescue in the midgame and Entrap in the lategame. Those two (Entrap especially) were instrumental in clearing the last couple of floors, including the very final one.

Floor 20+ characters
  1. Dazzle
    For most of midgame, he had the Charge Banner equipped: one extra movement can really make a difference, especially granted to so many characters at once. The other effects are pretty cool too, though I mostly ended up using the Slayer Banner (for crit stacks) and later the Brave Banner and Armsthrift Banner (with the Zephyr Banner being part of some strategies too). Also got Convoy Stance in the lategame, which was nice as well. Overall, a fantastic support, especially with the passive AoE healing. (also ended up getting the kill on the floor 30 boss on my run)

  2. DD
    The primary physical boss killer for most of the game, and that role only increased in prominence as enemy stats started climbing in the lategame. Also rocks an amazing OoS skill which only helps with that role. I ended up using Reckless Strike with Killer Cleavers for the most part, for the double crits, which allowed me to save up on her speed, but for the last few floors, Wild Axe Luna Impact was the real life saver, especially 51 (which I kinda ended up cheesing with that move). Probably the best physical DPS overall.

  3. Lady Orchid
    She seems cool as the premier Native magic user, but kinda ended up getting overshadowed by other characters in my playthrough, with only occasional contributions by sniping a flier with Wind or taking down an armor safely. The Inflame gimmick seems interesting and fun, but the other characters ended up not needing so much build up per map, and Wildfire came in clutch a couple of times, but overall her contributions were pretty lowkey compared to the star players.

  4. Hero
    He’s one of the two characters in the 21 - 40 stretch that you can count on to take a hit, he has a horse, and Divine Magic is still really good (even if a bit less so on Hero since he lacks means to reliably recover mana other than through Drops). It just kinda sucks that Judgment Mode comes so late, and becomes a viable option for damage even later. Long range AoE provoking is goated tho.

Foor 40+ characters
  1. Longinus
    The floor 41 characters get a lot less time and opportunity to shine, since they join pretty late, into an already established 8-man squad, and there’s a lot of them. Longinus is a good example: she’s a pretty good tank in theory, with access to both melee effective weapons and no need to worry about speed, but she never really got a chance to really show it off, mostly dropping Terrifies (more) and Rallies (less). Still, that contribution was welcome as well.

  2. Chidori
    She dealt alright damage with the Moonblade and Frostfang (occasionally switching to a Lightsaber and Lifebringer) but was mostly a filler pick who never ended up truly shining above the rest. Still a welcome member of the squad tho, even if I never ended up seeing what the last two Seasons of her unique art do (would be nice to see their effects ahead of time ngl).

  3. Almanac
    Unquestioned MVP of the later floors. While her damage output per action never really matched the best DPSes on the party, her unparalleled mobility and action economy let her contribute more than any other unit on many turns in the lategame. Also had access to Shift, for when she was the only one who could reach a high priority target, but only someone else was able to kill it. She was also the one to score the floor 50 boss kill.

  4. Ghosten1/The Lawww
    A Cleric who does Cleric things. Fortunately, Cleric things are pretty valuable in this game, especially in the final batch of floors. Not a lot too add though.

  5. GGWP
    “Point me at things you want dead: the character”. He deals damage and that’s about it. It’s pretty good damage though, especially when you use your variety of mobility options to let him go wild with the Unsheather. Spot Dodge came in clutch on a couple of occasions as well. He also single-handedly killed the entire pirate block on floor 45 with a Vantage Strike and a couple of Killer Edges + Pet Rock + Slayer Banner + Fortune, which was pretty fun. The only reason he didn’t do it in one turn was because of the Mallet guy and the fact that not all of them could reach him turn 1.

  6. Cinco de Septego
    Instrumental for the flying gimmick boss, kinda mid everywhere else. Team attacks felt like way too much hassle to set up, especially since other DPSes could just do the job themselves, without spending other characters’ resources. Compose and Swap were both really good tho.

  7. Lines
    Also ended up spending most of his time doing Cleric things (mostly Rescue/Entrap), but unlike the actual Cleric, he actually did get a couple of attacks in. Could also take a blow, which mattered occasionally.

  8. Cerulean Shimmer
    Her skills are pretty awkward, but the ability to use every weapon and free Convoy Stance both came in clutch. She ended up using bows and swords on regular basis, though she spent some time with axes as well. Though by far her most important contribution was using Azatoth exactly twice: once on floor 51, once on 52. The other Divine users were stretched thin with healing and Rescue/Entrap, but she was free to blow most of her mana for it, which ended up being pretty big for the overall strategy.

In general the cast is well-rounded, and while some contributions are more lowkey, nobody felt truly useless. There’s also plenty of variance with builds and strategies here; the final floors truly push the cast to their limits, but in general it feels like there’s a couple of different ways to handle them, which is pretty cool.
(I also found myself wondering whether it’d be fun to play through the 4/8-man content with the other groups, since they obviously had to make it through those floors too, canonically)

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Congrats on making it through!

Hi everyone, BigMood here.

There has been some talk of creating an “easy mode” for Server 72, mostly from me to myself. Today, while I was in the shower, I had the perfect idea for one.

The latest patch of Server 72 will include a new difficulty mode called “Anim Cancel” mode. In this mode, every *player unit has Canto+. Think of it in FFXIV terms as going from all mages to all martial DPSes. Hardman’s Canto+ Stance skill is instead replaced with Canter Stance, which grants him a guaranteed post-combat 7 movement while it’s active.

There’s no real need for this, but I thought it’d be funny. Anyway, I’m going to be missing for a while to play Metaphor Re:Fantazio.

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Yea, and I definitely invested a good amount of Power points into Skill too. And guess what, it still didn’t help. My attacks are still missing, I can’t compromise with lower tier weapons because of inventory space and tight level timing either.

Skill point just feels sucky to buy: 1 point of Skill doesn’t meaningfully change the likelyhood that my 90% hitrate attack won’t miss spectacularly, while actually being pretty expensive as it costs the same 1 Pow point as a Strength or Speed point. Either that or sacrificing the accessory slot for a +20 hit boost. It just seems like the investment needed to get good hit rate is being far more tolling on me than the tutorial texts suggest it should be.

The thing is, sacrificing the accessory slot for Hit is, at least in my opinion, an excellent idea and what I did for most of the game (still have 2 floors to clear (haven’t had the chance) and most if not all of my characters have accessories that boost hit). And I’m not sure you actually read what I said as I mentioned that buying skill is not efficient.

But it seems to me that this is just not the kind of game for you, and that’s fine. Not saying it is perfect (and the hit rates get slightly worse in the final floors), but this is kind of what you get into when you play Fire Emblem.

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Absolutely loving the game so far! Had a bit of a skill issue with floor 8 but choosing to take down the boss helped me learn the game better and go from there. So far I’m up to floor 25 and looking forward to seeing more. Love the characters, love the game.

Bug!

On the capture the flag chapter, I think 23 or 24, if you convert the cyclops and have it kill the Sage then the flag will go to the convoy and be stuck there since you can’t trade it back to a unit with convoy stance. It was niche and funny enough that I half expected to hear a comment from the team complaining about the softlock like if you killed the cyclops in the previous chapter.

Strats

Maxing out luck on everyone and using Beginner’s Luck seems to be absurdly good so far. Everyone’s hit rates get fixed with the luck boost, enemies get 1RN’d since everyone has enough avoid to keep enemies below 100% and you get three turns of free crit before having to convoy it away. Probably falls off soon but its been a blast early on.

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my partner asked me if Server 72 was a porn game
thanks loonie

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