- Goth quest rewards out of proportion to the new stage income levels (I'll try to comb through a FAQ and give you a list of these)
- Revisiting areas like pogrom forest to fish for undead ring/staff/dragos/blood/etc. I don't think it's an issue for the xp or alignment fixing: the xp is really only useful for characters that are far behind & the alignment fixes are necessary IMO.
- Retreat can still be abused to chain enemy units to death, but it's not ridiculous like before. Now you need a monk unit ... so you can do 1 round of damage, take 1 round of damage, heal & then retreat. I don't know that it is a real problem, but to make it harder, you could always up the retreat damage requirement (may not be necessary with all the other changes).
- Constant item swapping to give the appropriate elemental damage type to targeted attacks and/or the best resistance buff to defend against massive damage of one type (like 3x siren or nixie units). I suppose you could not allow item swapping during the stage That would certainly make it a LOT harder anyway. Dunno if it is necessary, but thought it worth mentioning.
Calimari Navy Video Playthrough
#21
28 January 2014 - 10:59 AM
#22
28 January 2014 - 11:35 AM
I'm not too worried about the class promotion item finding. It just lets the player have multiple strong units instead of a few, and I'm trying to encourage multiple units. Though, as to XP, what I may do is lower the minimum XP you can get from a battle from 1 to 0.
Also not too worried about the EQ swapping. It adds a lot of strategic possibilities. My least favorite thing about it is the time consumption of swapping items every round. I would almost just as soon give the player infinite copies of every item they have, but I wouldn't want them to automatically get 5 copies for an entire squad. :/
That goth list would help a lot!
#23
28 January 2014 - 12:18 PM
#24
28 January 2014 - 07:22 PM
Another random idea: Instead of having towns never pay tribute gold, I could have them pay tribute gold on the first time you collect taxes on a map. This would encourage scrambling to take the towns. I'd still want to implement the morale system of getting stat bonuses from controlled towns, but this would add even more incentive. How often would you say you make to the second tribute screen?
#25
28 January 2014 - 07:25 PM
#26
28 January 2014 - 10:59 PM
WRT retreating .. yeah, the last two stages (including the one uploading now) have been pretty brutal. I can't imagine not retreating.
I think I am taking 3-4 game days to finish stages usually, due to the slow speed of water units. A high+low sky setup might be able to do it significantly faster. That's the one big downside I see to awarding tribute on the first day - it encourages more high sky + low sky units.
I don't mind the randomly palette swapped units really. Its nice to have some variation & at this point in the game, I just assume that its top tier of any appearance regardless of color Some of them look odd, but some of them look quite cool.
#27
29 January 2014 - 06:26 AM
As to the liberation goth and high/low sky units: True, though fast liberation is supposed to be the main purpose of those units... they just happen to be great at everything else, too. Though if I lowered the speed of fliers and upped the speed of special terrain units: that could certainly help some.
#28
29 January 2014 - 07:13 AM
Stage 24 - Shiguld
Another hard stage, though not as many deaths as the previous stage. The biggest worry was the speed of those high sky dragon units - they flew circles around my poor retreating kraken.
#29
29 January 2014 - 07:32 AM
Addendum: One of the more stressful decisions in SNES ROM hacking: Playing the game through a variety of scenarios while observing RAM and trying to guess which RAM locations the game probably never uses so I can hijack them. Here's hoping bank $7EE000 is as safe as it looks.
#30
29 January 2014 - 11:57 AM
#31
29 January 2014 - 05:44 PM
Given the cost of revive & heal, I typically choose to let some characters die and replace them from my ranks ... which is one reason I keep tons of level'd up characters around.
So yes, the difficulty could be significantly increased if death was permanent or at least carried over to the world map so you had to use a 25K revive item/etc to get the characters back alive.
For the Emperor & units with varied attacks - I think having the extra choice about which attack to double would be fun & add another strategic choice.
#32
30 January 2014 - 08:00 AM
Yeah, that's the approach I took with Emperor. Pretty much the only scenario where it might be abusable if I had a small unit using Quake. And the only scenario I could imagine with that is if they, say, wasted their first turn (something like Vampyre's sleep) and then on the second turn used Quake, and that was their only attack. So it's kinda like charging up a major attack. But even in that case, Emperor wouldn't be *that* abusable, and I'm very uncertain that I will be including such a thing. Does sound kinda neat, though.
I expanded the ROM and moved the tables for random-choice attacks and sequential combo attacks to the expanded region. I can now have up to 16 of each and up to 16 types of attacks in each. In the process of looking at doing the same for elementally-intelligent chosen attacks.
Seeing that Fogel fight makes me sad. I should probably see if I can get a fix in for letting recruitable members have higher stats in their enemy form than their ally form, because I can't really make him any stronger as an enemy without making him OP as an ally right now.
#33
30 January 2014 - 04:13 PM
The Dragon Master + 2xLich back with a Tiamat up front is decimating me.
#34
30 January 2014 - 11:20 PM
The start was brutal. Between the two Tiamat units, I thought I was going to have most of my forces routed, but with a few boots and heals, I was able to survive the start. After that I managed to get the appropriate counter groups for most of the harder enemy groups, but this level was still quite challenging.
The comparative speeds of high sky dragons vs my kraken is still the hardest thing to deal with. I need to send out the low sky nixie+princess units more often to just see what is coming up next & get into the right position for it. That or clump all my forces in one place (but that seems rather boring).
Previa was just as hard as I remembered, but I had the benefit of more dragon masters & more ice/white weapons than the last play through.
#35
31 January 2014 - 07:19 AM
Also, you aren't use Tarots at all, right?
#36
31 January 2014 - 08:56 PM
I should try converting a top tier Monk or Siren into a Muse. My current Muses are after thoughts & hardly used, so I am not sure if Muses are really hurting that bad right now. Between Dragon Master (Rauny) & Princess (Norn, Aisha), I have made all my named female characters into something better than Muse ... except Deneb, who is a Siren. I should probably convert her as well.
I do agree that making Doll Masters tankier than (most) other casters would make Doll Masters much more useful. Liches should be somewhat hard to kill IMO from a lore perspective, unless you use white or maybe fire.
--
Evil One is working great for me, but then I used a huge HP starting wildman as my Evil One & he's gotten pretty much every world tarot bonus. So I am not sure if it's the best test case The key for the Evil One is that he can do decent back row hit-all to help the 2 Sylphs take out casters & is tanky enough to swap front line if I am in the water & want to get 3xMaelstrom from the Kraken. Flexibility like that is key for Kraken units, but I am not sure it translates as well for most other army strategies. You could argue that Devil > Evil One in back most of the time & Raven Man > Evil One in front defensively (from an evasion perspective).
#37
01 February 2014 - 03:33 PM
So to the high/low sky liberation stuff: do you think non-flier units would have trouble reaching a town to liberate it on the first day? Obviously, from a morale system perspective, the sooner you liberate them: the better. But for now I'm just worried about being able to actually reach the towns in time for your first paycheck. And I mean with a normal army here, not with an all-water army.
#38
01 February 2014 - 08:05 PM
For maps that are more uniform sea, desert, forest, plains, etc then the fliers won't be the liberator of choice. They still will be pretty good in all those situations though.
Even without the changes, I think non fliers can liberate some towns on the first day on many maps. Though if the strategy becomes "liberate as many as possible in a lightning push & hold on" then likely players will have a variety of liberation units. I am not sure about holding more than 2 or 3 points of attack though.
#39
01 February 2014 - 08:07 PM
A mostly water stage - even more so than Fort Allamoot. There were some difficult fights to be sure, but the movement speed & terrain bonuses helped a ton. I also managed to get my first flying kraken unit.
#40
02 February 2014 - 09:55 AM
Previa's Devils in stage 25 had one sexy palette swap. The white-suited Ninja Masters in Luvalon's unit were pretty cool, too. Luvalon takes no guff from phys... though a Rune Golem Quake might be able to scratch him. Just 4? more to go! How will the mighty octopi stand against Stage 30?