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  • Locked thread
TenaCrane
Sep 14, 2010

THUNDERDOME LOSER
My vote for Robin : Cavalier may not change much but it'll help get us off this page.

e: that page too

TenaCrane fucked around with this message at 02:56 on Mar 20, 2013

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theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Cliff/Alm/Silk looks fine to me.

Cake Attack
Mar 26, 2010

theshim posted:

Cliff/Alm/Silk looks fine to me.

Yup, seems like a decent vote.

fade5
May 31, 2012

by exmarx

theshim posted:

Cliff/Alm/Silk looks fine to me.

This is my vote as well.

DKII
Oct 21, 2010

Chapter 1, Part 4: Ram Valley

Before we get started, we have some unfinished business from last chapter.



Cliff gets a solid boost to Skill and Speed from his promotion.



He's already sporting a base 9% crit rate now, though Power and Defense still need a little help.



Gray doesn't get as much help, but does get more HP to fuel his magic.



Not quite as impressive, now.



Robin gets a much-needed power-up from his promotion.



He also gets a +3 to Moves, the main perk for choosing the Cavalier path.



Silk, Cliff, and Alm also all get a point of Speed from the shrine, which then de-activates.



Cliff's got a solid lead in Speed, though Alm and Luka will still be the main front-liners for now. The once-villagers also all had their Level reset to 1, giving more room for growth as the game progresses.



We leave the Thief Shrine to find ourselves back at the world map. No need to go backwards, so we head for the next battle.



Oh good, more thieves. And another archer. And....a mercenary.



Most of the thieves are the same garbage we've been fighting all game so far, but the one inside the fort is marginally stronger.



The archer isn't too tough, either. 9 Power could hurt a couple of our units, but his Speed is too low to get in two attacks.



The mercenary here is another matter. It can double-attack everyone in our army except for Cliff, with enough Power to really hurt and a non-trivial 4% crit rate. And the 8 Defense will make it difficult for our physical units to damage him - Alm can manage three damage, Luka two, Robin one, and Cliff none at all. The Defense is getting a boost from the Leather Shield - an item that gives a +3 to Defense while held. His weakness is the single point of Magic Defense - good thing we brought a mage.



Gray only knows one spell at the moment. Fire has 3 Might with 80% accuracy, a 1-2 tile range, and a rather high 3 Weight all for just a 1 HP cost. Combined with Gray's current 9 Power, he can dish out 12 magic damage (mitigated by Magic Defense, of course) but he's only going to hit once.


Turn 1



We start off kind of far from the action, so not much happens right away.



The enemies likewise advance.


Turn 2



Robin parks himself in a tree to draw in and more easily dodge the incoming thieves. Because that makes sense.



The plan works out, as Robin dodges both thieves and counters for 14 damage on each.


Turn 3



Fortunately the enemy mercenary is still well back from the others, giving us time to deal with the scrubs first.



Robin starts off by killing one of the nearby thieves. Still no answer to why the horse is white on the map but blue in battle.



Luka tries to kill the other, but misses one of his attacks. That's okay, 'cause we can just have Gray follow up.



...Or not. Gray's not going to be the most accurate of mages.



Alm and Silk fill in behind.



Horses are good at hiding in trees, didn't you know?



The archer makes his presence known, but Alm shrugs it off - only 3 damage.



The thief scratches Alm as well, but nothing to worry about yet. Alm counters for 18 damage.


Turn 4



The battle is joined! We want to take care of this crew before the enemy mercenary catches up to us.



Silk joins in and grabs a kill thanks to that extra point of Speed we gave her. (Without it, she wouldn't have gotten the second attack.)



Gray earns some redemption by roasting another thief, though he can't get the kill himself.



Cliff sees his first action against the archer, but can't muster much damage.



Luka takes a shot at one thief, while Robin finishes off his target.



And Alm ends the turn by getting rid of the archer.



On the enemy phase, Cliff makes this thief pay for attacking him, landing a timely critical.



Counter-killing one thief just open up the space for another to come in. Cliff flies in again but doesn't crit this time, settling for 'just' 12 damage instead.



Another thief tries for Alm, with as little success as before. Alm gets in another 18 damage of his own.



The last thief takes a shot at Luka for 1 damage. Luka counters for 16 damage.


Turn 5



Only a few thieves left. The mercenary is slowly creeping up on us.



Silk starts off landing another drain to kill off one thief.



Gray lands another fireball to turn this thief to cinders.



Alm tracks down and eliminates the runaway.



Finally, we get some Speed the natural way.



Cliff and Robin combine to take out the final thief.



Last man standing.


Turn 6

Music: Battle - Healing



Silk patches up Cliff on the way.



Just a little closer....


Turn 7



And the trap is set. Also Silk heals up Alm this time.


Turn 8



The mercenary is now in range of everyone, so Gray starts things off with an 11 damage fireball.



Silk tries to help out, but misses.



Luka and Alm combine for just 5 damage thanks to that Leather Shield, and each of them eat a double-attack.



This single point of damage is actually rather important. It brings the mercenary down to 13/27 HP - less than half of his maximum. That puts his AI into 'retreat' mode, so that even though a counter-attack wouldn't kill him, and even though he can't actually move anywhere, and even though he could actually kill Robin with a crit - he won't attack on the enemy phase at all.


Turn 9



Gray lands another fireball, bringing the mercenary to the brink of death.



Silk manages to land the killing blow, picking up the Leather Shield in the process. Anyone in our army could use this, but Silk is probably the most in need with only a single point in Defense currently.



She also gets one of the more useful single-stat levels.



:toot:

Another battle down, and our shiny new units got to strut their stuff. We even got a Defense-boosting item out of it! If you want someone other than Silk to hold onto it, make your voices heard.


Current Roster:




Next time:



Rebel soldiers have control of the fort and stand between us and the liberation camp; let's do something about that.

DKII fucked around with this message at 20:59 on May 4, 2013

Eminent Domain
Sep 23, 2007



Aah, the Fire Emblem mania continues.

Silk can keep the shield, clerics are important.

DKII
Oct 21, 2010

Chapter 1, Part 5: Southern Fort



Today, we're finally done with thieves as we encounter General Dozer's forces for the first time.



A small map, but the first real difficulty of the game. That archer hidden away in the fort is going to cause us no end of trouble. There is a recovery tile in each compartment, though two are hidden beneath enemy soldiers at the moment.



The six soldiers are a significant upgrade over the thieves we've faced so far. That 10 Power will hurt all of our units, and they have enough Defense and HP to be a pain to kill as well. The only upside is their Speed is too low to double-attack most of our units.



There are a few problems with the archer. The first is that he's difficult to reach. Then, as soon as we approach, he'll hide on the recovery tile for free healing and a massive dodge boost. And if that weren't enough, the Steel Bow he's wielding not only has +3 Might (included in the archer's displayed 12 Power) but has an extra two range (1-5 tiles). The upside? It has the same 70% accuracy as the basic bow, and its 1 Weight will bring the archer's attack speed down to zero.


Turn 1



Silk has the Leather Shield, bringing her terrible base 1 Defense up to a slightly more respectable 4 points.



The archer casts a rather large shadow. We set up just outside of his range, as about half of the soldiers leave the safety of the fort to rush out to meet us.


Turn 2



Preparing for the first couple soldiers to rush us.



Alm holds up pretty well, taking 4 damage but countering for 12 himself.



Robin is almost as sturdy but only counters for 8 damage.


Turn 3



Right, time to strike back. While still avoiding the archer for now.



Cliff is still struggling a bit - he gets in two attacks for 6 damage, but takes 6 damage in return.



Gray cleans up.



Silk tries to get started on the other soldier, but misses twice.



Alm and Robin combine to get rid of it instead.



Robin's first level as a Cavalier leaves a lot to be desired.



One more soldier is coming for us, but we'll have to dig out the rest ourselves.


Turn 4



Gray starts off trying to handle one of the hiding soldiers, but misses an 80% chance.



Robin's taken a few hits so he gets patched up a bit.



Alm and Luka are best-suited to taking hits right now so they charge right up the middle, while Robin heads around to try and take care of the archer. Meanwhile Cliff is going to give Gray some backup with the southwest soldier.



Luka tanks the center well enough, but somehow misses both of his attacks.



At least the archer missed Alm.



There's still one soldier running around behind our lines and he takes a shot at Cliff.


Turn 5



Robin will reach the archer next turn. In retrospect I might've been better off sending Alm or Luka since they have more firepower, but that would've taken longer.



Silk starts off the action by missing twice more. I'm pushing a little to try and get her levels, but probably should've had her heal someone instead.



Alm comes back to put the soldier into critical condition, and Gray finishes him off.



Luka actually lands one of his hits this time, but I felt like showing his third miss in four tries. That's supposed to be a 71% hit rate there, Gray. The floor tiles actually give a 20% evasion bonus, but this is ridiculous.



Well, this could've gone better. Five turns in and only three soldiers down.



This image is actually a new one, Luka just missed another one of his attacks on the enemy phase.



Alm dodges another arrow. He's really been the only reliable unit in a battle plagued with misses.


Turn 6



Robin finally reaches the archer and lands both attacks. Unfortunately the archer is sitting on a recovery tile so will heal up next turn.



This isn't really a good idea. Silk tries to clear out the soldier from the chokepoint, but puts herself in a position where the archer can attack her without leaving the recovery tile.



Still, at least she did manage to kill the soldier this time.



Alm's now free to move all the way up and attack this soldier for 12 damage.



Luka's hurting a bit at this point so he takes a break on the recovery tile.



Attempt #2 at frying the southwest soldier is as unsuccessful as the last.



Cliff decides to park himself in a spot where the soldier can't reach him. Unfortunately he can't reach the soldier, either. I spend the next 2-3 turns indecisively letting Cliff sit there uselessly.



Alm's opponent gets in another hit, but Alm lands one of his two attacks to bring the enemy down to 8 HP.



The archer doesn't waste his opportunity, hitting Silk for 8 damage.



In Fire Emblem Gaiden, we level up with an arrow to the face instead.


Turn 7



The army is kind of in rough shape right now. Cliff can only take one hit from the soldier so can't get close. Silk likewise can only take one more hit from the archer and still survive.



Robin kicks things off by missing the archer twice. Now at the start of the enemy phase the archer will be back near full health. Fantastic.



Gray, meanwhile, takes the opportunity to miss this soldier for the third straight time. Keep in mind that terrain doesn't even help magic evade, so Gray's just straight up whiffing on an 80% hit chance each time.



I contemplate having Silk attack the archer directly. However if the archer lands his counterattack and then gets in another attack on the enemy phase, Silk is toast, so I chicken out and do something worse instead later.



But first, Alm lands a crit to get rid of the last soldier in the central area.



And Silk moves deeper into the fort to heal up Luka to full. Keep in mind that there are no enemies left in the center area so Luka has already seen his last action this battle (he's going to try and chase down the archer anyway, though), and Silk is now not only stuck in-range of the archer, but won't be able to get away next turn either.



The only upside is that the archer has to leave the recovery tile in order to attack Silk.



And now Silk is down to 1 HP - she can't even cast her Recover spell.


Turn 8



Robin sets up camp on the recovery tile himself, and smacks the archer around some more.



Meanwhile I decide it's a great idea to move Alm to the recovery tile and have Silk fend for herself in the corner. Because giving her the extra evasion and healing when she's one hit away from death would just make too much sense.



Oh and Gray misses again. He's 0 for 4 on that soldier now.



And I luck out as Silk dodges the arrow that would've pierced her poor heart.


Turn 9



Robin's still working over the archer, landing one of two attacks. It's a good thing everyone is fast enough to double-attack or this battle would really be going nowhere.



And fifth time's the charm for Gray.



This image is the point in the battle where I realize that Cliff can't actually reach the soldier from where he's been waiting all this time. So instead Cliff moves down to the forest for no real reason.



Also Silk moves onto the recovery tile this turn. She could've tried to drain the archer, but if she'd missed a 50% hit rate then she'd be facing a 50% chance of dying herself. From the recovery tile at least she'll be facing only a 30% hit rate. That was the thought, at least. In reality the odds of failing two 50% chances is 25% so I would've been better off staying aggressive. However I ended up making the right decision for an entirely different reason - the archer had been knocked below 50% so he was in retreat mode and thus didn't attack anyone at all on the enemy phase, even though he had a free shot at Silk with no chance at a counterattack. Fire Emblem AI. :shrug:


Turn 9



One turn before Luka arrived to help out, Robin finally lands both attacks on the archer and ends the threat.



Robin loots the Steel Bow from the archer's corpse. We don't have an archer of our own yet, but will after a few more battles, and this item will definitely help out.



Two in a row for Gray!



There's just the one soldier left, and Cliff's actually in a position to draw him out, something I should've done four turns ago.


Turn 10



Of course, after Gray landed two fireballs, the soldier was down below 50% HP even after healing at the start of the enemy turn, so didn't feel up to coming out after Cliff. Oh well, let's see if Gray and Cliff can outright end this right now.



The soldier has 12 HP remaining, which is exactly as much damage as Gray could theoretically do with a fireball. Can he land three in a row after missing his first four?



Success!



More power and more fuel for Gray, not bad.



And another battle complete. That one was a little touch-and-go there for awhile - the RNG is a fickle beast but saw fit to let us live this day.



But we're not done yet - with the fort cleared out, let's explore a bit.

Music: Castle



Two items of interest here - an apparent prisoner, and the first treasure chest of the game! Treasures actually work a bit differently in Gaiden than the rest of the series - you can find some treasures in the free-roam areas, but there aren't any to be found in the battles themselves. Thus we won't actually be getting any thieves to join our army in this game. (Judging by the quality of the thieves we have been fighting until now, I can't say I'm disappointed to not have any of our own.)



Of course we go for the treasure first, that prisoner isn't going anywhere. The Bolt (Thunder) Sword is similar as in the previous game - it attacks with a fixed 15 magic attack against an enemy's magic defense, and can attack from one or two tiles away. This sword is a god-send for Cliff, who has been having trouble damaging enemies thus far. Alm is also an option, but he doesn't really need the help.



Right, the prisoner. Fortunately we don't need a key, just bashing our head against the door is enough to open it.



My older brother Cleive leads the liberation force. Let's go to the base together.

Another recruit! But wait, it gets better:



Claire is a Pegasus Knight. She gets to move as far as Robin, with stats similar to Cliff and average growth rates. The best part, though, is she rides a flying pegasus. She can move through any terrain without any movement penalties - even normally impassable terrain such as walls. That's right, Claire can fly over/through(?) walls in Gaiden. That would've come in handy last battle, were it not for the pegasus' weakness - the non-basic bows (such as the Steel Bow) have triple attack against flying units, and at this point in the game would kill Claire in one shot. Fortunately going forward we won't have to worry about that.



Alm's army is now up to seven units with a total of 217 'power' (quality).

Current Roster:



I'm not sure what the arrow next to Silk's XP means. Maybe she'll gain a level from Group XP or something?


New Characters

Claire is a flying combination of Robin and Cliff. She has high movement and ignores terrain. She's vulernable to arrows, but only if the archer has more than the basic bow, which isn't very often. Initially, she's going to suffer from the same problems as Cliff - too little damage dealt, too much received - but she should eventually be a great asset.
pre:
Stat	Base L1	Growth
HP	20	20
Power	8	30
Skill	4	50
Speed	7	40
Luck	11	50
Defense	4	10
M. Def	8	0
Moves	7	0
Quality	34	180
Next time:



We enter southern Sofia and battle another group of soldiers.

DKII fucked around with this message at 20:39 on May 4, 2013

chiasaur11
Oct 22, 2012



Man, the maps in this game are dull so far. Small and devoid of anything interesting.

Does it pick up later and/or for major missions, or is it all like this?

DKII
Oct 21, 2010

chiasaur11 posted:

Man, the maps in this game are dull so far. Small and devoid of anything interesting.

Does it pick up later and/or for major missions, or is it all like this?

Unfortunately, it's mostly pretty bland. The focus seems to be more tactical than strategical, if that makes sense.

Also, one of the big gaps in this game, that is in every other game in the series, is the lack of any kind of dialogue before/during/after battles. The only real 'plot' we've had so far is we got recruited out of the village to oust Dozer who overthrew the king, and a couple people (Silk and Claire) were both being held prisoner and got rescued.

That said, we're also only about halfway through the first of five chapters - things definitely pick up more.

Hmnaftall
Nov 11, 2012
I believe the arrow means that person won't receive anymore group xp for that level.

Insurrectionist
May 21, 2007
Man, I pity the player who decides to wait a bit before changing their units' classes and runs into this level and the archer with a bunch of villagers.

DKII
Oct 21, 2010

Insurrectionist posted:

Man, I pity the player who decides to wait a bit before changing their units' classes and runs into this level and the archer with a bunch of villagers.

The nice part is that you can run away from most battles without penalty if it looks like it'll be too tough.

Arctic Cress
Oct 23, 2010

I'm pretty sure you can't gain levels from group xp. I think the game is just telling you that a character is close to leveling up, which is nice.

Naramyth
Jan 22, 2009

Australia cares about cunts. Including this one.
I've always loved tactics games but haven't really played Fire Emblem. Keep this up, it will be fun to watch.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
This is an era before weapon durability, right? I like the HP limitation on casting, from that standpoint.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Glazius posted:

This is an era before weapon durability, right? I like the HP limitation on casting, from that standpoint.

Adds a weird kind of Dark Sun Defiler vibe to spellcasters too when they have to siphon life out of the enemy in order to cast healing spells on their friends.

Silver Falcon
Dec 5, 2005

Two, three, four, five, six, seven, eight and barbecue your own drumsticks!

Yay, a Peg Knight! Peg Knights are always my favorite units. I just love 'em. Here's hoping Claire can become a death-goddess of the skies!

fade5
May 31, 2012

by exmarx
:stare: Jeez, a five-range bow? That might actually make whatever archer we get fairly useful.

Also, Claire being able to fly through walls sounds hilariously broken. I presume the only thing she has to worry about is having to

Watch out for arrows.

Thank you, Thany Shanna.:colbert: darn Awakening localizations

fade5 fucked around with this message at 00:12 on Apr 5, 2013

DKII
Oct 21, 2010

Glazius posted:

This is an era before weapon durability, right? I like the HP limitation on casting, from that standpoint.

Weapon durability was in the first game, then in Gaiden it for some reason works more like a regular RPG where you just equip an item and use it until you find something better. On the other hand, there's also no money or shops in this game....


fade5 posted:

Also, Claire being able to fly through walls sounds hilariously broken. I presume the only thing she has to worry about is having to

Watch out for arrows.

Thank you, Thany Shanna.:colbert: darn Awakening localizations

Not as much of a problem as you might think as an archer that's not using an equipped bow (ie: only has the 'unarmed' bow) doesn't get a damage bonus against flyers.


I'll try to get an update out this weekend, been busy at work.

DKII
Oct 21, 2010

Chapter 1, Part 6: South Sofia



We're outnumbered again, but we have plenty of firepower to take care of it.



Another simple map. Seven soldiers and an archer in the small fort will come straight at us, while the cavalier in the upper left won't even reach us until the battle's over.



The soldiers and the archer are the same scrubs from the last battle, without any special items.



The enemy cavalier isn't anything special, either, a bit weaker than Robin.


Turn 1



Cliff has the Bolt Sword, which gives him a fixed 15 Power and attacks with magic damage against the enemy's Magic Defense instead of regular Defense. He's going to tear through this army now.



Claire is going to need some more Power before she can be really useful - she's in much the same situation that Cliff was last chapter. But she rides a flying horse which is awesome.




We move up and form a rough line, though only a couple enemies can reach.



The archer hits Alm for 3 damage, while a soldier gets in for another 4 - Alm counters for 12.



Claire sees her first action, dodging and then scratching a soldier.



The enemy cavalier starts his slow trek.


Turn 2



Silk starts off our assault with the soldier that attacked Alm, but only lands one of her attacks.



Cliff obliterates a soldier with his new toy.



Gray tries to finish off Silk's target, but fireballs just aren't as accurate as they used to be.



So instead, Claire gets the kill.



Also, Luka softens up this soldier a bit more for 10 damage.



Alm moves up to hurt the archer, while Robin sits in the forest to attack another soldier.



On the enemy phase, this soldier decides to attack Cliff. Not his best move.



That's...not great, really.



Another soldier goes for Alm, much to his detriment.



Two other soldiers exchange blows with Robin and Claire; the others retreated.



That cavalier is a bit closer now, but will still take one more turn to approach.


Turn 3



Silk gets the kill this time, earning herself an odd level.



Cliff tries for this third kill, but misses one of his attacks.



Gray lands his attack this time and helps Cliff out.



Luka dishes out just enough damage to finish off this retreating soldier, earning himself a pretty good level, by his standards.



Robin rides up to finish off the archer before it can reach the recovery tile.



Alm and Claire team up to take out the final soldier. That just leaves the cavalier.


Turn 4



It's 7-on-1 now, should be easy to finish it here.



Silk and Gray start off with long-range attacks - Silk misses, but Gray connects for 11 damage.



The cavalier is weak enough now for Cliff to kill in one shot, but Robin is close to a level so I try to get him another attack to push him over. It doesn't work - he ends the battle at 99 XP.



With that, Cliff ends the battle.


Current Roster:




Next time:



Another quick battle is all the remains between us and the liberation camp.

DKII fucked around with this message at 07:22 on Aug 15, 2013

Wes Warhammer
Oct 19, 2012

:sueme:

What the hell is the point of putting the Cavalier so far away from the rest of the enemies? :psyduck:

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Minus Green posted:

What the hell is the point of putting the Cavalier so far away from the rest of the enemies? :psyduck:

Probably just to make him seem more threatening. We are still kind of in newbie mode here, right?

DKII
Oct 21, 2010

Chapter 1, Part 7: South Sofia II



This battle will be the easiest since the first. We have more units and far more power at our disposal.




Our first full-size map is wasted on this battle. Just six enemy cavaliers face us, and they're split by the river.



Plus, the cavaliers are all weaker than Robin, with no items or anything even.


Turns 1-2



We start off pretty far apart, so the first couple turns are just moving.



One of the enemies finally reach us, but misses. Robin does 8 damage in return.



The level's not a great start, though.


Turn 3



We should have plenty of time to take care of the two enemies on our side of the river before the rest get to us.



Gray lands a fireball, but Silk misses out on the kill.



Instead I feed the kill to Luka for some reason, while Robin misses the other cavalier.



Alm and Claire gang up on the remaining southern cavalier, but Claire is one Power short of being able to get the kill herself.



The southern enemy tries to get to the healing tiles on the north side of the river, but isn't going to make it there.


Turn 4



Silk does land the killing blow this time.



The rest of the turn is spent preparing to meet the rest of the enemy force.



Claire takes another hit (down to 10/20 HP) but that's all for the enemy phase.


Turn 5



Gray lands another fireball and Robin lands one of his attacks to weaken the first cavalier.



Silk misses again, but Claire picks up the slack.



Alm gets a timely crit to take out the next enemy in line.



A pretty good level this time.



Cliff erases a cavalier with his Bolt Sword.



The last enemy decides to suicide on Cliff.



Pretty typical merc level for Cliff.



:toot: Another easy battle completed in just a handful of turns. The game does get better, I promise.


Current Roster:




Next time:



We finally reach the Liberation HQ, which looks pretty similar to the Thief Shrine - at the entrance, at least. But at last, we get some more plot!

DKII
Oct 21, 2010

Sorry for the delay, I should be back to a more regular schedule now. Only a couple more updates to this chapter, so we should be picking up speed from here.

Artix
Apr 26, 2010

He's finally back,
to kick some tail!
And this time,
he's goin' to jail!
Well. That sure was an update. Seriously, functionally a fight against 4 cavs, with a choke point that guarantees you'll only have to fight one at a time? I know that map design isn't always FE's strong suit, but... :psyduck:

Hmnaftall
Nov 11, 2012
I'm fairly certain that Gaiden by far has the most maps out of any Fire Emblem, most of them very barren and boring. The desert maps are just a drag.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Yeah, that was definitely something.

Those bad levels are going to bite us at some point, right? Or is the game going to keep it up with the fodder?

SC Bracer
Aug 7, 2012

DEMAGLIO!
These levels are pretty much par for the course. The real stat boosts come from promotion bonuses, and one other method that'll show up eventually.

DKII
Oct 21, 2010

Yea even the characters with "good" growth rates average just 2-2.5 stat gains per level. In fact there's not a single growth rate in the game over 50%.

The first chapter of the game is pretty boring, really, but there will be a few surprises in the next few updates.

DKII
Oct 21, 2010

Chapter 1, Part 8: Liberation HQ



Way back in the first update, Luka recruited us to go help the liberation forces against General Dozer, who'd overthrown the king of Sofia and taken over the castle. Now we finally reach the headquarters of the liberation group.



The HQ looks an awful lot like the Thief Shrine - not a coincidence. Let's talk to the lone soldier in front of us.



Python here is playing guard, though we still have Luka to vouch for us. Even if we didn't (if Luka had died on the way), the conversation would play out exactly the same.

Eh? You're new recruits?

In that case, go on inside, but be careful! Demons may be around....

Right then, let's move forward....



The parallels to the Thief Shrine continue, as a battle is triggered upon entering the next room.



A large group of unfamiliar enemies await us inside. Gaiden gets a lot of comparisons to Fire Emblem 8 - we've already seen the world map navigation, and now we have our first encounter with non-human monsters.



The zombies have a lot of HP, but are even weaker than the thieves we fought in the first shrine. In fact, they'll only do 1 damage to everyone in our army.



The skeletons (bone walkers) actually have enough Power and Defense to be a reasonable threat, but with only two of them we shouldn't have too much trouble in this battle.


Turn 1



The zombies actually have enough HP that Cliff can't kill them in one turn with the Bolt Sword, so Alm finishes it off.



Claire and Robin can't take out this zombie together, but they'll be counter-attacking a lot on the enemy phase.



Claire already had 99 XP so gets an easy level. More Power is pretty critical for Claire going forward, so this is actually a pretty good level.



We're about to get swarmed, but when only two enemies can dish out meaningful damage, maintaining strict battle lines isn't really important.



The undead monsters come with their own animations. The bone walker misses Alm, but Alm can't really do much damage in return thanks to its high Defense.



The other bone walker attacks Claire, who only manages 1 damage in return.



One of the zombies also goes after Claire, and even survives a critical. Zombies have a more interesting animation than most, sneaking forward underground before bursting forth to attack. Claire doesn't even get a different animation for the critical hit, which is a shame.



The rest of the enemy phase is just the rest of the zombies scratching some of our units and surviving various counterattacks.



The zombie that Claire and Robin had weakened decides to suicide on Claire, since there aren't any healing tiles around.


Turn 2



Still a lot of enemies remaining, but those skeletons are the top priority. Their Magic Defense is, as usual, much lower than their regular Defense, so magic attacks are in order here.



Unfortunately Silk misses both of her attacks here.



She had 99 XP so she still gets a pretty helpful level out of it.



Gray has a bit better luck, getting in 10 damage, but his Speed is still too low for two attacks.



Cliff and his Bolt Sword are actually the best solution for the bone walkers.



Claire is down to just 10 HP, so she kills off a zombie to get away from the remaining bone walker.



Alm and Luka are the only ones that can do a reasonable amount of physical damage to the bone walker, but it's still not enough to get rid of it.



Robin finishes up the player phase with a couple shots at one of the zombies.



Silk takes 5 damage from the bone walker, but gets it right back and eliminates the last real threat by landing both shots of Nosferatu.



Luka gets in on the action with a counter-kill of this zombie.



Silk continues her lucky streak with another counter-kill on the first zombie, but lands only one of her two hits on the other one.



Claire gets in a counter-kill of her own.


Turn 3



Fighting in close quarters tends to result in quick battles. Gray and Cliff finish things off here for another 3-turn battle.



And we are victorious in our first encounter with the undead hordes. Not too difficult, really.



Apparently the liberation group decided to make their camp in a tomb? Or some kind of indoor graveyard? That explains the undead attacks, at least. There's no interactions with the grave markers, so let's just keep moving up.



We emerge in another shrine, with two more NPCs awaiting us. Let's get the conversations out of the way first.



Cleive is Claire's brother, if you don't remember.

Well, I've got a favor to ask of you. Starting today, will you lead our forces? That's why we sought Sir Mycen, Sofia's hero, but for some reason, he's refused us. Therefore, I'd like you to command our units in his place.

Don't get too excited, the liberation forces consist of all of three units.

So, Alm, I'm counting on you to save Sofia.

Dozer's forces haven't exactly been intimidating so far, so why not?



And Cleive joins up with Alm. Now, for the other guy.



If Rigel complies, we won't stand a chance!

If you've forgotten the introduction by now, this land is split into two nations - Rigel to the north, and Sofia to the south. So Rigel directly supporting Dozer would be kind of a big deal.



It means we won't war, right? Our guardian, Lady Mila, would never allow it.

Another note from the introduction - the two nations correspond to the two gods of the land, Mila and Doma, who basically decided to divide the land in half rather than destroy it by fighting over it.



That's the first we've heard of that.

Hey, hey! Don't look so surprised! After all, it's been strange lately, hasn't it? Crops failing, odd demons emerging.... Only Mila's Temple knows what's going on, I guess.

Somebody should probably head over to that temple some time, then. What with zombies and skeletons rising from their graves and all.



Force joins up as well, and we're free to examine the shrine. It looks identical to the Thief Shrine, and operates in much the same manner.



The two lion head statues offer Defense and Power this time around. Again, they can be used a total of three times, though the choice is a bit more difficult to make. I'll leave that open to the thread for input.



If you waited to promote the Villagers, you can do so again here, but there's nothing for us at the moment. There is still one more person to chat with, however - the guard out by the front of the HQ.



Be wary of Slayder, the guards' captain. He's a pretty strong fighter.



Warning in hand, we finally get the first archer for the army. Robin immediately gives him the Steel Bow we've been carrying around. Cleive also joins with a Steel Lance, which carries a 4 Might to go with an 80 Accuracy and 1 Weight. Unless she partakes in the Power Shrine a couple times, it'd probably be a good fit for Claire right now - another decision I'll leave open to the thread for input. For now let's take a look at our new units.



Cleive comes in at a higher level, and overall is a sizeable upgrade over Robin, even after you remove the +4 Power bonus Cleive is currently receiving from the Steel Lance. His growth rates are better in the stats that matter as well - Power, Speed, Defense - so Cleive will get even more useful as the game progresses.



Force is the same level as Luka and generally has better stats and growths, though the comparison is a bit closer than between Cleive and Robin. We won't have to choose between them for awhile yet, anyway.



Python is our first archer, and with the Steel Bow in hand (3 Might, 1-5 Range) he'll be a handy asset going forward. His Speed is currently his biggest weakness, but he can still double-attack the slowest enemies.


Current Roster:





New Characters

Cleive is now our second cavalier, and overall superior to Robin. He has better base stats in everything except Magic Defense, and while the total growth rates are similar, Cleive has better growths in the most important stats (Power, Defense, Speed).
pre:
Stat	Base L1	Growth
HP	26	40
Power	12	20
Skill	7	20
Speed	6	20
Luck	6	20
Defense	7	20
M. Def	1	0
Moves	7	0
Quality	38	100
Force is the second soldier for our army, currently the same level as Luka with higher bases in everything but Skill and a sizeable 40% Power growth. His main weakness is the low Defense growth, but for reasons that will eventually be made clear, that won't be a problem as the game moves along. He'll also end up with much lower Skill than Luka in the long run, but the extra Power is more than worth the trade.
pre:
Stat	Base L1	Growth
HP	28	30
Power	11	40
Skill	4	10
Speed	5	20
Luck	3	20
Defense	7	10
M. Def	5	0
Moves	4	0
Quality	30	100
Python is our first archer, and has a great Power growth with which to attack. The rest of his stats will suffer somewhat, but with some additional Speed he'll become a long-distance wrecking ball.
pre:
Stat	Base L1	Growth
HP	24	40
Power	10	40
Skill	3	15
Speed	3	20
Luck	2	10
Defense	5	15
M. Def	4	0
Moves	4	0
Quality	23	100
We've got a dozen units and several items now, so I wrote up a post to save off some extra numbers for easy reference.

Next time:



The first chapter concludes with a 'boss' battle against two armies, as we storm the Sofia Gate.

Silver Falcon
Dec 5, 2005

Two, three, four, five, six, seven, eight and barbecue your own drumsticks!

Are you taking suggestions for the shrine upgrades now?

If so, I think Claire should get some. At least a Power upgrade, preferably a Defense as well. No opinion on the rest.

DKII
Oct 21, 2010

Silver Falcon posted:

Are you taking suggestions for the shrine upgrades now?

If so, I think Claire should get some. At least a Power upgrade, preferably a Defense as well. No opinion on the rest.

Yup I'd rather get the benefit now rather than try and wait until the end when they can theoretically be more 'efficiently' assigned. Plus it's more interesting this way.

Claire's definitely a good candidate for some extra Defense (only 10% growth) and maybe even some more Power, even if I end up giving her the Steel Lance. Oddly enough Silk could always use more Power as well, since it helps out her healing.

Omnicrom
Aug 3, 2007
Snorlax Afficionado


DKII posted:



One of the zombies also goes after Claire, and even survives a critical. Zombies have a more interesting animation than most, sneaking forward underground before bursting forth to attack. Claire doesn't even get a different animation for the critical hit, which is a shame.

This is actually how Zombies fight in Fire Emblem Awakening. They actually sort of collapse into ooze and then pop up to attack. Very weird. Very satisfying to ram a blessed spear for effective damage right into their goopy chests.

fade5
May 31, 2012

by exmarx
Wow, FE8 reused a lot of stuff from this game: Trainee-type classes, monster enemies, a world map, random battles.

Since we've giving out stat points, I'd say 1 Str/2 Def for Clair and 2 Str/1 Def for Silk. A deadlier flier and a less squishy healer who's better at draining life.:black101:

pre:
Stat	Base L1	Growth
HP	26	40
Power	12	20
Skill	7	20
Speed	6	20
Luck	6	20
Defense	7	20
M. Def	1	0
Moves	7	0
Quality	38	100
20's across the board. Jeez, early Fire Emblem characters have really crappy growths.

E: changed vote to 1 Str for Silk and 1 Str/1 Def for Clair.

fade5 fucked around with this message at 20:16 on Apr 26, 2013

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
2 str and 1 def for Claire.

:getin:

Silver Falcon
Dec 5, 2005

Two, three, four, five, six, seven, eight and barbecue your own drumsticks!

DKII posted:

Yup I'd rather get the benefit now rather than try and wait until the end when they can theoretically be more 'efficiently' assigned. Plus it's more interesting this way.

Claire's definitely a good candidate for some extra Defense (only 10% growth) and maybe even some more Power, even if I end up giving her the Steel Lance. Oddly enough Silk could always use more Power as well, since it helps out her healing.

OK in that case I'll slightly revise my vote.

2 str and 1 def for Claire, and Silk, each.

VVVV Edited accordingly. Thank you for your patience. :downs:

Silver Falcon fucked around with this message at 02:22 on Apr 26, 2013

DKII
Oct 21, 2010

FYI, the shrines can only be used 3 times total, not each.

Aerdan
Apr 14, 2012

Not Dennis NEDry
Honestly, Python is exactly who I'd have saved the Speed shrine for if you'd left that as an option. :colbert:

Hmnaftall
Nov 11, 2012
When I played through this game, Python became by far my best unit, with help of a certain item. At the end of the game he was hitting the cap in almost everything (which is 40 in all stats except HP for all classes I believe), armed with the best bow with massive range. I feel like Gaiden is the only FE that really allows archers to shine, so go crazy and give all the boosts to Python.

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asymmetrical
Jan 29, 2009

the absence or violation of symmetry

fade5 posted:

1 Str/2 Def for Clair and 2 Str/1 Def for Silk

This is a good vote

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