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FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

IthilionTheBrave posted:

This hack does seem to play some interesting favoritism with at least one character I can think of, from the little I've played beyond the LP. I haven't looked to see how his growths changed, but he has a custom sprite & animation set and a kinda rad Prf weapon on what I always understood to be an otherwise bog standard "here's a replacement if your other (classnamehere) doesn't turn out well or dies" type of character.

I can't wait to see Garrett being OP

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Cattail Prophet
Apr 12, 2014





At a glance, Laus is a peaceful territory with vast meadows and clear streams. Beneath this beauty, however, lies treachery and great skullduggery...

So a new Fire Emblem got announced right as I was putting the finishing touches on the previous update.



Hopefully you haven't been holding your breath for any jokes about Toothpaste-Chan, because I'm fresh out of material.



Great. These assholes.

: Lord Erik. I don't think I've yet praised your wisdom in joining Bern.

: Thank you, sire. Ancient vows and traditions are nothing more than a burden anyway.

: You, my friend, are wise beyond your years. Now, where is that gift you promised me? She does not seem to be here.

: Ah, yes! She is in her quarters. She is exceedingly naive, you see. When I told her she could meet her brother, she cooperated without question.



: Welcome, Lady Clarine.

: Who might you be?

: I am Narcian, one of Bern's three Wyvern Generals. My lovely little lass, I think you will enjoy my company more than your brother's...



:Kaga:

: Heh... Ha ha ha!

: What? Why do you laugh?





I'll give Clarine this: She never would have reacted like this in Kaga's day. I also really enjoy the effect of having to advance the dialogue separately for every single one of those lines.



: Oh, heavens no. I would sooner compare you to a filthy, disease-ridden mutt!



: I'll see you suffer!



: What?! Impossible! What of Slater?

: Err... His whereabouts are unknown, sire.The enemy is reported to be Roy, son of Marquess Pherae.



: Accursed interruptions! Lord Erik, lock the girl in a cell. I will give her the pleasure of my company when I return!

But where are you going? All the way back to Bern for reinforcements, I guess? That's going to take you five whole chapters, when you could easily defeat us here and now if you stay.

I'm starting to think Narcian isn't very good at his job.

: You, blockade the highroad from Ostia. This Roy might just pass by. I want his head!





The enemy mobilizes, Narcian fucks off again, and... that's it. No more preamble, just straight into gameplay. It's actually a little weird, you'd think Roy would have something to say about fighting his own countrymen. And he does, but only at the end of the chapter. Whatever. :shrug:



Our army is starting to look fairly substantial!





Erik's is no slouch either, though. I wasn't kidding when I said he'd have a lot of cavalry; except for a handful of archers and knights, every single enemy here is on a horse, for now at least. And- what's this? Has the Marquess himself received a promotion?





Nah, that's just some rando paladin sitting on the gate. Erik's right below him.



He's still the more dangerous of the two, though. That silver sword is scary, and he moves! We really want to bait out the javelin if at all possible.



The rest of the enemies are sporting incredibly boring loadouts; iron and steel across the board with not a ranged option in sight, bows notwithstanding. The most notable it gets is this one cavalier who brought a blade rather than a normal sword.



He also happens to be the only enemy we can actually reach, and Wolt is the only one who can do it. Leaving him that exposed would be a terrible idea, though, he'd almost certainly get murdered.



Or would he? Marcus may not be able to reach the enemy, but he can reach Wolt.







One rescue chain later, and things look much more reasonable. Say what you will about the wide open field school of FE map design, but when your units aren't all unstoppable juggernauts it can present its own unique challenges as far as trying to maintain a defensive line.



Merlinus is on village duty again today. I'd like to try and put him to more use, but if the game insists on putting villages behind our starting area that need to be doubled back to, he's always going to be the first choice.



Wade and Lot will be taking point on the southern bridges. It's crucial early on that at least one of them uses their full movement every turn.



Chad hands Wade the halberd that he liberated last time around. :getin:





Shanna makes sure to stay out of danger, the rest of the army falls in behind the vanguard, and that's the turn.



Part of the back line is riding out to meet us. Luckily they're far enough away that we can focus on the first wave without leaving ourselves in their range.



On one of my failed attempts this cavalier rolled low enough on his speed that Wade could have doubled and ORKOed him... had I not also forgotten to swap Wade off of his hammer on that run.



That attempt also saw this guy break himself against Marcus instead of Bors for some reason. I assume he rolled particularly low strength and decided the damage wasn't worth it.



The heavy cav isn't quite close enough to reach anyone, so this is the last bit of enemy phase action.





These nomads make ideal targets for Shanna. They're fast enough that most of the army can't double them, and frail enough that she only needs to spend one use of the wing spear.





I'm gonna be trying my best to set up some kills for Chad on this map. His experience gains don't look quite as impressive now, but that's because these enemies are actually lower level than last chapter's for the most part. Everyone else is only getting about 20 exp per kill!



I also decide it's worth risking this unnecessary counter to get Lugh some support points with him. Triggering conversations is likely going to wait until we have a better idea of who we're using long term, but it never hurts to get a head start.



Elen could heal him back up immediately, but he's not in any danger right now and Wade needs it more.





Movin' on up. Annoyingly, that front cav has a sword; whichever of Wade or Lot gets attacked is just gonna have to deal with it.



These three are going to snake past the village up here. Wolt's range should help make sure they don't get too bogged down from advancing single file.



: They're from the nomad clans of Sacae. Everyone wants their fighting prowess these days...

I was all set to call out Project Ember for adding nomads where it makes no sense for them to be until I got to this house and realized they were here in vanilla too. Like I said, it's been a while since I've actually played through base FE6.



: Only thieves can use lockpicks. But I have something called a door key, which will open any door. Anyone can use it. You can have it.

Hey look, it's mini-Lugh! I sort of assumed that the hack added a bunch of extra palette swaps of the NPC portraits for variety, so it was pretty jarring to see a pair of duplicates so close together. The guy in the house Alen visited has shown up before already, too. Went digging and, sure enough, there aren't actually any more than in the base game.



I'll be buying some more of these when I get a chance, I'd rather not have to make Chad open all the doors in chapter 6.



Wade is the lucky winner, so to speak. At least he manages to connect with his counterattack?



If this had been my first attempt, I would have been surprised by how many enemies Marcus was able to lure towards him. Instead I will just have to act surprised.



Oh no, a spooky disembodied voice!

: Who's there?!



: I refuse to meet with such churlish people.



: Let go! You will regret this! Have you any idea who I am?!

: ......

: Let go, I say!

I feel like this scene could have used a bit at the start with Rutger talking to a guard, giving a clear reason for him not to explain what's going on so he comes off as less of a jerk. Then again, maybe that's kind of the point?



Anyway, that was our warning that things are about to start happening by the castle, so we'd better get ourselves positioned to handle them. Marcus and Wolt start by eliminating the other nomad.



After a heal, Alen should be able to take both this hit and the archer. ...What's that, the village? Oh, uh, we won't have a chance to visit it for a while yet.





Lance and Shanna set up another kill for Chad. I had misses on hit rates almost this high on multiple previous runs, so I was actually a little nervous about attacking with him.



Lugh and Roy take care of the last available enemy, and we can shift up our front line.



But first, healing! ...for Wade again. I promise Lugh and Chad will get patched up soon.





Here's why it was so important to keep the fighters moving. This is Erik's attack range, and they can just barely reach the edge of it. If nobody baits him out this turn, we'll be stuck holding this same line next turn for fear of the silver sword, and that puts us behind schedule to deal with Clarine and Rutger relatively painlessly. In theory there's a few other characters you could do this with, but you'd have to play pretty recklessly and none of them can use the hand axe.



More advancing, and Merlinus completes his tour of the starting area.



: Once they loot a town, there's nothing left. Visit the towns quickly and they might just share something good!

Not sure why the game felt the need to tutorialize at us about this when it already introduced the concept organically back in chapter 1. It's called "show don't tell," not "show then tell later."



: Allow me to teach you the way of the world!

He took the bait!



I'd say you're the fool here for falling for this obvious ruse.



Alen takes a beating, then it's time for an update on the impromptu escape plan.



: Keep it down. You won't be able to make a clean escape making all that noise.

: Escape?! Then you're...

: I prepared a horse for you out back under a tree. Take it and go, while everyone's distracted.

Okay, maybe not entirely impromptu, he's clearly put at least a little thought into this.



: With all your soul?

Even Clarine is asking herself how this guy can possibly be so dramatic.

: ...Never mind. Forget it.



: ......



: A proper gentleman would escort a lady to her mansion! Well, it's hardly of concern now. Sigh, I only came here to see my brother, and now look at the mess I'm in... What am I to do now?



With Roy's extra move, it wouldn't be that hard to get him in range for Clarine to recruit herself immediately, but I refer you back to what I said earlier about playing recklessly.

...But wait, there's more!



I'm not sure why that one pirate spawns next to the fort instead of on it. Does that happen in vanilla too? I forget.



: 'Course, you'll hear no complaints from us. Turmoil's how we make a living. Heh heh heh...



So there's actually been a slight script change here to account for Erik not being on the gate. (And maybe even dead? I'm not sure how you'd manage it this quickly, but with enough boss abuse I suppose anything is possible.) He'd normally be the one giving Rutger these orders, but instead we get this generic.

: We need some backup. Take some troops and prepare for battle.



: I heard you. I'll leave when I'm ready.



: If his sword arm is as skilled as the rumors say, though, then it's no matter.



Honestly all of that together was probably still shorter than the villain conference last chapter.



Wade with an effective weapon really is a great early bosskiller. We didn't even need Lot's hand axe hit, but hey, no reason to turn down free experience.





Blah. He can't not gain HP, so really this is just a luck level.



He does get this at least, though.



Wolt unjams the northern chokepoint.





Marcus and Alen tag team the other cavalier. That level is so close I can almost taste it.



Bors and Roy finish up this turn's combat. Now it's just a matter of preparing for the coming onslaught.



Afaik this chapter still has the special enemy AI that won't target Clarine, but I've never been super clear on how it works and would rather not take any chances.





Shanna and friends (minus Elen) are going to break southward to secure the village and eventually keep the pirates occupied. These two enemies have perfectly overlapping ranges, so we need to make sure to put her in a spot where they'll get in each other's way.



No wing spear this time, counterkilling her attacker would defeat the purpose.



Between the four of them, they have most of our remaining vulnerary uses, so they should be able to hold out on their own for a while.



At this rate, Merlinus is going to end up having to visit that village too. Oh well, time for enemy phase.



The brigand and pirates advance, but we're on the ball enough that the villages aren't in any real danger.



Bors takes enough of a hit that he's going to need healing soon.



Shanna dodged that on all of my failed runs, so maybe this is actually a good omen? Also I captured a genuine NO DAMAG. :toot:





I'm not too worried about Roy's offenses in the long run, so I'm willing to call this a genuinely great level. In my original playthrough I think Roy was still sitting at 7 defense by the time he promoted.



I'm surprised that requiring the new recruit to initiate the conversation isn't a well that the series goes back to more often. The only other instance I can think of is Oliver, and he occupies a very different design space conceptually.



: Do you see anyone else? You are the leader of this little group, are you not?

: I am.

: Most convenient. Very well then. You will protect me.



: Hard of hearing? I said that you will protect me from harm.



Petition to make Merlinus able to teleport in gameplay, too.

: Away with you, peasant. I was not addressing you.

Is Merlinus a peasant? In FE7, certainly, but in this game he's an important enough advisor that it's plausible Eliwood has granted him some form of peerage. Not that that matters to Clarine if he doesn't look and act the part.



: It looks like she's being pursued by the castle's soldiers. That's why she wants us to guard her. Right?

: Um, yes! That is correct...



Whoa there, Merlinus, you've got a right to be upset, but maybe slow your roll a bit?



: And I am not useless! I can use staves to heal wounded allies.



: ...If that's what it takes! I suppose I can't simply demand protection without any kind of payment.

: Thanks, we appreciate it! Our enemy is Bern, so we need everyone we can get. I'm Roy. Pleased to meet you, Lady Clarine.



Why does she get so flustered all of a sudden? :iiam:



Also Rutger and co are here now. Note that he showed up right before player phase. Same turn reinforcements are mostly a thing of the past. Project Ember breaks them out every once in a while for special occasions, but this is not one of those times. I believe this is actually a turn earlier than Rutger shows up normally, so functionally he still becomes an active threat at the same time, you just have a chance to flip him before that happens. And for as much as I've been emphasizing urgency, you don't actually have to play the map this aggressively. It's perfectly reasonable to hang back and let the enemies (and Clarine) come to you, in which case you likely won't be in position to recruit Rutger for a few more turns at least. But I digress; we have a new unit!




pre:
Growths

HP   60   Lck  50
Mag  35   Def  15
Skl  40   Res  30
Spd  75
Whereas Elen almost never wants to enter combat if she can avoid it, Clarine's gameplan is to avoid attacks even in the combat she does enter. That speed growth is one of the best in the game, and her luck isn't too shabby either. Her starting bulk is also improved just enough over Elen's that she can maybe take a single hit if plan A doesn't work out. Being so dodgy doesn't come without a price though. Clarine's magic and resistance are pretty mediocre; she'll be more reliant on high level staves for healing, and isn't much better at handling magical foes than she is physical ones. It's also worth remembering that dodgetanking in general is less reliable than it used to be thanks to Project Ember's increased hit rates, especially since she won't be benefiting from WTA most of the time. Even so, a healer with some extra mobility is nothing to sneeze at.



Anyway, it's a huge clusterfuck up here right now and frankly I don't feel like dealing with it yet. Let's check in down south instead!





Lugh helps Shanna take out the knight that she lured over, and she gets this very weird level. I guess it's good?





Lance picks up a fresh heal staff since Elen has nearly exhausted hers, then moves to get the heavy cav's attention.



Chad's going to start up a training montage against the pirates. It's going to take longer than I'd like; pirates have the same speedy statline as brigands, so Chad can't actually double them unless their weapons are weighing them down.



Okay, so the way I figure it, if we can keep most of our army out of range of this knight, we should probably be alright.



First things first, let's recruit edgy boy. That should shift the balance significantly in our favor.



: What? You're still here?



: You abandoned me in the middle of a battlefield! How can you have the nerve to say that?! I could have been killed!

: I guess you're lucky you're still alive then. Did you want something or can I go now?

: Just a moment! I shan't allow you to abandon me twice. A gentleman must take responsibility for his actions.

: Responsibility? For what? I saved you from that twisted sadist.

: If a gentleman rescues a lady, he must also escort her to her mansion! In what fairy tale does some barf of a man abandon his princess?

See, I was right there with you until just now, Clarine. Your mansion is literally halfway across the continent, that's a bit of a tall ask.

: ...What in the world are you on about?

: Besides, you said you "despise Bern with all your soul." If you ask me, you'd be better off joining us. We'll be fighting Bern, you know.

I'm not sure if Rutger originally entered Erik's employ prior to his betrayal or if it was a "keep your enemies closer" sort of deal, but yeah, joining an army with whom you share a common foe does make more sense than the opposite, doesn't it?

: What? Wait! Is that true? Is that army you're in really going to challenge Bern?



: Yes?



: My protection is more important than fighting Bern! Come back!



Thanks to the power of canto, she can even retreat to safety afterward.




pre:
Growths

HP   85   Lck  30
Str  35   Def  25
Skl  60   Res  20
Spd  55
Rutger is possibly the most vanilla character in the entire game, apart from joining at level 7 instead of 4. His growths are all either exactly the same or 5% off, and his bases are all within 1-2 of their original values, entirely plausible gains from 3 levels, with allowances made for the variability of hard mode bonuses. Yes, recruitable enemies still have hard mode bonuses in Project Ember. As far as I'm aware everything about that glitch is still 100% intact. The game is just deliberately designed around it now, so it shouldn't cause any weird difficulty spikes or character balance issues. The good news is there are far worse things to be in life than vanilla Rutger, and he does have one new toy. The wind edge is actually objectively worse statwise than thieves' knives. However, it has a full line of upgrades like javelins and hand axes, while thieves are stuck with the basic knife for the whole game.

We've got some other enemies to get out of the way before we can take him for a proper spin, though, so let's get to it.





Incidentally, Rutger's former colleagues all brought vulneraries that Chad could steal if he was anywhere nearby. It's fine though, there'll be plenty more where they came from.





Hmm. Well this is awkward. We don't exactly have a lot of room for error here.



This part's easy to figure out at least. Alen is in no state to be getting attacked, so finishing this guy off is his only real option.





Wolt gets assigned to clean up Wade's mess. He's gained enough stats already that I'm not too upset by this, plus speed is speed.



This feels like a waste of a staff use, but we really need Lot at full health right now.



He's one of the units we're going to have to leave in the danger zone, and he'd come up just short of surviving otherwise.



Dieck bashes in the knight at great cost to his own health. He's in KO range from the archer under the gate now, so we'll need to block him off somehow.



Rutger crits immediately. Triple the myrmidons means triple the damage, that's just math!



RoyFloyd eliminates the last enemy we can afford without overextending ourselves. I really wish he'd dodged that; it's not the end of the world but it does make things more complicated.



Because now I have to move Bors a space further down than I wanted to. At full health Roy barely survives both archers attacking him, but not anymore. Why is this a problem, you ask?



It puts Bors in range of the cavalier that Lance is supposed to be baiting, that's why. Forgetting about him ended two of my earlier attempts. All of the enemies collectively do exactly enough damage to kill Bors... with his lance equipped. With a sword, though, he goes from neutral against the knight and disadvantage against the cav to disadvantage and advantage, respectively, letting him hang on with 2 hp.



That said, putting him there also gets Dieck out of harm's way, which leaves Marcus free to soften up the top archer.





Well? Did it live up to the hype? Four stats is an above average level for him no matter which ones they are, and this one included speed.



Phew. That turn was the high point of the whole chapter, everything after this is just extended cleanup.



Chad's training montage isn't starting off well.





Of course, now that he can't secure a kill, the cav doesn't bother with Bors and sticks to the original plan.



A fresh wave of assorted bandits also spawns in. There's one more after this, I think?



Fortunately for Chad, they're spaced out enough that he'll never be dealing with too many at once, plus he's about to get some help.





We could take the fight to the brigand now, but it's not a very good idea. While thrones and gates have had their avoid bonuses nerfed, mountains and peaks are as much of a pain as ever. Better to let him come to us, where by us I mean Rutger.



Roy snags this kill for what will likely be the last combat he sees this map.



That one space the cavalier moved is enough to let us deal with the rest of the enemies safely. (I'll be leaving him alive another turn so Lance can visit the village instead.)







We finish clearing them out, and our units are still gaining weapon levels faster than actual weapons to use with them. We've also got enough points for Wade and Lot to support if we decide we want that.



Dieck gives Rutger one of his swords so he's not wasting more killing edge uses on the brigand.







Some rearranging so our healers have something to do.



Oh yeah, Merlinus is close enough to reach the village this turn.

: We're not about to abandon the land in which we were born. Please take this sword. It was given to us generations ago. A gift from the marquess.



How many generations back do you think you'd have to go to find a non-lovely Marquess Laus? We know Darin was an rear end in a top hat too, so.



Holy poo poo, is every NPC in this chapter a repeat? Maybe it's actually the same dude, and all balding men with mustaches can teleport, not just Merlinus.

: We'll all suffer under Bern's iron-fisted rule. But you just might be able to stop them. Here is something that will help you fight a little longer. Think carefully before using it.



Some of the stat boosters have had their numbers adjusted based on the relative value of the stats iirc. I forgot to check, but I believe this only gives 5 HP, while the energy ring Clarine starts with is still 2 strength/magic.



Lance is going to start heading back east to help with the pirates now.





More shopping! I buy a hand axe for Wade, a javelin because Marcus has already gone through half of his, and a spare iron sword and lance.



Shanna's got just enough move left to hide behind the cliff, out of reach of the cavalier.



Chad's nowhere close to killing the pirate yet, so we set up Lugh to take a bigger chunk out while Chad heals. As a bonus, this also puts him in range to potentially steal the cavalier from Lance.





It works too! I mean, except for the part where he gets hit again, and also the level is bad. I know I talked you up before, Chad, but your fast level ups aren't worth anything if you don't use them to actually gain stats!





As a matter of fact, Chad is the only one of our units that gets hit this enemy phase.



Last house.

: Some weapons completely reverse the weapon triangle! For instance, you might find an axe that will work well against swords.

This hits a little different when we've literally already encountered a reaver weapon.



Alen's close to leveling, so Rutger moves out of the way for him to get the kill.



Did a bunch of you conspire before the map started to only get bad bulk focused levels? It's getting a little old.



This is also just for a level.



AHHHHH





You're lucky I don't just let you die for that, but at least it's a good excuse to show off the mend staff. It gives a whole one extra experience over heal.



We could try and get Wade the kill now, but if they both attack and Wade misses, there won't be anyone left to pull him to safety.



In hindsight, we could've just healed him instead like I'm about to do anyway, but whatever.



It may just be Elen.png, but after the streak of levels before it I'm certainly not complaining.



At this point, just assume that anyone not helping fight the boss* is getting into position to start grinding support points. *not actually the boss



Chad still can't kill the pirate, so Lance has to do it for him. At least someone still knows how to get decent levels.







Chad sets up to bait the next pirate, and Shanna doubles back to the armory again because I happened to notice that Wolt has gone through nearly his entire bow. That would have been embarrassing later.





On enemy phase, Wade makes such an enticing target that the paladin is even willing to risk another halberd hit. To be fair, it is a lot of damage.



Wait, that's it? What about Chad?



Oh, the steel axe pirate moved first. Rude.



As you can see, Wade needs to be at basically full health to go another round, plus I'd like to get Clarine a level and burn through the rest of Elen's heal staff before we leave.





Luckily he doesn't need to roll the dice on the halberd again. It'd be nice if Wade gained some defense soon, but otherwise his prospects look good; I'm especially happy with how well his speed is coming along.





Now all that's left are the reinforcements, including the set that just showed up. We're going to send Clarine and Marcus to help with the pirates, since apparently Chad can't dodge for poo poo.







Rutger and Alen get ready to repeat their one-two punch against the brigand while Merlinus starts distributing our purchases.



It's amazing how much faster this goes when you're dealing twice as much damage and not eating counterattacks.





Oh hey, a weapon level increase that's actually relevant!



Shanna's still hurting from her encounter with the knight way back before Rutger showed up, so she scoots over a space to get healed by Clarine next turn.





:effort:







Riveting gameplay, I know. Honestly I should have bought stuff in a different order, I'm probably going to end up giving that lance back to Shanna eventually.



I'll have more to say next turn, but for now have these levels Chad and Lugh got from taking out another pirate together.



Okay, so all of those pirates are still at full health, but I have a plan that lets us get rid of both of the ones we can reach.



First Clarine patches Lugh up after a hit he took last turn.



Then Chad and Lance team up against the first pirate.



Thanks to leveling up and this guy rolling low on speed, Lugh is able to double him for most of his HP.



Here's where things get risky. We only need Shanna to hit once, but if she doesn't and the pirate does then we're in trouble. If Lugh had dodged it'd be fine, but we only have Marcus left to move and he can't rescue both of them.



Strike one!



Strike two!



But Shanna comes through in the end!



Really though it was kind of a pointless endeavor, because we still have to sit around twiddling our thumbs for a turn until the last enemy comes ashore.



We've got another support ready to pop, by the way.



Thanks Chad, you're a real pal.



At long last, the map is empty.





Conveniently, I also hit both of my healer goals this turn, so we can go ahead and seize.



...Which ones? I don't even mean it in a "ha ha, the game doesn't expect you to treat everything as a rout map" kind of way. The bandits, sure, but I genuinely don't see how the average player finishes this chapter without defeating every Laus aligned enemy.

: Thank you. Tell everyone to get some rest.



: I never would have thought that Lord Erik would turn on Lycia. I thought the Lycian League's bond was stronger than this. Cowardly Bern! Underhanded tactics!

Roy's perspective is ahistorical now that we have FE7 to look back on. Maybe everything about the assassination plot got hushed up after the fact?



: Oh... I'm sorry. I wasn't even thinking about you...



: We'll now proceed west towards Ostia. But now we know that even the other marquesses can't be trusted. With Lord Hector gone, I fear there may be no peaceful end for this war. Princess, do you plan on returning to Bern? If you need anything--



: My brother is wrong. He is pulling the dragons into a human war. If he thinks this is how he can free the world, I must stop him.



: Yes, he has always been obsessed with "liberating the world." He said that's the purpose of this war.



: I do not know... My brother is not so power-hungry that he would attempt to conquer the world. I'm sure he believes strongly in what he's done to Elibe. Regardless, that doesn't excuse the violence he has caused...



You know, I never really thought about it before, but Zephiel's plans and motivations are very similar to Lehran's in the Tellius games.



Next time: More bandits or something I guess? Idk, it's still a pretty fillery chapter.

DeTosh
Jan 14, 2010
Slippery Tilde

Cattail Prophet posted:

Hopefully you haven't been holding your breath for any jokes about Toothpaste-Chan, because I'm fresh out of material.

But Lilina and Roy are right there.

Anyway, I'm yet another person who's been curious about this romhack, but has not been able to play it, yet.

Shei-kun
Dec 2, 2011

Screw you, physics!
I see Fire Emblem LP Tradition has returned with the bad and unusual levels :allears:

mandatory lesbian
Dec 18, 2012
Those stupid loving steel lance knights killed my rutger immediately after being recruited lol, its not a big deal i only like the women myrms anyway but still, shoulda let clarine stay in the line of fire she sucks and i hate her

Quantum Toast
Feb 13, 2012

To be fair, I can hardly blame him for being a little focused on his HP right then.

Fajita Queen
Jun 21, 2012

Clarine owns and is probably my favorite unit in this game.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

You can't really fault someone who is introduced to you by laughing at nartian for being an uncivilized boor as their reaction to him being a creep.

Cattail Prophet
Apr 12, 2014

Shei-kun posted:

I see Fire Emblem LP Tradition has returned with the bad and unusual levels :allears:

It's also an interesting insight into how our brains work, because in reality, Bors is the only one doing that badly overall. Even Shanna lagging so far behind on total stats gained isn't that big a deal, because I would absolutely trade two regular Shanna levels for a point of defense. And yet, the bad levels still stick out in our minds more than the levels that are good but not exceptional.

Delphisage
Jul 31, 2022

by the sex ghost

FoolyCharged posted:

You can't really fault someone who is introduced to you by laughing at Narshen for being an uncivilized boor as their reaction to him being a creep.

I liked it better when she merely called him "vulgar" and didn't spell out his entire character for the audience.

Delphisage fucked around with this message at 22:27 on Sep 23, 2022

mandatory lesbian
Dec 18, 2012

FoolyCharged posted:

You can't really fault someone who is introduced to you by laughing at nartian for being an uncivilized boor as their reaction to him being a creep.

I can fault her for being an rich prick to the party members tho

Delphisage
Jul 31, 2022

by the sex ghost

mandatory lesbian posted:

I can fault her for being an rich prick to the party members tho

Cattail Prophet, are you doing support requests?

Cattail Prophet
Apr 12, 2014

I mean, maybe? I'm probably not gonna go too far out of my way to unlock stuff, but once we're out of the early game if I've got something available I'll probably do a quick informal poll of "should we pull the trigger on this y/n?".

Not sure what that has to do with the post you quoted tho.

E: Also, in regards to your other post, I'm not sure why you're so attached to the old translation patch's names when ~95% of these characters have official localizations now, and on its own I don't really have a problem with it, but I'd appreciate it if you weren't a dick about "correcting" other people's spelling itt.

Cattail Prophet fucked around with this message at 22:16 on Sep 23, 2022

Delphisage
Jul 31, 2022

by the sex ghost

Cattail Prophet posted:

I mean, maybe? I'm probably not gonna go too far out of my way to unlock stuff, but once we're out of the early game if I've got something available I'll probably do a quick informal poll of "should we pull the trigger on this y/n?".

Not sure what that has to do with the post you quoted tho.

I was going to ask for a Lance/Clarine A support if both units end up used long-term, since it's Clarine at her most Clarine.

Booky
Feb 21, 2013

Chill Bug


Delphisage posted:

I liked it better when she merely called him "vulgar" and didn't spell out his entire character for the audience.

it owns, actually

cheetah7071
Oct 20, 2010

honk honk
College Slice

Cattail Prophet posted:

So yeah, a bunch of characters have Prfs now. In Shadow Dragon, the wing spear was powerful enough to make Caeda the second best unit in the game, can it do the same for Shanna here? Ehhh, not so much. At least in my opinion, Shanna is still probably worse than basically every other flier in the game. Her speed growth is way overkill and she's still incredibly prone to getting screwed on stats that she really needs. What the wing spear does do, though, is offer a nice bit of temporary RNG proofing. It keeps her combat just relevant enough that you can field even an underperforming Shanna for the flying utility without feeling like you're pulling teeth, for just long enough to power through until you can replace her with her sister. But who knows, maybe she'll actually turn out this run. Oh, and female mounted units aren't stuck with an arbitrarily worse aid formula anymore, so that's nice.

Several pages ago, but I disagree with this a bit; the Wing Spear is a huge boost to Shanna's usability, though mostly in a way that I think this thread is unlikely to explore. The easiest way to get good mileage out of Shanna in vanilla is to struggle her up to level 10 by the end of 8x, early promote her, use her as a flying taxi/dodge tank in the western isles, then dump her rear end when that stops being useful, which is very conveniently right around when Melady shows up

In Ember, the exact same strat is viable, except instead of being a struggle, getting Shanna to level 10 is both easy and useful. The Wing Spear is very powerful and lets her easily handle enemies that most of your army kind of struggles with, and just naturally using her in situations where it's good will get her most of the way to 10, only needing a tiny bit of favoritism to get the rest of the way. Her planned obsolescence means you don't need to worry about preserving it; you can just use it whenever it's handy, which is often. It's not a huge shine-up like some Ember characters got, but it's a solid buff in her niche that makes her a lot easier to use. (Starting at level 3 instead of 1 doesn't hurt the early promo plan, either)

BassMug
Jul 19, 2022

cheetah7071 posted:

Several pages ago, but I disagree with this a bit; the Wing Spear is a huge boost to Shanna's usability, though mostly in a way that I think this thread is unlikely to explore. The easiest way to get good mileage out of Shanna in vanilla is to struggle her up to level 10 by the end of 8x, early promote her, use her as a flying taxi/dodge tank in the western isles, then dump her rear end when that stops being useful, which is very conveniently right around when Melady shows up

In Ember, the exact same strat is viable, except instead of being a struggle, getting Shanna to level 10 is both easy and useful. The Wing Spear is very powerful and lets her easily handle enemies that most of your army kind of struggles with, and just naturally using her in situations where it's good will get her most of the way to 10, only needing a tiny bit of favoritism to get the rest of the way. Her planned obsolescence means you don't need to worry about preserving it; you can just use it whenever it's handy, which is often. It's not a huge shine-up like some Ember characters got, but it's a solid buff in her niche that makes her a lot easier to use. (Starting at level 3 instead of 1 doesn't hurt the early promo plan, either)

You know, I’d never have thought to try the early promote disposable Shanna strat, but drat, that’s a really clever and pointed kind of buff. I dig it, it shows a lot of knowledge of the game. Devs knew.

Left 4 Bread
Oct 4, 2021

i sleep

cheetah7071 posted:

Several pages ago, but I disagree with this a bit; the Wing Spear is a huge boost to Shanna's usability, though mostly in a way that I think this thread is unlikely to explore. The easiest way to get good mileage out of Shanna in vanilla is to struggle her up to level 10 by the end of 8x, early promote her, use her as a flying taxi/dodge tank in the western isles, then dump her rear end when that stops being useful, which is very conveniently right around when Melady shows up

In Ember, the exact same strat is viable, except instead of being a struggle, getting Shanna to level 10 is both easy and useful. The Wing Spear is very powerful and lets her easily handle enemies that most of your army kind of struggles with, and just naturally using her in situations where it's good will get her most of the way to 10, only needing a tiny bit of favoritism to get the rest of the way. Her planned obsolescence means you don't need to worry about preserving it; you can just use it whenever it's handy, which is often. It's not a huge shine-up like some Ember characters got, but it's a solid buff in her niche that makes her a lot easier to use. (Starting at level 3 instead of 1 doesn't hurt the early promo plan, either)

This kind of strategy is why it's good and cool to promote before 20.

just be sensible and don't promote everyone immediately, just the units you know are getting replaced later anyways

Cattail Prophet
Apr 12, 2014

Yeah, I don't necessarily disagree with any of that. Other than the early promotion I think we're mostly saying the same thing, even if it seems like I'm making GBS threads on her a lot. I'll also admit to being a bit biased on that front; my first Shanna was pretty bad:



Although now that I look at it, if it weren't for the HP and strength she'd actually be right on her averages, and even a little ahead in resistance.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
20/20 that shanna

Cattail Prophet
Apr 12, 2014

That's gonna be hard when the only saves left where that Shanna exists are after being locked into endgame. You can thank the link arena for that screenshot.

Rabbi Raccoon
Mar 31, 2009

I stabbed you dude!
Shanna sees your posts and will proceed to max her stats out of sheer spite

Fajita Queen
Jun 21, 2012

Love it when Shanna is like level 15 and still hasn't gained a single point of strength.

That's Fire Emblem!

Cattail Prophet
Apr 12, 2014

Cool, cool, Rutger just missed a 93 and then a turn later he got hit by two ~30s and died. The run was probably over at that point anyway. If not him, then someone else.

I've got a new plan that's going to generate more resets upfront, but should leave me in a much better spot once it works.

E:

Cattail Prophet fucked around with this message at 22:12 on Sep 26, 2022

mandatory lesbian
Dec 18, 2012
I just let rutger stay dead, and you should too

Fajita Queen
Jun 21, 2012

Myrmidon Axe Magnetism is a serious medical condition.

Left 4 Bread
Oct 4, 2021

i sleep

The Shortest Path posted:

Myrmidon Axe Magnetism is a serious medical condition.

Talk to your doctor to see if Speedwings are right for you

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Odd Wilson posted:

Talk to your doctor to see if Speedwings are right for you

Speedwings dont cure axe magnetism.


Only death does :unsmigghh:

Ventadour
Feb 17, 2012

Such is the way of things, I fear. I shall consider it a miracle if mine armor is not stained crimson ere this conflict is ended.
A Goddess Statue might help more because Myrms don't have speed problems but Luck seems to be low for everyone in FE6.

Of course, supports with the right person should do the trick as well.

Left 4 Bread
Oct 4, 2021

i sleep

Ventadour posted:

A Goddess Statue might help more because Myrms don't have speed problems but Luck seems to be low for everyone in FE6.

Of course, supports with the right person should do the trick as well.

Oh, true for sure

but goddess statues just don't fit the medical commercial format as well as speedwings

Cattail Prophet
Apr 12, 2014

I haven't been calling a lot of attention to it, but it's definitely A Thing with the increased hit rates that you really want high luck to go with your speed in order to dodgetank consistently.

Anyway, the game did cooperate eventually, so an update should be coming hopefully either tomorrow or Friday.

Cattail Prophet
Apr 12, 2014







I know it's not the real reason for the chapter title, but it's amusing to think that fighting off random bandits is, like, the platonic ideal of Fire Emblem. Also the enemy starts out already deployed this time around, that's neat.



: Our boys just got back from scouting the village.

: Then let's go get our tribute.

: But Boss, something's different today. There's an army stationed real close to us! They say it looks like the Lycian Army.

: Lycia? Then there's nothing to worry about. They were almost wiped out by Bern. We can handle a few battered soldiers.

Wow, rude much? Dory must've heard about all the bad levels we got last time.

: You're right, Boss!

: They've probably got some valuables on them too! Still, don't get careless.

: Ready then? Let's mop up these losers, boys!



: Hey, you, wait just a second...



Alright, this guy is definitely just following us around at this point.

: Yes. How may I help you?

: Milord, I beg you! Please, rid us of the bandits terrorizing our village!

: Bandits?

: There's a group of bandits that made their base in the castle near the cliffs.

: Where are the castle guards?

: They fled once they heard that the Lycian Army was defeated by Bern... We villagers were left on our own. Our days are spent in fear of bandit attacks.

It's often hard to get a good read on the passage of time in these games, but this seems to suggest that it's already been at least a few weeks since the events of chapter 3. Long enough for the bandits to have made themselves at home, anyway.

: ......

: We have no one else we can ask. Please, help us!

: Lord Roy, we must keep our pace towards Ostia...

: Yes, I know. But we can't simply ignore people in need of help!



You're not fooling anybody, Merlinus, you knew exactly how this was going to go down from the very start.

: Please use the gate to the west. It'll take you right to the castle.

: Thank you.

: I'll arrange for the gate to be opened when you give the signal.



Is OK Boomer totally dated by now? This feels like it merits an OK Boomer.



So! We've got brigands in the south...



...fighters in the north...



...and this guy right next to our starting formation for some reason. I guess he's one of those scouts the bandits were talking about?



Waiting on either of the two spaces that these cavaliers are guarding will trigger the gate to open, but we don't want to do that until we're absolutely sure we're ready. Doing so also spawns a bunch of extra enemies around the castle, and it's easy to get overwhelmed if the chokepoint isn't 100% secure.



Three range lets these nomads shoot us through the gate without us tripping it, but it's actually kind of a good thing? If they can shoot us, Wolt can shoot them, and the more enemies we can eliminate beforehand, the better.



Not too much to worry about as far as equipment goes; unlike the chapter 3 mage, these guys are only packing basic fire tomes.



There is one nasty surprise waiting for us near the castle, though. We've seen worse in terms of raw attack, but the speed stat it's attached to could be an issue.



As for Dory himself, he's another lesson in getting the boss to switch to his ranged weapon. 31 attack with a fat crit rate? No thanks.



First thing before I forget, let's get this to Shanna just in case she needs something slightly stronger without resorting to the wing spear. (she will not)



Honestly, the safest way to approach this map is probably to ignore the gate entirely and just send everyone the long way around in one big death blob, but where's the fun in that? Marcus and Wolt team up to take out the first guard, with the former in position to hopefully lure over one of the nomads.



No one's in range to deal with the other guard, so we set up a wall around Wolt instead. This is the entirety of team chokepoint, it consists of most of our tankier units and ranged specialists... and also Roy and Shanna. And yes, I remembered to have Elen grab the fresh heal staff that Lance has been carrying around.





Brigands are still annoyingly fast. Not enough that we're at risk of getting doubled ourselves, but enough that we'll usually have to devote multiple units to burning through their large HP pools.



So here's the deal: Wade is the only one that starts close enough to the forts to reach them on turn 1, and thanks to his speed gains he actually one rounds almost every fighter on the map. There's a wrinkle though; these two together just barely do enough damage to kill him, so he needs to dodge at least one of them. Not unlikely thanks to the fort's bonus, but by no means guaranteed.



Ignore this cavalier, by the way, he doesn't actually matter. Wade can take a hit from him and either one of the fighters and survive.



Anyway, obviously you wouldn't be seeing this if the plan failed, but please pretend to be impressed when Wade succeeds.



The rest of the squad advances, and we're ready to roll the dice.





Oh. Well that was easy!



One weird quirk of this map is that around half of the enemies all aggro immediately. It's actually kind of a pain; we're going to be stuck at those forts for a while before it's safe to advance any further.



Clearly Wade is hogging all of the dodging energy for the turn.



Not quite enough to pull this off, though. It's fine, the fort will undo some of it.



Also on the list of enemies that start moving right away: these two brigands. So much for baiting a nomad, but at least this way Marcus doesn't get shot at.



Speaking of nomads, one of them also advances... north.



Oh right, there's something vaguely resembling plot happening in this chapter.

: I will, Father Yoder.



: How am I supposed to guard him if he keeps disappearing?

And now for a brief peek behind the curtain, in more ways than one. Remember back in the first update when I said that there was a folder with all the new portraits? Well that was only mostly true. There are a handful of spritesheets not included in it that I've had to extract myself, mostly generic enemies like soldiers and the bandit from the start of this chapter, but also Dorothy's. Oh, there's a Dorothy portrait in there, but it's not the one that's actually in the game. From what I've been able to gather, one of the more recent updates to the hack debuted a brand new custom portrait for her, which then received a lot of backlash for, uh, taking too much creative license with her design. A subsequent update reverted it back to a previous version, but apparently they forgot to change it in the assets folder.

Here's the portrait in question, incidentally:



Personally I'd agree that if we're assuming a consistent artstyle across all characters, this looks a bit too different from vanilla Dorothy, though it's a perfectly fine portrait on its own merits.

We now return to your regularly scheduled womanizing priest.



: Come now, don't be like that. We can sit by the fire in the dark of night as I soothe you with my calming sermons...



: Wonderful. Dorothy...

: I'll take my leave now.



: Oh my... Look what you've done now, Dorothy. That expression on your face scared her away.



: Saul, you can't try to woo every girl you meet.

: You make it sound like a bad thing! I simply offer my helping hand to any poor souls in need.

FE6 characterizations are thin enough that it's hard to really judge where Saul falls in the grand scheme of Fire Emblem philanderers. I feel confident saying that he's less lovely about it than Sylvain, at least.



: Did you have some reason for interrupting my good work?

: Oh, right. The Lycian Army is apparently somewhere around here.

: Truly?! Is Princess Guinivere still with them?

: Yes, if the reports from the St. Elimine Church are accurate.

Has Elen been snitching on us? :tinfoil:

: Then we must make haste! Let us join them.

: ......

: What's the matter, Dorothy?

: You only want to join them because Princess Guinivere is said to be so beautiful.

: Don't be ridiculous... Come now, hurry along.

: Yes, let's go!



Somehow they leave in this direction while completely ignoring the battle and our army. In a meta sense, I assume this is because Saul has more plot stuff to do at the end of the chapter, and if we could recruit him now they'd have to account for his potential death. I don't think IntSys had come up with the concept of "retreat" quotes yet.



Look at all the enemies up here! This turn we will be defeating *checks notes* two of them.



Here's why. We can't reach far enough to take out the whole group, and there's too many ranged enemies to put together much of a defensive line.



Rutger definitely did not get hit by this and then proceed to eat a 17% from an axe and die, nosirree!



It's so nice to be able to hit things with hammers now, they solve a lot of problems.



Literally everyone else up here (except Chad) is going to be part of a huge rescue chain to get Wade out of danger. It's not safe to keep Lance there either, so the chain needs a whole second set of steps.



Here's the end result. I think Rutger just barely survives if both the fighter and mercenary hit him, so even a sudden bout of axe magnetism won't be able to ruin this.



Down here, Shanna could finish off the cav, but I have other plans for her. We'll give Roy the honors instead. He also hits A swords from this. I know I've been harping on it a lot, but it's probably one of my few big criticisms about Project Ember's design. Outside of freshly promoted units, weapon levels feel almost entirely vestigial as a mechanic. Nobody likes being stuck stuck at E and D for ages, of course, but the pendulum seems to have swung too far in the other direction.



We're nowhere near ready to open the gate yet, which means we have a lot of time to kill. Might as well rapid fire all these houses in one go.



: The wyvern riders of Bern were terrifying enough... But then a dragon engulfed the Lycian Army in flame... Oh Elimine, please tell me it was a dream...

Huh, this guy literally is following us around. Or we're following him around, I guess? Fun fact: we have actually seen this portrait before, but it wasn't in chapter 3.



: That'll stop enemy reinforcements from showing up!



: They can cross mountains and a bandit on a peak is a force to be reckoned with. Dreadful. Just dreadful...

Now see, this is better timing for tutorials. Both of these are things that we technically could've observed last chapter, but we weren't really in a position to do anything with the information. The forts were unreachable by anyone but Shanna, and the brigand had no reason to stay on the mountain unless we gave him one.



Wolt takes a free potshot. Hopefully once this guy moves again the nomad will fill in his spot.



Shanna gets healed before taking off into the mountains to make a nuisance of herself.



No reason to move Bors, so let's go ahead and end turn.



Yeah, I'm pretty sure Rutger was completely safe, since the fighter isn't even bothering to try to go for the kill.



Strength!



And also this. I guess we could have him take Rutger's killing edge now, so it isn't completely irrelevant.



See, now this I'm fine with, since the odds technically weren't in his favor.



The brigands have moved into the mountains now, which means trying to hit them with any more chip damage is going to be a tall order, but also...



Wolt's actually, like, fast? But also these nomads are just kind of bad. Sucks that he can't quite pull off the ORKO, though.



Is this the turn we open the gate??? Haha, no. Maybe after those brigands are dealt with.



There is good news, though. They've moved far enough east that Shanna can sneak past them to harass this mage.



She can't actually go two rounds against him, though, so they're just going to sit here and plink at each other for a few turns while she burns through her vulnerary.



Lugh and Wolt are the only ones we can bait these brigands with and have it be worthwhile, since we don't have any ranged swords down here and lol javelins. Lugh moves into position to do that while Wolt finishes off the nomad for another level in bows.



The only other notable thing that happens with team chokepoint is this level that Elen gets healing Wolt back up. Oh, and Roy has a support ready with him.



That other nomad has nearly reached our team up north, and is the new problem unit keeping us from advancing.



This mage really needs to die now, though, so we'll have to set up another rescue chain for Rutger.



It really is just the worst feeling, isn't it?



These mercenaries take too much effort to kill. That's three whole units I've had to devote to him, if you include Rutger's counterattack.





Thankfully, now that we're close enough for our mounted units to cross over the forts and back again, these rescue chains don't need to be quite so convoluted.



Lot can one round some of the fighters too, but he has to break out the steel axe to do it, which slows him down just enough that he misses out on a few doubles that Wade doesn't, not to mention the shakier hit rates.





I opt to have Clarine prioritize healing Rutger over getting Lance back on the battlefield. My hope is that leaving Merlinus with a passenger is enough to entice this fighter to target him, if he wasn't already going to.



Enemy phase! Chad's combat is starting to approach... well, not good exactly, but passable enough that we don't have to specifically set up ways for him to contribute.



The plan worked, and Merlinus even survived! Now he just needs to do that 33 more times in order to level up.





Lugh achieves the best possible result, while Shanna achieves the expected one.



Finally, the nomad makes another futile attempt to take a chunk out out of Chad. I guess he learned his lesson from last chapter and figured out how to dodge, unlike some other speedy swordsman that I could name.







Lugh and Wolt both fail to finish off the brigand, which is unfortunate, because now they're at risk of dying and we need to do some unit shuffling to fix it.







I'd have preferred that Roy dropped Wolt instead of Elen, but he's too heavy for Roy to carry. In retrospect, if I'd switched up the move order I could've had Bors available to drop him instead. Oh well.



Two uses remaining.



This is our new ranged threat up here for this turn, but for once we can eliminate enough of the other enemies that he won't be a problem.



After all the >90s I've managed to miss both on- and offscreen, trusting in even less reliable hit rates is probably gonna make me nervous for a while.





Our fastbois take out two more fighters. Rutger doesn't pull out a crit to conserve uses, but he does get his first level! It's got all the important stuff, though some luck would be nice.





Wade, on the other hand, is not rewarded quite as well for his efforts.



Alen chips the nomad while getting into position for something very silly.



We patch Merlinus up for another round of dubious tanking.



:laugh: (Also, not sure why I dropped Lance so far back. He would've been fine in the space Merlinus dropped him from.)



Okay, so clearly this plan isn't working.



Thanks Lugh, that's very helpful.



Now he only has to do it 32 more times!



Even though we're just killing time, it's nice that Shanna hasn't flubbed any of these javelin throws. And that's the one hit that Clarine's allowed to take.



I think we've let the other brigand hide on his mountain long enough. Let's give Lugh an easier target to hit, shall we?



Lugh!



It's fine though, it's not like we're lacking in warm bodies to finish the job.





Healing, and setting up some more reliable bait.



One use remaining.



Job done, Merlinus returns to his usual village and shopping duty.



Sorry (not sorry) about blocking you in, Mr. Nomad, how does a spear to the groin sound?



This is... not turning out like my first Chad did. He was ridiculously blessed and somehow ended up as one of both the strongest and tankiest units I had available for the next map.





Now that all the aggroed enemies are dealt with, we can finally relax up here a little. Perfect timing, because things are about to get real hectic for the other team. That's right: we're opening the gate next turn.



So uh, apparently that mercenary doesn't move, because this is the only action Alen saw on enemy phase.





Meanwhile, Wolt trades blows for another solid level.



Shanna has chipped the mage down enough that she could theoretically go in for the kill, but she won't get the chance for a while.



We'll let these guys stew a bit while we check in with the northern squad.



Hmm, that's not great. We'd better hope the mercenary really doesn't move, because I did not budget for Alen leaving this archer alive.



Somehow, despite being one of the lowest leveled members of our army, Lance also has some of the best overall stats. Probably because he refused to participate in that streak of awful levels last time.



Merlinus may not be seeing any more combat, but it's still nice to heal him just as a common courtesy. Think of it as Clarine apologizing for the way she treated him in her recruitment.



: It was once wielded by a knight called Sir Gant. The stories say he bested many a foe with this lance!



Gant's lance, huh? I wonder if it's been changed at all-



Holy poo poo! Yeah, the manga tie-ins all got a huge glowup. Gant's lance in vanilla was basically just a midpoint between iron and steel, now it's functionally identical to silver, except with over twice the uses and only at D rank. This ought to be great for helping weaker units *cough*Shanna*cough* punch above their weight.



Everyone else forms a wall, because I still don't entirely trust the merc not to move and Alen at least has a reasonable shot at dodging enough attacks to survive.



After some thought, Roy is probably the best choice to trigger the gate. He's too squishy to hold the chokepoint and can't shoot from behind it, so this is his way of contributing.



: Cunning little weaklings...

...What did you think that was? A weird looking mountain?



That's... a lot.





If we were to let the enemy have their choice of attackers, we'd be sunk; there's just too many different threats to prepare for. Luckily we can get all up in their grill to force favorable matchups. Neither Marcus nor Bors are in any real danger from these mercenaries, and they'll do solid damage in return while leaving them alive to block other enemies from attacking.





Lugh can't do anything to help without throwing a wrench in that plan, but Wolt can pick off one of the nomads in relative safety.



Unfortunately, the other one is still lurking, which means Shanna has to get the hell out of dodge. This specific move was probably a mistake; it would have made more sense to have her rejoin the main force to help maneuver people around.



Moment of truth.



All according to plan so far...





Alen's safe, by the way, the other merc did in fact stay put. Although I don't think I realized at the time that even after that he still needed to pull off a dodge to not die.



The protagonist flag continues to paint a target on Roy's back, and that's all for now. Thanks to the movement order, none of the mages got to attack despite Bors being in range, but you won't see me complaining.



Believe it or not, if it wasn't for this one full health merc (he's the one with the silver sword, in case you forgot), we'd actually be able to clear out the whole pack except for the brigands while also keeping everyone safe.



Instead we'll have to execute a full retreat. We can't pull the same trick as last time, because now the mercs will die, and moving the chokepoint left a space leaves us too exposed.



We do have enough wiggle room to let Wolt do his thing again, though. With any luck, he'll be dominating archer duels for a long time to come.



Here's what retreating looks like, with Bors positioned to finish off both wounded mercs. I realized immediately after that this heal was actually unnecessary; I was expecting him to have to tank two mages, but with the way they're positioned only one can reach him.



Then we do with Shanna what we should have done in the first place.



Looks good to me. With that squared away, let's check back up north.



It's starting to feel a little empty up here, though that fort is looking rather conspicuous right about now... At any rate, let's see how much progress we can make.



Lot isn't exactly off to an inspiring start.



Rutger and Chad team up against Mr. Refuses-to-move-for-no-reason. Seriously, most stationary enemies are at least guarding a chokepoint or something, but not this guy.



Unfortunately we can't kill both remaining enemies, so Alen has to pull back to get healed. Lance takes his spot to at least finish off one of them.





Healing and shopping to end the turn. We buy three door keys and one of everything else. Including the one we already have, that's enough for one whole side of the next map, saving Chad from needing to backtrack.





If not for the numbers being different, you'd be forgiven for thinking this was just the same screenshot twice. Also Bors can steal Marcus's silver lance now.



Some mismatched ranges. I meant to have someone swap Lot off of his hand axe but forgot, and Bors could have equipped his javelin to get some chip in on the mage while still killing the mercs.



FIghters are going to start appearing from both forts at the end of every turn, but they're really not much of a threat compared to everything else we've had to deal with this chapter.





Speaking of things we've already had to deal with, Shanna can finally tie up this loose end, and wow, clearly I need to complain about Shanna in the thread more often if these are the kinds of levels she gets in response.



Silver weapons are no joke! Even Bors takes almost half his max HP in damage going a round against this guy.





Marcus and Lugh clean up after him, and once again we have a unit stuck on 99 EXP.



Wolt breaks his bow deleting one of the mages. Part of it's that he hasn't had anything else to use, but it still says something that Wolt of all people is our first unit to have consistently seen enough combat to go through an entire weapon.



It's finally time to consider luring out these brigands, but we still can't get too careless. Reminder that there's double digit speed backing up that attack stat, so just parking Bors in front of them isn't going to cut it.





Roy's a solid choice (and also the only choice right now). He's even improving himself in preparation!



I genuinely barely remember what rank this is. B, maybe?



That's all for, uh, I guess I can't really call them team chokepoint anymore, since we sort of abandoned it and all.



To reiterate: this guy? Not a concern. But we can't kill him yet and I don't want to accidentally block his replacement and lose out on experience, so we'll give him some space anyway.



Chad's high enough level now that I sometimes want him setting up kills rather than the other way around.





Both cavaliers are doing really well, honestly. It's actually weirdly disappointing in a way, since they'd be the main stars of the show at this point in vanilla, too. Give other people a chance to shine, will you?



Uhhhh sure Clarine, whatever you want. Just as long as this isn't leading to a repeat of last chapter.



I'm gonna be indecisive about moving these guys for the next few turns as the balance of reinforcements shifts around a bit, but for now they're going south.





Really we could've initiated on him and he'd be dead now anyway, but it's fine, there's no rush.



I refuse to be surprised by this anymore, it's just how things are going to be from now on.



Pew pew!





Really Lugh, again? At least you still leveled up, even if it wasn't very good.



Roy will just have to pick up the slack, I guess.



I'm glad Dieck got the chance to one round a fighter just like his subordinates. :unsmith:





He absolutely can't handle the brigand right now, though, so we'll need to send in someone to cover for him. Marcus can do the job, after he gets healed anyway.



Shanna's feeling a little aimless now that there's only axe users left. Maybe there'll be something for her to do later?





Seriously, these fighters aren't much more than experience pinatas, and it's not even a lot of experience!



Rutger could in theory reach the boss this turn and is still probably the unit best suited to dealing with him, but I'd rather not risk it while the other brigand is still in play.



I dunno, just hide behind the castle I guess?



Axe magnetism seems to have worn off for now, hopefully it never comes back.





The fighters have been joined by a pair of cavaliers this time around. They're awfully far away, but maybe this can be a job for Shanna?





We'll have Alen and Lance head that way too, just in case. Wade and Lot can take their place to help out Chad.





I'd really like to give Bors and Dieck one last chance to impress us before they have to contend with deployment limits, so we'll be feeding them these last few kills.



: Hey, you. Wanna see why?

I don't doubt it, that's why we're trying to get you to unequip it!



Don't be fooled by the animation by the way, the wind edge still targets defense.



Wait, was the sword glowing the first time?



Oh. Well then. Maybe we don't actually need Dory to switch off of the killer axe?



Yeah, this seems safe enough. (I say, knowing full well that there's been multiple instances in this attempt alone that would suggest otherwise.)



: No... I don't wanna... die...

Never a doubt!



He got speed again at least?





Dieck's not in any danger, this is just to make sure he doesn't steal kills from Bors.



Good, there's literally nobody else for the fighter to attack. Now to let nature run its course.







I'll admit I was a little worried those cavaliers would decide to approach from the south instead, but everything worked out.





Hmm, we might actually be able to finish on this turn. Apologies to Shanna for wasting her time; she still can't reach anyone.





The Christmas cavs can, but sadly Lance comes up short of ORKOing either of them.



Maybe if we gave him a stronger sword though...





Jackpot!





This is Chad's best level yet. Maybe I shouldn't have been so dismissive of his res growth, he's hitting it an awful lot.



Only the southern enemies left. It won't be long now...



This is also Bors's best level, but that's not saying much.







One last kill, some healing for the road, and we're done here. We actually cleared this one turn faster than both of the previous chapters, who'd have thought?



: A priest from the St. Elimine Church wants an audience with you... and Princess Guinivere!

Dun dun duuuun!

: He knew that Princess Guinivere was with us?

: Yes. I can't imagine how.

: Me neither... I'll see him alone.

Roy showing a bit of his pragmatic side here.



: Princess?

: Tensions between my brother and the church have worsened as of late. I do not believe that they would attempt anything underhanded.

Not sure what those statements have to do with each other, but OK.

: I see. Merlinus, allow this priest in.



: I am Saul, an acolyte of the St. Elimine Church.



: Oh... And you must be Princess Guinivere! You are as beautiful as the rumors say!

: Pardon me...?

: Ahem... Forgive me. Your Highness, I wish to know the location of the Fire Emblem. You have it with you, do you not?



: Bern's head church tells us the Fire Emblem disappeared from the Shrine of Seals. And you also went missing at exactly the same time.

: ......

Still doesn't explain how you knew where to find her. I'm sticking with my "Elen is an informant" theory. :colbert:

: I was sent by the church to confirm the truth. Why did you take the Fire Emblem?

: ...I wished to stop my brother.

: Your brother... Zephiel, the king of Bern.

: Yes.

We know who he is!

: Do you know what the Fire Emblem is used for?

: ...It's the key that awakens a sword that was used to slay the dragons long ago. That was what my father told me anyway.

Not the whole story, of course, but Desmond wasn't wrong per say.

: I am unsure how exactly the Fire Emblem or the sword work. My brother seemed to worry about the Fire Emblem falling into enemy hands. ...Extraordinarily so.

: So you took the Fire Emblem to make the king believe it fell into enemy hands? All in an attempt to stop his conquest?

: Yes... but the war continued anyway.

: And what will you do now?

: ...Must I reveal my plan at this moment?

: Ah, so Your Highness has a plan.

: Yes. I have not given up hope of settling this war without further bloodshed.

: I see. In that case, I will accompany you on your journey.

: If Roy allows it.

Oh right, Roy's still here. He's been awfully quiet this whole time.



: Of course, Princess.



Next time: A prep screen! Wow!

Rabbi Raccoon
Mar 31, 2009

I stabbed you dude!
I will ALWAYS believe in Shanna

megane
Jun 20, 2008



Cattail Prophet posted:

Oh right, Roy's still here. He's been awfully quiet this whole time.



: Of course, Princess.
Roy just zoned out as soon as they started talking about the plot.

: zzZZzzZZ
: snrrkuhzuwwhat? Healer? Uh, sure, why not.

Kinu Nishimura
Apr 24, 2008

SICK LOOT!
the custom portrait for dorothy sucks because dorothy is perfect exactly the way she is tbh

ungulateman
Apr 18, 2012

pretentious fuckwit who isn't half as literate or insightful or clever as he thinks he is
i like the custom portrait because i think dorothy's sprite looks Bad, independent of how dorothy is supposed to look

Faillen Angel
Aug 30, 2018
New Dorothy looks fine but the artstyle is sort of out of place.

mandatory lesbian
Dec 18, 2012

Kinu Nishimura posted:

the custom portrait for dorothy sucks because dorothy is perfect exactly the way she is tbh

It looks so bad lol, idk what the dev was thinking

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

mandatory lesbian posted:

It looks so bad lol, idk what the dev was thinking

I think that was deliberate. She's supposed to be crude looking and her vanilla and current sprite kind of aren't.

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cheetah7071
Oct 20, 2010

honk honk
College Slice
Is she supposed to be crude? I thought she was just supposed to be plain, which the original sprite did well

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