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AlphaKretin
Dec 25, 2014

A vase to face encounter.

...Vase to meet you?

...

GARVASE DAY!

poo poo, I don't care if the actual hack is as incompetent as Ostian Princess (though I'm not implying it is), the prospect of seeing 38 FE6-Karel levels is enough for me. :allears:

AlphaKretin fucked around with this message at 08:01 on May 14, 2015

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Melth
Feb 16, 2015

Victory and/or death!
Just beat 11A. I've got to say, it's even dumber than I remembered. Tate's troops defy the normal AI to deliberately try to kill themselves to deny you your elysian whip. Three of them ignored Clarine (who can't counter and who they could kill if they could hit) in order to attack 3 separate armed targets (2 with axes).

Insurrectionist
May 21, 2007
AI trickiness is annoying indeed. I decided to try and get a Firestone and spent ages trying to figure out why the Druid refused to berserk Astohl no matter where I put him within range, until I realized that, having used him for shopping earlier in the map, I'd left him with no usable weapons. So I discovered that enemy AI won't berserk units that can't attack (except maybe staff-users I guess). Of course, then I forgot to keep a free slot in his inventory so he suicided on the Manakete instead, and I had to reload and do it again anyway. Not worth it!

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Melth posted:

Just beat 11A. I've got to say, it's even dumber than I remembered. Tate's troops defy the normal AI to deliberately try to kill themselves to deny you your elysian whip. Three of them ignored Clarine (who can't counter and who they could kill if they could hit) in order to attack 3 separate armed targets (2 with axes).

that's because when you talk to Tate with Thany it changes their allied AI. If you ignore doing that and just do it directly with Klein (which is faster anyway) then they will escape.

EDIT: Wait I'm an idiot you said attack Clarine... why was Clarine anywhere near them? Do I have to post the screen shot guide on "How to 100% recruit Tate and Klein unless the AI decides gently caress you we're not moving"?

Should I just wait for the update?

Okay for anyone who has trouble on this map. You start the map by sending Clarine Southward with a bodyguard collection, typically Alance. If you can help it, have her promoted, because the extra move/being able to fight greatly increases the chance of success. By the time you hit the south, Klein will have just spawned.

RNG 1: If Klein decides not to move reset. The AI is weird in that the archers will ALWAYS move, but Klein is resistant to the idea.

If you get past RNG block 1. You'll be able to recruit Klein here



Now all you have to do is run Klein north with Rescue-Dropping since the rest of your units should have cut through the northern wall by now and killed the enemies up there.

RNG 2: Tate randomly decides she doesn't decide to move, this goes from easy to unbearably hard. You just have to be watching the situation and try your best to get Klein to her without her AI loving with you, but if all goes to play.



That's where you'll recruit her. This was all done in my hack, where the enemy were tougher than the base game, also done on HM. I was also using several units I wouldn't normally and all the longbowmen had 5 range. Your main goals are-

Clarine's Convoy Team
North Wall Team

You should also be able to save every village doing this. Because you will beat the bandits there with startling ease. It's all that's had to be done since 2002. The only RNG factor in this chapter is Klein and Tate's movement. Everything else is on you.

Onmi fucked around with this message at 22:45 on May 13, 2015

Melth
Feb 16, 2015

Victory and/or death!

Onmi posted:

that's because when you talk to Tate with Thany it changes their allied AI. If you ignore doing that and just do it directly with Klein (which is faster anyway) then they will escape.

EDIT: Wait I'm an idiot you said attack Clarine... why was Clarine anywhere near them? Do I have to post the screen shot guide on "How to 100% recruit Tate and Klein unless the AI decides gently caress you we're not moving"?

Should I just wait for the update?

Okay for anyone who has trouble on this map. You start the map by sending Clarine Southward with a bodyguard collection, typically Alance. If you can help it, have her promoted, because the extra move/being able to fight greatly increases the chance of success. By the time you hit the south, Klein will have just spawned.

RNG 1: If Klein decides not to move reset. The AI is weird in that the archers will ALWAYS move, but Klein is resistant to the idea.

If you get past RNG block 1. You'll be able to recruit Klein here



Now all you have to do is run Klein north with Rescue-Dropping since the rest of your units should have cut through the northern wall by now and killed the enemies up there.

RNG 2: Tate randomly decides she doesn't decide to move, this goes from easy to unbearably hard. You just have to be watching the situation and try your best to get Klein to her without her AI loving with you, but if all goes to play.



That's where you'll recruit her. This was all done in my hack, where the enemy were tougher than the base game, also done on HM. I was also using several units I wouldn't normally and all the longbowmen had 5 range. Your main goals are-

Clarine's Convoy Team
North Wall Team

You should also be able to save every village doing this. Because you will beat the bandits there with startling ease. It's all that's had to be done since 2002. The only RNG factor in this chapter is Klein and Tate's movement. Everything else is on you.

Yeah, wait for the update. Restarting so that the AI decides to move Tate and Klein is cheating for a run like this, same as restarting for a crit or something would be. Having them not move most of the time seems to have been a deliberate and horribly evil design decision, just like the way the walls were laid out.

Clarine was there as bait to prevent the pegasi from suiciding to other people since they were out a turn ahead of Tate. Because she 1) has horrible def 2) was exposed to most of them, more than enough to kill her and 3) can't counter, she should have been AI priority number one. Instead they chose to split up and attack people who COULD counter them, would take almost no damage, and in fact had a high chance of killing them.

Melth fucked around with this message at 02:21 on May 14, 2015

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Melth posted:

Yeah, wait for the update. Restarting so that the AI decides to move Tate and Klein is cheating for a run like this, same as restarting for a crit or something would be. Having them not move most of the time seems to have been a deliberate and horribly evil design decision, just like the way the walls were laid out.

Clarine was there as bait to prevent the pegasi from suiciding to other people since they were out a turn ahead of Tate. Because she 1) has horrible def 2) was exposed to most of them, more than enough to kill her and 3) can't counter, she should have been AI priority number one. Instead they chose to split up and attack people who COULD counter them, would take almost no damage, and in fact had a high chance of killing them.

Hold on...

[0x0,0x0,0x69,0x0]

Okay so what's this AI code... I'll edit the post when I figure out what this one does.

EDIT: Tate is

[0x1,0x0,0x69,0x0]

And the 0x1 is "Unit will attack 80% of the time, Not move 20% of the time" Can you say 'Changing that'? Yup

[0x1,0x0,0x29,0x0] This is Klein's, same idea.

The other ID change I'm making is Klein wont attack Clarine, Tate wont attack Klein, or Thany. Pacifisim Routines!

For those curious, Talking to Klein with Clarine and Roy changes the allied Archer AI to

[0x6,0xC,0x0,0x0] AKA "Do Nothing, move towards escape Point"

Talking to.... Wait. Why isn't Thany's talk with Tate listed in the character based events?



Oh good, time to go explore what dumb loving way they decided to go about this!

EDIT: Ah here we go.



So the thing is, Thany talking to Tate doesn't change Thany or her allied NPCs from say... Hunt down and relentlessly attack enemies to.... Sit still and try to stay safe. And since they're already NPCs, talking with Klein doesn't make them undergo an AI change!

Final EDIT: 0x69 is preferring Bards, Dancers and Thieves over all other classes, essentially, it seems like this makes them prefer an armed class over say... a troubadour in range. In fact, they have a REDUCED priority for Clerics, Troubs and Priests.

AI3 0x68 has increased priority for Thieves, Bards, Dancers, and all tome users
and greatly decreased priority towards clerics priests and troubs

Onmi fucked around with this message at 03:02 on May 14, 2015

Melth
Feb 16, 2015

Victory and/or death!


Well here’s the chapter a lot of people were waiting for. Along with 14 and 7, this is definitely one of the top 3 most hated levels in the game. Unlike 14 and 7, I’m inclined to say the criticism is 100% legitimate here. This is a horrible chapter.

What makes it particularly bad is that it had the potential to be fantastic. I love these maps with tons and tons of stuff to do really quickly. The problem is that, in true FE6 style, this one revolves entirely around absurd amounts of guess-and-check gameplay instead of being a strategic challenge. There are gigantic waves of spawn-moving reinforcements from unpredictable directions (or even right in the middle of the map), characters who can’t be recruited by people who should be able to recruit them, and an infuriating sort of escort mission that you don't know about going in as enemies you need to keep alive kill themselves attacking your troops.

It’s a disgrace.


Chapter Summary:
Roy reach Mt. Ebrakhm, the infamous mine with the enslaved workers he’s trying to rescue. The treasonous Arcard in Etruria has labelled the Lycians traitors, and they’re attacked by his minions but smash through anyway and join up with the resistance members.




Well, that’s that. Game over for Arcard and the others.




Now that’s pretty risky. He must be 100% sure this letter can’t be intercepted. That or he’s an idiot. On the other hand, I guess it’s important that she know why he’s about to appear to actually turn traitor.










That’s actually a pretty good introduction.




Enemy cutscene time. Miledy is really, really bad at finding Guinevere. She’s been trying since chapter 2 and is now not even in the same country as the lady she’s looking for.




Wait what? I knew that one soldier and that one messenger guy who Nord actually murdered couldn’t be trusted! Anyway, Miledy leaves.




Wow, it sure was dumb of Roy to send her off wasn’t it?







And there’s the first actual surprise of the whole arc.




He really has been babbling absurdly about all kinds of stuff he has no reason to talk about out loud and all of which would be catastrophic if it got out. This is a particularly silly enemy cutscene. As you’ll see, most of the enemy conversations on this chapter are ridiculous in various ways.




Back to the actual point, they’re all ready to attack Echidna.




But they… don’t do this? For no reason at all, the attack doesn’t actually begin until turn 7. Then enemy soldiers pop up in the middle of the map without warning to attack Echidna but actually will more likely kill one of your people instead if you don’t know they’re coming.




Roy has just arrived. It would be REALLY GREAT if they actually told you which village it was. Then you might have some kind of clue about where Echidna and her enemies were going to appear, if not when. But they don’t do that. Because this chapter relies almost entirely on guess and check gameplay to create the illusion of difficulty.




Wait, maybe Oro is actually just misunderstood or something. Merlinus has been dead wrong about everyone and everything up till now.




What? No. That’s a horrible idea. It could take weeks.

He constantly talks as if letters are text messages or something. I mean, his whole plan for saving Lycia actually dependws on a letter getting to Etruria’s distant capital, Cecilia reading it, Cecilia showing it to other people, Cecilia convincing them to agree to help Lycia, getting the army ready to march, and then marching the army to Lycia all in a day or two. And he acted as though going to write the letter right away would significantly speed up that process.




Oh good! Now we don’t have to let the miners die for weeks while we wait to hear from Cecilia. Except this is false. They don’t actually attack the village or take any action against Echidna at all until turn 7, as I mentioned before.




One of Roy’s better speeches, he explains why we’re totally going to defy orders and attack these Etrurians in order to help the islanders.


Slugfest Preparations & the Map:



Secondary Objective: Recruit Klein with Clarine (or Roy. But seriously, Clarine)
Secondary Objective: Recruit Tate with Klein (And ONLY Klein)
Secondary Objective: Recruit Echidna with Lalum (And ONLY Lalum)
Secondary Objective: Get the Orion’s Bolt by saving every single one of Klein’s units
Secondary Objective: Get the Elysian Whip by saving every single one of Tate’s units
Secondary Objective: Get the Hero Crest by visiting every single village
Secondary Objective: Get the Angelic Robe from the top right village
Secondary Objective: Get the Speedwings from the top middle village
Secondary Objective: Get 5000 gold from the middle village
Secondary Objective: Get the Sleep staff from the bottom right village
Secondary Objective: Get the Orion’s Bolt from the bottom left village
Secondary Objective: Get the Axereaver from the bottom middle village
Secondary Objective: Get the Restore staff from the bottom leftish village
Secondary Objective: Get the Dragon Shield from the bottom middleish village
Secondary Objective: Do some shopping
Secondary Objective: Build some supports
Secondary Objective: Harvest all possible reinforcements
Reinforcements: Klein (who does not move immediately) and 4 archers who must not be killed in the bottom right on turn 5, 2 brigands in the caves on turn 6, 3 fighters in the middle of the map on turn 7, Tate (who does not move immediately) and 4 pegasi who must not be killed in the top left on turn 7, a giant wave of uber cavaliers with lances in the top left on turn 10, a gianter wave of uberer cavaliers with lances in the bottom right on turn 14, and even more brigands from the caves from turns 12-15.
Turn Limit: 25. The map is won or lost by turn 15, but there’s actually so much to do that completing everything by this time is non-trivial.

Alright, so there’s a LOT going on here. Let me break it down for you. First of all, there are 8 villages. These are in no danger for the first 6 turns, but on turn 6 some bandits will pop up and on turn 7 they’ll have destroyed the top right and bottom right villages. That is almost no time at all to get to one of those, let alone both, considering how big the map is and that there are enemies in the way. After that one rush though, the villages are pretty much all safe since no more bandits spawn for 6 turns.

There hasn’t been real danger since Chapter 7, but it’s time to get serious again; the fighting is way tougher here than it has been on the last 3 XP picnics. The enemies have taken an incredible jump in power for some reason. Quite a few of them are now as high as level 19 and I believe 15 is now the minimum. Last chapter 15 was the highest and 14 or so was average. Plus the enemies have an increased number of HM bonus levels worth of stats. Also, they have really good gear. Many archers have both steel bows and longbows, most fighters have both handaxes and steel axes, and almost all of the cavaliers who spawn are packing 2 serious lances. Even some silver and killer ones.

The enemy is also unpredictable and fairly smart in their movements. Almost the whole garrison will get up and move to engage you wherever you go, but a few of the people who start close to you will stay put and wait for the others to arrive and help them. The reinforcements will also take whichever path poses the most immediate problem for you and will even split up if need be.

Speaking of reinforcements, there are tons of them and they’re a huge problem so I’m going to go in detail talking about them:

First, Klein spawns really early in the bottom right with 4 archers. You must not kill his archers. When you talk to Klein, his archers become green units. They will then run like lemmings for the alleyway near Oro, heedless of danger. If all 4 of them survive to reach the alley and escape, you get an Orion’s Bolt. Now one thing is absolutely critical to understand: Klein does not usually (or ever in my personal experience) move on the turn he spawns. All of his men do, but he does not. That means they get in your way and make it hard to talk to him. This is a really, really nasty aspect of the chapter and makes it waaaaay harder to recruit him without harming any of his suicidally aggressive men.

Now on turn 7 Echidna appears in the center village as a green unit, but more problematically 3 fighters poof out of thin air there. And it’s THEIR turn first. They will ignore Echidna and murder any undefended person nearby. Horribly, Klein’s men are timed so that they will be running through the area at that exact movement if you’ve recruited him. Oh, Roy can’t recruit Echnidna, only Lalum can. And Lalum can’t dodge and will be instant killed by any of the fighters who spawn around Echidna. Oh and because of their spread out spawning formation, there’s basically no good way to trap them without committing your whole army to the job.

Also on turn 7, Tate appears with a bunch of pegasi. In the top left. How did she even get there? She was just seen in the bottom right. Anyway, Tate and Klein talk about how Tate has a sister (Thany) who is also a pegasus knight and she wonders where Thany is. And then, just like Klein, Tate does not move on her first turn. And the map is carefully engineered so that as she does fly at you, she’s impossible to talk to with ground units like Klein because of the walls everywhere. So obviously, you should recruit her with Thany.
But Thany can’t recruit her! If you try, she turns green and so do her troops, but they go wild and fly around hunting enemies instead of fleeing. Which guarantees your failure since any enemy on the level can kill them in one round and, so you lose your Orion’s Bolt.
The only person who can recruit her is Klein, who’s on the complete opposite side of the map to start with. Meanwhile her 4 pegasi are a turn ahead of her and the walls make it incredibly hard to approach Tate. And you have to not kill any of the pegasi because, just like Klein’s people, they turn green and you get a reward if they all live.

The worst part of the whole map is that those pegasi seem to have their own special AI designed to make them suicide to your units. Every other enemy in the game prioritizes attacking people who can’t fight back and focus firing people they can kill. These guys instead will do everything in their power to make sure you CAN fight back (including sometimes apparently choosing to use javelins at range against archers and up close against axe users). So the obvious solution of having Clarine be bait doesn’t work properly because they’ll fly past her to attack Gonzalez or whoever and die instead.

I didn’t know that, so I tried the Clarine-as-bait strategy and only won because Treck missed an attack against the pegasus who ignored Clarine (and a really vulnerable and less dangerous Roy) to attack him.

Anyway, on turn 10 a gigantic wave of extremely high level and heavily armed cavaliers also pops up in the top left. And guess what? Once again, this timing and location is perfect for catching some of Thany’s pegasi as they now flee.

Without warning, more brigands start spawn-moving on turn 12 after a 6 turn delay to make you think the heavily advertised turn 6 ones were the only ones to deal with.

Oh and on turn 14 an even huger wave of uber cavaliers led by a PALADIN with stats that exceed the boss’s and a silver lance spawn out of the bottom right.

I can count at least 10 probable forced restarts on your first play of this chapter because there’s just too much stuff you don’t know and need to know. Like who you need to bring to recruit Klein and Tate, whose existence you don’t even know about till turn 5. Or their locations. Or that Thany, despite all indications and logic, cannot recruit Tate. Or the turn 6 bandits. Or that a bunch of enemies are going to poof out of thin air right in the middle of the map on turn 7. Or that only Lalum can recruit Echidna even though Roy came here to help her. Or the overwhelming power and location of the two cavalier waves. Or that Klein and Tate’s minions change sides and if they escape you get massive bonuses. Or that they’re apparently programmed to try and get themselves killed. Or that you get a special reward if you save every single village.

Fortunately, I’ve played 2 times before and had a list of all reinforcements available. But without that kind of foreknowledge, you can’t even properly complete this chapter on normal. Let alone max rank it on hard.

Anyway, the next thing to note about this map is that the terrain strongly favors the enemy. It’s just covered in walls with almost no defensive terrain around. Meanwhile, you only have 1 available flyer, the enemy has 5, and every single enemy on the map except 2 shamans is pretty much instant death to Thany. So you can’t get around well. And what’s more, since every single enemy has a ranged weapon and many also have a longbow, you’ll have to be careful where you step at all times. Especially since you have to bring some really fragile people along.

The last thing to note is how incredibly spread out things are. This map takes FOREVER to get around since you can’t really fly. And there’s objectives and enemies scattered everywhere. You need great mobility and very good planning to approach this chapter. With that in mind, here’s my formation:



Units Allowed: 11+ Lalum + Roy. That’s how they get you. That is NOT enough units when there’s so much to do and the fighting is so fierce in so many places. Even the walls take 6 attacks to break down on this chapter.
Units Brought:
1) Roy. Required. Pretty bad. He can’t even recruit people really. Theoretically Klein, but that’s not really an option with his mere 5 move.
2) Lalum. Required. Extremely valuable even besides being the only one who can recruit Echidna. However, she’s VERY fragile. Every enemy on the map can instant kill her and she can’t dodge. And there are many walls she could be shot over.
3) Alan. This is not chapters 8-10 where you could train anyone you wanted on the spread out and worthless enemies. No. You bring your best troops to this chapter. Alan is indisputably my best with his support bonuses and great stats. And his huge movement, access to both swords and javelins, and ability to carry people are great here too.
4) Lance. Alan but not quite as good, same as always.
5) Treck. Rapidly shaping up to be Lance but not quite as good. He’s still lowish level, but definitely a solid unit and one who doesn’t require much babysitting.
6) Shin. I need more mounted troops and non-terrible low level people to train. Shin fits the bill. With all the walls around, this isn’t a bad level for him anyway.
7) Clarine. Even more critical than usual. I desperately need a mounted healer, I want her to build supports, and I also need her to recruit Klein.
8) Dieck. He and Rutger are still the infantry A team when dealing with axe users. Plus they have supports to build. AND they’re finally lower level than the enemy again.
9) Rutger. See above, same as usual.
10) Lot. One of my better infantry. Importantly, he’s got handaxes (unlike candidates like Fir and Oujay). His main job though is supposed to be sweeping one of the two waves of cavaliers. I checked and none of them have any swords.
11) Gonzalez. Needs some training and to build some support, but is already one of my best units.
12) Lilina. Still lowish level and just starting to become good as her speed and mag grow. She’ll also be supporting with Gonzalez.
13) Saul. Definitely need a second healer on a spread out map like this.
Notable Units Rejected:
1) Thany. I’d definitely like to bring her. The reason I don’t is actually that I don’t have a good person to pair with her to drop over the wall to the right immediately. She can’t fight anything here safely though and I don’t need to bring her since she’s got a good level lead over Shin + Sue at this point.
2) Geese. As I’ve said before, he’s not actually good despite having a towering reputation.
3) Oujay. He’s gotten leveled past Rutger and Dieck. I’d bring him anyway to build support with Lilina, but the problem is that he’d need to go in a different direction from her.
4) Fir. She’s is better than Rutger now but she’s not better than him + Dieck and Clarine supports and she has no supports to build herself.
5) Zealot. A lot of people bring out Zealot and/or Marcus for this chapter. The main reason is to break down the top middle wall faster. This is actually a very poor idea, as I’ll demonstrate

The plan is a fairly complicated one. First of all, Gonzalez and Lilina backed up by Saul are the only people who will take the “main” path. With cautious tactics, they should be able to take down all the enemies on their own while building support. Then they can break the south wall and visit the south villages in safety.

Everyone else will rush along the top, efficiently break the north wall, and then engage the main enemy force all at once in one big slugfest. Smashing the entire enemy army at once like that will save me a lot of time and put me in a good position to stop the bandits and also control the situation vis a vis Klein and Echidna.

Lot will eventually split off from that group to intercept the top cavalry group, slaughtering them all easily from a forest with his halberd just like he did without a halberd on chapter 7. Most of the rest of the army can go for Robart, with just a couple being sufficient to take down Oro and the last few bandits.

Gonzalez is loaded with a wide array of axes to make sure he has a mix of damage and accuracy options.

Clarine has an iron bow for Klein.

Lot has the halberd since I think he’ll be the one fighting the powerful bottom right cavalier group.

As usual, Rutger and Dieck have a really wide array of swords.

Shin has an iron bow, steel bow, and longbow.

The cavaliers have fairly standard weapons + Alan has the horseslayer. It’s not inconceivably he’ll need to fight one of the cavalier groups with it. At the very least, I want it available if anyone does need it.

Other than that, gear is standard.


The Characters:




Yet another character so happy that she apparently runs around with an open-mouthed smile all the time. Lalum is loud, excitable, and kind of melodramatic. She acts like she’s just a commoner and a member of the resistance on the western isles, but secretly she’s the daughter of General Douglas and on really close terms with the prince. Although a little annoying, she at least has more than one trait and a bit of interesting background, so she’s one of the better characters in the game. Unfortunately, the less fun Elphin gets most of the screentime she could have had.

As a dancer, Lalum is one of the best units in the game. However, she’s one of the worst dancers in the series. Do NOT try to use her like Ninian/Nils. She’s not as tough and she can’t dodge as well due to a lousy speed cap of 20 instead of 30. And she doesn’t have the fun special abilities they had like Ninis’s Grace and Fila’s Might.

Nonetheless, even the generic dance ability is fantastically useful. Besides its innumerable tactical applications, it creates XP ex nihilo, and that’s always nice.




Clarine’s much nicer and less stupid older brother and idol, Klein is a skilled and sensible Etrurian nobleman and general. A general at age 19 or something, yeah. He’s smart enough to begin to see through the traitors’ plot even before he talks to Roy or Clarine and honorable enough to refuse orders to let a mercenary pegasus group assigned to him take the brunt of the enemy attack and get pointlessly killed on their own. Admittedly, those are pretty low bars, but at least he passes them. He has pretty much no plot significance and his existence will never be mentioned again, despite him being a general of a country we’ll be fighting in. On the other hand, all of his supports are WAY better written than average, so that’s something at least. Anyway, he’s a consummate nobleman but a pretty cool guy despite that. With him and Pent and Louise raising her, I have no idea how Clarine turned out so badly.


He’s a horrible unit because he’s an archer, though admittedly he’s not bad for his class. I mean, Wolt raised to 20 and then promoted is barely better than him. And his growths are pretty much just as good too. But yeah, archers are bad so Klein is bad.




Cha-ching!




Thany’s sister, Tate is serious, moderately competent, and rather critical of other people. She also apparently has a tendency to fall head over heels in love with just about any male character she talks to, though she’s lousy at expressing that.


Let me just get this out there: Tate is HORRIBLE on normal mode. I mean, THANY is better at level 8. Not just by a little bit either! Florina too! And when Florina and Thany have better stats than you, you know you’re a loser.

That said, this is not normal mode. Her hard mode bonuses are massive. So… she’s pretty good. Certainly not great or anything. But good. A gajillion times better than Thany at high levels at least. The trouble she has is that, unlike for Thany, there is very little time before an even better flyer joins. And wyvern riders do not even play the same game pegasus knights do. Also, she’s joining at a stage in the game where the enemies are much stronger and are mostly wielding axes and bows. These factors make it hard to get her off the ground.

But having a second flyer- or a third flyer- around is very helpful regardless of stats; I wouldn’t turn down a pegasus knight with 0 in every stat but movement. The addition of Tate opens up a brave new world of rescue-dropping possibilities.




The leader- or at least the greatest warrior- in the Resistance, Echidna is… hm… Echidna is like, uh… she’s… huh. Yeah, she’s the best warrior in the resistance and that’s pretty much it. She’s leading the resistance now and she’ll lead the resistance in trying to rebuild later and we know absolutely nothing else about her.

Where did she come from? How did she get good at fighting? How did she end up in the resistance? We know nothing. It's not even like it's presented as a mystery; the writers were just too lazy to tell us.

All of her supports are exactly the same thing: she walks up to an axe user and tells them she wants strong people to help her build a village for the victims of the war in the western isles. The only different thing is the other person’s response. Oh and her support for Lalum is the same thing except she says she wants Lalum to dance in the village so that the strong people will build more quickly. And then Lalum changes the conversation to cooking and Echidna tells her she’s a bad cook.

She has no background, no development, and indeed no personality. Not even one annoying trait to harp on again and again like most people in this game. I guess she’s slightly sarcastic and pushy maybe? With some people? Mostly that’s just a pretty generic response to Ward or Lalum’s nonsense though. Athos put it up well:

“Echidna has no self. She… he… It… Yes, it is a mirror that reflects the person addressing it. It projects no personality of its own. There are as many Echidnas as there are people facing her.”


And she’s a lousy unit too, despite much hype. Those bases are decent but her growths are absolutely horrible. Heck, on hard mode the 3 generic fighters that go after her actually have something like 70% odds of killing her immediately if you aren’t there to distract them!




Partly that’s because she’s wielding this, the second-worst weapon in all of Fire Emblem. Steel axes are horrible for anyone, but particularly for people with lousy con like her. She can’t even wield an iron axe without penalty! But for some reason the game thinks she’s an axe user and consequently gives her only axes and a higher rank with them too.

Worst hero in FE? Quite possibly.




Who is this mysterious paladin? Nothing whatsoever is known about him, he’s just a paladin miniboss that appears only on hard mode, leading a massive army of incredibly strong cavaliers. He doesn’t even get any boss dialogue.


One thing is certain: he kicks rear end. This guy is probably more dangerous than any actual boss before or for quite a while after this. Heck, other than the inexplicably stat-cap breaking Maxime that appeared only in HHM, I think he’s the most dangerous paladin boss on the GBA. He’s better than Orson! He’s better than Eubans and Pascal and Cameron and all the others as well. He's certainly better than Alan and Lance as level 1 paladins. This guy owns, so don’t take him lightly. He will kill ANYONE I have easily, even if they’re wielding something like the Halberd.




This is part of the reason. At least he can’t attack at range. The only way to deal with him is to take out most of his minions and then hit him with every good character you’ve got while using careful formations and heavy healing to stay alive till then.




You just wish you were Robart, man! Even with your gate and magic attack, you’re no match.


Oro is pretty cool though. He’s an evil bishop who abuses his position and misrepresents the teachings of the church to silence all opposition. There are not many character-specific lines of boss dialogue in this game, but Saul and Ellen get some if you use them to fight him (not that that’s really feasible at all), which is cool.

Besides personally running a giant crime against humanity at Mt. Ebrakhm, he’s also greedy enough to hire some bandits to pillage his own towns in exchange for a cut of the treasure.

The guy is a complete jerk with no redeeming features and not much depth, but he’s got a fair amount of charisma and some great lines, and he’s also not a moron like most villains in this game. So yeah, he’s possibly my favorite boss in FE6.

Melth fucked around with this message at 22:43 on Aug 6, 2015

Melth
Feb 16, 2015

Victory and/or death!
Playing Through:




The bottom group starts walking. Gonzalez is in range to immediately lure one enemy.




Everyone else moves into position to be carried. Lalum was located in a horrible position given the strategy I wanted to use so there wasn’t much I could do with her. XP was XP so I had Shin wait in place and then she danced for him of course.




Time to move out.




Gale and Miledy pop up to have a largely pointless conversation. It’s a good thing Miledy didn’t overhear any of these soldiers talking about what Oro said. Come to think of it: why did anyone tell Oro that the princess had been captured in the first place? His job is running a mine that isn’t even on the same continent. He doesn’t need to know and telling more people about a secret like that is always dangerous.

In any case, Gale here is totally useless in this investigation.




“As you know, Gale, you’re one of the captains working directly under General Murdock.” This conversation is a really badly disguised and also totally pointless infodump.







And she goes on, narrating his whole life story to him. No wonder he looks so irritated in that picture!

Everything Miledy says in this conversation is largely nonsensical in-character. Out of character they’re just shoddily expositing a bunch of stuff about Gale’s personality and backstory which will NEVER pay off or be relevant to anything at all.

In the middle of the slugfest.

Then they just fly off. It looks even stupider when you realize they can see a slugfest unfolding below them- not to mention probably hear the screams of the dying miners right nearby- but they don’t react to or comment on any of that at all.




Getting back to things which are not totally out of place, Gonzalez owns everything. Here he is, fresh out of the box at level 5, and he can one-round kill fighters who are 12 levels above him! Rutger and Dieck can’t one-round kill these guys! What’s more, it takes three direct hits from a steel axe wielded by a guy 12 levels higher than him before he dies, and he even dodges really well. The man is some kind of idiot savant for killing people.




So I use the handaxe instead. Now there’s a high chance of the fellow surviving.




Then Lilina trades the iron axe back to the top of his list and finishes the hapless axe user herself.




Well that’s fantastic. And highly improbable. This is the worst Mag I’ve ever seen on Lilina. And yet this is the best Lilina I’ve ever seen.




Gonzalez dodged, so Saul is glad Lilina now has some damage to heal.




Stop the presses!



The top group unloads. Ranged people are dumped next to the wall.




Shin does a slightly non-standard drop.




This lets him pack in a bit better.




So I just transported 10 units into attack range of that wall in 2 turns , maintaining several of them in support formations, and leaving only my extremely strong and maximally supported Alan in range of most enemy attackers. This is looking good.




Gonzalez one-rounds a fighter 3x his level.





He gains 60 XP!




Classic Gonzalez!




Everyone else… fares a bit worse. They all missed. Every single one of them missed every attack. And we got hit. Well that’s a serious setback.
Still, the strategy can’t be changed now. I’ll take care of the bottom group while figuring these guys out.




In retrospect I made a sub-optimal decision here. I wanted to slow down and give Lilina some more kills so I had Gonzalez stop short and equip a handaxe.

Gonzalez then proceeded to miss repeatedly so I wound up stuck or slowed in this chokepoint for a LONG time and actually in danger since the enemies had time to build up their local numbers. This move really hurt my progress for the rest of the chapter.




Four people firing on that wall is not enough. But that’s what the dancer is here for.

So now, on turn 3, the wall falls. That is the fastest possible break time. See, the classic “advanced” strategy for this map is to bring out Zealot and Marcus. With 8 move, they can actually both start attacking it on turn 2.

Give Zealot the Devil Axe and Marcus a handaxe and you can inflict 43 damage per turn (or a bit more if they’re leveled). If you had a 3rd person with good movement and a ranged weapon following, this means you can break the wall partway through turn 4. As you can see, that’s not only slower than my strategy but also forces you to bring along totally inferior units when you have a really limited number on this chapter.




I shouldn’t need to do this; this archer shouldn’t even be alive- let alone uninjured. And if Rutger doesn’t get the crit, I’m actually going to have to restart and try something new since I MUST break through now.




It worked. Dieck and Treck run in too, and now the bridgehead is established. That’s the turn.




Treck continues to be pretty good.




Everyone else has a handaxe, so no other enemies are damaged. No natural counter to mass-handaxes even exists in the game, and the best normal response that does exist (mass-handaxes right back at them) isn’t an option at this stage.




Another level that would be great on anyone else goes to waste on Gonzalez. The thing is, he’s going to cap Str and HP no matter what and speed too eventually. I don’t care if he gains no HP and Str for the next 13 levels. What I need is skill and def.




Shin rides through the breach and opens fire.




Dieck opens this path up too.




Rutger is again forced to resort to his killing edge and he gets a fairly mediocre level with it. Oh well, at least he’s getting fast again. Mine has been too slow to double things for waaaay too long.




Treck takes this potshot just to prevent the archers from moving into that alley and blocking me from running through next turn.




Lot opens up the other side.




Finally, some Def on the guy who’s supposed to be a tank.




There’s not actually a whole lot else to do, so Lalum just lets Clarine heal again. That’s the turn.




By this point I’ve realized my mistake on the bottom front and have been trying to correct it to no avail. Finally I have my chance with the first enemy slow enough for Lilina to double.




Gonzalez used an iron axe to finish a second fighter for the accuracy. Saul now trades him back his handaxe and prepares to draw fire himself.




Shin gets a very nice level firing away at the few remaining enemies on the right.




Alan moves away from his supporters so he can leave this target alive for Treck.




Everyone else mostly just swarms in. But I know Klein is coming so Clarine rushes south with some dancing help, then Lance and Roy drop Lalum after her.




Uh oh




Apparently he hasn’t actually noticed the alliance army is here yet. Someone has to inform him of that later. This happens even if you’ve already attacked him. Clearly the writers did NOT plan on people smashing open the wall and getting in here on turn 3.




Why are the random henchman always the voice of reason?







I love it.




Meanwhile, Klein shows up with Tate and the others. He’s noticed us at least.




Here’s Arcard’s unbelievable official story again.




No, that would take like 20 turns. It would be even sillier to expect her to attack from the northwest. Afterall, that’s the complete-opposite side of the map and the side the Lycian army is coming from and thus probably based at.

Somehow she does it anyway. In 2 turns.




What? No you don’t. Thany isn’t even here. Anyway, they talk about Thany for a while. To make sure the player tries to use Thany to recruit Tate. Which does not work. For no reason except to force people who don’t know that to restart once again.




Have I mentioned my tangent recently?

I know they’re trying to tell us that we can use Clarine to recruit him and that’s important to get across, but this conversation is nonsensical in character. They sized up the situation, made their plan, were ready to attack, and then he randomly brought up first her sisters who he has no reason to believe are present and then his own.




I’m not sure how he doesn’t know she’s with the Lycian army by now.




Tate flies off and this random soldier reminds Klein that Arcard- who apparently micromanages his generals in the field- wanted them to let the Ilians do most of the dying.




Klein turns that down.







Obviously not. Someone finally notices that the official story is absurd and contradicts all evidence. You know, come to think of it, unless they planned on killing GENERAL Klein here and now, sending him here was an absolutely horrible idea. He’ll see the awful conditions in the mines and that they’re working with bandits to pillage their own towns and that will be it for them.




Lilina gets a generic Lilina level.




Gonzalez gets a generic Gonzalez level.




And Saul heals Gonzalez up. The bottom front struggle continues.




Meanwhile, there’s not much to do up top so people spread out and grab villages.




The villagers keep complaining about how poor and oppressed they are as every one of them casually hand you items worth 8000 gold. That’s more than the war funds you’ve given by kings in some of these games.




Klein’s forces are coming and because Klein stands back on the first turn, I need to pull at least one archer out of the way with Roy as bait.

Notice those cave things on the right. At first I assumed they were the mines, but apparently they’re just bandit caves. So where ARE the mines?

No, seriously. What even happened to the mines? The whole reason for coming here is that this is the center of the biggest mining operation in the isles and that the miners are dying in droves as slaves in horrible conditions in the giant mines and Echidna is here to save them. And then… not only no mines but no miners! No one even acknowledges their existence! The villagers are definitely just random villagers who think their taxes are too high, not a one even MENTIONS mining. Nor does Oro, the one who runs the mines, in any of his minion conversations.

And no one talks about liberating the miners like we came here to do. Nor do any of the visitors like Miledy or Gale seem to be at all aware that there’s a giant and horrible mining operation going on here.

It’s really weird. I don’t even know whether to call it a plot hole or an oversight or what. Some kind of epic fail by the writers though.




Well the bandits appear, making sure that this isn’t any kind of trick or anything.




Truer words have never been spoken.




This message is way too late to matter. See, you get this at the beginning of your turn, which is after the bandits’ first turn. That means you have 1 turn between this message and the bandits destroying the villages. You are either in position already or you are not.




Roy’s baiting the archer worked perfectly. Now because of that and because I used rescue-dropping to get both Lalum and Clarine south, I can reach Klein without killing any archers. That’s sillily complicated. But more importantly, there’s no way to do it without already knowing in advance just when and where he spawns and who can recruit him as well as EXACTLY how he and his archers move and that you need to keep them alive.







Wait, what?




Klein, remember, is already suspicious that what Arcard told him is a lie.




Clarine is still a shallow idiot. His hair IS kind of messy though.




Best response since Rutger just walking away.







So they hash out the truth with some more questions and he joins up.




The archers turn green at last.




Klein runs north fast. He needs to move a long way to talk to Tate. Meanwhile, Roy moves into range to get the bandit to attack him.




More villages.




The last enemy in the area is finally killed. That took too long due to the alleyway wait; my plan to have this group smash through the wall and visit the bottommost villages is in trouble. And now Tate pops up.







That’s not southward.




Another village.




How would you like ALL THE MONEY?




Klein winds up with a real bow. Lot has aggroed this one shaman near Oro who for some reason doesn’t move when the left one does. The shaman dodged 6 attacks, so now he’s fleeing.




Shin gets a lousy level finishing the top bandit.




Dieck does much better with the shaman.




And support.




This wonky formation including nearly 100% of my force is all to trap and restrain the 3 fighters who are about to appear. If you do not either commit your whole army to this or carry those green idiots, they WILL die.




Uh. We’ve got YOU surrounded. The entire garrison is dead to the last man already!




Preeeeetty sure they’ve been freed by now.




Anyway, they have no good targets to attack and Roy gets a nice level off the remaining south bandit.




Far too late, Gonzalez starts working on that giant wall.




As does Lilina of course.




So I’ve set up this whole bait thing with Clarine (at this point I didn’t know the enemy would ignore her to attack people who could kill them instead).




Lalum recruits Echidna before she can do something like kill one of the pegasus knights.




I see trouble coming, so I’ve decided to start picking these idiots up.




I also don’t want any axe users swinging at Clarine, so Lance opens a spot for Treck to block for her.




Pretty good. My Lance is doing roughly average or slightly above.




Dude, ALL your men are dead. Every single one of them. We killed one guy right in front of you. We could have killed you by now if we weren’t busy looting your town. All you have left are reinforcements from elsewhere.




We’ve been parading through your streets. Why has no one noticed till now?




A message has also arrived from Arcard or Roartz or someone. Marquess is perhaps not the ideal translation of Nord’s title.




The letter goes on to trot this line out again.




Yep.




Now this is a big deal. Of course, just knowing reinforcements are coming doesn’t help. Their direction and troop composition and how long till they arrive is totally unknown and no one could possibly have predicted how hugely powerful they would be. I mean, the second wave has one guy in it who’s stronger than the boss with another 7 uber guys for backup. And it’s not even from the same direction as the first one.




Not bad, Def is nice.




The pegasus knights have scattered, some already ignoring Clarine, though most had no other targets in range. I’ve got to haul those archers out of the way before Tate there kills one.




It’s become clear that the AI is not behaving normally, though the details aren’t obvious yet. I decided to back up and put up a screen around the vulnerable Lalum while keeping Clarine exposed. All but one person can easily hit her. And the bottom one should go for Roy, who’s half dead and can’t harm them back.




And only one turn after the letter, 8 cavaliers arrive from the direction of our base somehow.




And they split up. Uh oh.




Klein recruits Tate. Now you can see in this picture that only one pegasus (the one who couldn’t go for anyone else) went for Clarine. One went for Echidna. Who is wielding an axe, at full health, and would have definitely killed it if her speed wasn’t penalized by the steel axe.

On the bottom, one went for Treck- who could almost certainly kill it, and would take barely any damage at all- instead of Roy who was half dead and could definitely not kill it. And it used its javelin at 1 range to ensure it was hit. I was only spared from having to restart by Treck missing once.

This is where I began to grasp the full scope of the malfeasance of the designers of this level. So at this point I save stated, rewound a few turns, and experimented with different formations. Sure enough, Tate’s group tries to get killed instead of trying to kill your units as far as I can tell. They definitely don’t have the usual priorities of focusing down people they can do high damage to or kill and they actively work to get themselves counterattacked.




Saul visits the last village in the area Gonzalez and Lilina are in.




This of course is a reference to a very similar village girl giving out free samples of elixirs on chapter 7.




Very handy.




These two get their support.




Awww




And he’s never been thanked for anything. That’s almost as sad as being driven out of villages with rocks.




Expression? Gratitude? The guy has trouble speaking at all. Lilina may not have figured that out yet.




Actually a good level for Clarine as she does some heal grinding.




The danger averted, everyone runs up and dumps the archers. I misremembered their exit point so I put them here instead of in the alley, but it doesn’t really matter anyway.




Gonzalez and Lilina scramble to get ready for the next wave.




The pegasi decided to fly north, into danger, rather than rightish into safety. Now I need to defend them.




Look at this guy. Level 19? I don’t even have people above 15 other than Lance and Alan, who I try not to even use anymore. And he’s got a ton of HM bonuses on top of that and a killer lance.




Only Alan and Lance can stand firm against these guys. They rush to block the group coming along the top before they reach the pegasi, and Alan gets another excellent level.




Shin finishes the next one. This is actually a pretty standard HM shin. Slight luck boost.




More heals!




More supports! The bulk of the army is moving south as far as they can to try to intercept Robart. I originally planned to have Lot start off on the forest with the halberd to mow down all the little guys in one turn, but that plan fell apart when he sextuple-missed the shaman.




I’m also getting in position to deal with the bandits.




Wow, that’s a ludicrously bad level for this guy.




A bunch of cavaliers actually changed direction, which is really bad for me because now Lance and Alan are pinned down when I REALLY want to be rushing them south instead of having them hang out here. But I know that pegasus is going to choose to fly straight north into their range.




All for want of a horseshoe nail with me not being aggressive enough with Gonzalez on that one turn, my whole meticulous plan for the bottom front is now a shambles and I’m just running around fighting fires and trying to get everything done quickly.

Gonzalez and Lilina were supposed to have broken through the southern wall several turns before they did, but instead got pinned in an alley. Which means that the bottom villages are un-visited. And can’t be visited until these cavaliers are dealt with and then only with several turns of walking. So I need to get Tate down there fast to do the visits. But first, having taken the white gem and also some stat-boosters previously, she runs over to do some shopping.

Unfortunately, this store has no swords. I’ve been using more of those than I expected since Oujay and Fir turned out so well. Oh well, I picked up some other handy things including a slim lance for Thany, whose only one broke a while back. Those things are hard to come by.




Lilina and Gonzalez eventually finish these cavaliers.




Nice!





Lalum gets a bad level as she does more XP-grinding.




But from a totally different direction! And led by a guy even stronger than you! No mention of that is made of course. Just knowing reinforcements are coming is not much help, though it’s better than nothing. You can’t just run everyone away from every map edge. And even that wouldn’t always help since in this game enemies more than once just poof out of thin air in the middle of a map.




More bandits are now pouring out. This is unwarned and there’s no reason to expect it after 6 turns of nothing. It’s a great trap since it’s likely that one will be casually walking healers around and having weak people grind support in what looks like safety here in town.

Treck is owning the south ones actually, but the top ones are trouble because my whole force is either hurrying down to deal with Robart or still dealing with the pesky top cavaliers who dodged everything for too long.




More heals.




More Treck fighting.




Nice. This Treck is seriously strong and decent or slightly good all around. I really had no idea what to expect, having never used him before.




Shin and Echidna take time from running south to thin the herd of north bandits before they become a real problem.




Now there’s a good Shin level.




Lance and Alan finally finish the top cavaliers. They’re going to be waaaay too late to deal with Robart now, so they may as well just go for Oro.




So next turn they get started on that.




Klein goes shopping instead. Got to buy more heal staves and maybe some more fire tomes.




Robart’s men have appeared and then split up. Which once again causes trouble for the bottom flank, but would have been no problem if not for that whole alley thing long ago. Now I can’t get to those villages for several MORE turns. Tate moves to lure this fighter who doesn’t otherwise move out of range.




And Gonzalez and Lillina are forced to scramble back further away from the goal, barely screening Saul.




Alright, time for the show. Echidna runs up and takes Lot’s handaxe and weakens this guy with it.




Shin finishes him.




I can’t deal with that last bandit now, so Lalum just flees and dances for the slow cavaliers instead.




This line is the best defense I can put together, but it’s just not good enough. Ultimately there is no option when dealing with Robart and this many javelineers but to pray for at least one miss or AI blunder. The chances are GOOD, but they’re not perfect, and I don’t like to be peddling strategies that don’t work 100% of the time.




Tate gets the Orion’s Bolt.




Treck kills the last south brigand.




Nice!




Robarts is completely OP, wrecking his highly leveled and stat-blessed natural counter despite maximum possible weapon disadvantage.




Rutger can’t double him.




But he CAN scrape together enough damage with the killing edge to finish him off. That’s pretty much the ideal level up on any unit right there.




Lance kills the second-last north bandit, Lalum dances for him, then he picks her up.




And drop. That’s always a clever-feeling kind of operation.




Not bad odds, I’ll let him attack me though.







Oro continues to be great.




Next turn. The very last brigand is mopped up.




Well that sucks.




Best death quote from the best boss.


Anyway, I could have Tate visit the last village and then win right now. On turn 17 I believe it is. That’s nearly ideal since the last bandit spawned on enemy 15 and was thus killable on player turn 16. However, there are still 3 guys alive due to the annoying enemy tactics in the bottom area and I want to do some heal grinding too.




Best Alan ever.




Lalum is dropped along so she can let Clarine heal 2x per round.




This situation really is a problem. Tate can’t fight anything. Saul is injured. The enemy is spread out. And that darned halberd fighting doesn’t move unless I’m in range, so I have to do all the work of walking to him.




Lilina is doing fantastic this chapter!




Well skill and luck. Those are important for this guy!




So I THINK I can finish every enemy next turn, barring a ton of misses or more of the enemy being weird.




When I win the level I’m going to get a Hero Crest and I happen to know Merlinus is full from shopping, so I need Roy to have an empty inventory space.




Clarine sucks. This is not news.




I’ve really been massing heals, usually 2 per turn. Her staff is nearly broken. It started this chapter full.




Ugh, actually the bottom group is STILL fighting.




But they’re finally done and I’m ready to get the last village.




And Treck arrives to do some support grinding while I do the last few heals.




There. Could have done that ages ago, but I wanted Tate baiting or fighting.




Another turn later, Clarine gives the final heal.




Turn 22 win.




Nice to meet you. Now open your eyes; it’s weird that you go around with them shut all the time. Apparently he was temporarily blinded in the past, but he’s definitely not blind most of the time now. And there are several FE characters who are definitely not blind who go around with their eyes shut all the time, which is just silly.




Elphin asks Roy why he helped the villagers, defying his orders. Roy explains his position.




And Cecilia already knows. Plus loads of other people potentially. Letting him freely send letters to the mainland was a terrible idea.







I would hope so. It was really, really obviously weird and not the best way to solve their bandit problem. At all.







Yeah, it’s really obviously some kind of trap for Roy + chance to leave Lycia exposed. Leaving Lycia unguarded was an unbelievably terrible idea for Roy with Bern right there and ready to attack.




Roy is as dumb as a bag of dumb though. Thankfully, his enemies are almost all stupider yet.







This… should not be a surprise to anyone. We knew they were traitors. We knew this was all their plot. Cecilia told us this was their doing on turn 9. We’ve known this was a trap for us and they’ve been spreading lies about us forever now. And Bern is the only place that benefits from Lycia being unable to defend themselves. But no, somehow Roy has never thought of this and is shocked at it. So is Merlinus.




… … … Yes it would. You’re a smart cookie, Roy.




Now Elphin tries to goad us into leaving.




Roy says he won’t leave because then the people of the western isles would have no one to help them. Nevermind that he’s in charge of the whole army of his homeland and is sworn to defend them and already did a ton to help the resistance here. And nevermind that if Bern takes Lycia, they’ll surely beat Etruria eventually- particularly if Etruria is being run by traitors already. No, Roy’s going to shirk his duty and his good sense to stay here where he can be easy trapped deep in enemy territory.




That’s the opposite of what you’ve seen. Roy has been mind-bendingly dumb through this whole conversation.




Yeah, Elphin is kind of a jerk.




He’s not. He says he’ll join us, but he pretty much just hangs around in the break room all day with his eyes shut.




Time to finally make a plan.




And the plan is to just rush at the capital and kill the Etrurian forces there. Just crazy enough to work.




I’m pretty sure I plundered it really.




Sweet, more loot. And apparently the wall is back. They repaired that fast.




Why don’t they give him back his arrow if one of them dies? Nevermind that actually, why did he have them keep it to begin with? It’s worth a zillion gold.




Mostly useless of course. I already have one and most archers/nomads are awful.




Now we’re talking.




This one will come in handy.



And that’s the chapter. I killed every single enemy, visited every single village, recruited everyone, saved every single green unit, found time to shop, ground some support, and still could have won 8 turns under time. Instead I spent 5 more turns doing some healing and more supporting. So I achieved every single possible objective and still came in 3 turns under time. Without using a single promoted unit. Also I got 30 levels when I only need 20.by using low level people.

So yeah, that’s a resounding victory on all fronts. I could have done better probably, but I absolutely hate this chapter and I never, ever intend to play it again.

It’s really remarkable how bad they managed to make it. It’s not even like 8 where they clearly just had no idea what they were doing or how slow-paced and boring things would be. No, they put in a ton of effort to engineer this chapter to be as wretched and frustrating and guess-and-checky as possible. Someone should be flogged for this.


Total Restarts: 3 (I never lost! Though only because Treck missed that pegasus knight who stupidly attacked him)
Turn Surplus: -4 (Making progress even on an awful chapter. I could have actually gone to positives here).
Things I Regret Missing: A couple of uses of Marcus’s silver lance on Rude, a Chapter 5 nomad Marcus had to kill

Melth fucked around with this message at 20:23 on Aug 7, 2015

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.
That... why would you send the Cavs northwards? Their superior movement lets them take the long route and keep Clarine protected to make it at Klein's spawn. And I would update the update with the figured I gave you about AI Codes, because you make it sound like it's magic when there is a reason (I mean it's complete bullshit difficulty, and exists only to make the players life harder) but there is a reason.

This was... a loving mess, but I don't blame you for not wanting to do more runs to get it 'right' since you fulfilled all obligations. And yeah, I'd put the AI Code stuff in the update, I mean you can still bitch about "Why the gently caress did they do it that way?" because I certainly would. That's just malicious programming.

Anyway, this chapter, well, besides the usual change of "Reinforcements don't move when they spawn, There's Pacifist AI on Tate and Klein, Echidna spawns with the Hero's unique sword and a Killer/Hand Axe combo, Lalum can actually dodge. etc. Quality of life changes. I didn't change anything about the lay out- OH

Except for the top two villages, those top two villages have been replaced with the villages from 10B, which contain Lot and Wards sisters respectively, it also contains our NEW RECRUITABLE CHARACTER.



She has no portrait, she has no base class yet, but she will for both. She's Lot's Beau and Wards sister, Mary.



She is a Female Fighter, you recruit her on this chapter by visiting her village, And that's about it, we've not started writing her, I just promoted her from NPC to PC. I wanted to have a female fighter/warrior, with the animation being free to use. And that's it, hopefully everything will be ready regarding her. Hopefully her portrait will look nice (I'm no artist so that's in anothers hands)

Since we wont be covering it period, lets look at the next chapter in the Lycia Reclamation arc!



This is A Rumble in Ryerde where the occupying Bern army has demanded that we stand down or Ryerde will be burned to the ground, Roy is not about to back down though, and swears he will save the city. So welcome to our very first PROPERTY BATTLE! with the concept being very simply, that you and the enemy will be competing to capture the most houses. If you lose more than half, then it's game over! If you can claim them all, there's a special prize. The battle is like a defense map in that it only goes for a certain amount of turns, with your varying reward at the end of the chapter based on your performance!

I'm really proud of this chapters design and I hope everyone has fun on it.

Endorph
Jul 22, 2009

Could you link me to that female fighter/warrior, if it's free to use?

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Endorph posted:

Could you link me to that female fighter/warrior, if it's free to use?


The Warrior? Sure. The fighter isn't done yet. I mean I'd honestly like to hold onto it until the hack is out, but if you need it immediatly or for personal use I can let it go.

Endorph
Jul 22, 2009

Onmi posted:

The Warrior? Sure. The fighter isn't done yet. I mean I'd honestly like to hold onto it until the hack is out, but if you need it immediatly or for personal use I can let it go.
Nah, I'm not dying to have it. It'd be cool if you could shoot me a PM (if you have PMs) when you've got both done and are willing to hand them out though. The stuff I'm working on isn't gonna be any kind of ready for a while, so feel free to hold onto it.

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Endorph posted:

Nah, I'm not dying to have it. It'd be cool if you could shoot me a PM (if you have PMs) when you've got both done and are willing to hand them out though. The stuff I'm working on isn't gonna be any kind of ready for a while, so feel free to hold onto it.

I do not have PMs, but we are both in the Crow Hogan fan club, so I'll just shoot them to you over Steam when it's ready. But the idea is defnitly to make these things so everyone can benefit from them.

Endorph
Jul 22, 2009

Onmi posted:

I do not have PMs, but we are both in the Crow Hogan fan club, so I'll just shoot them to you over Steam when it's ready. But the idea is defnitly to make these things so everyone can benefit from them.
Thanks a bunch. And yeah. Neither the guy I'm working with nor I are good at battle animations, so we've been pillaging most free resources we can find. Hilariously, there's a female pirate on Serenes, but not a female berserker.

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Endorph posted:

Thanks a bunch. And yeah. Neither the guy I'm working with nor I are good at battle animations, so we've been pillaging most free resources we can find. Hilariously, there's a female pirate on Serenes, but not a female berserker.

Heh




When they're done I'll be sure to let you know.

AlphaKretin
Dec 25, 2014

A vase to face encounter.

...Vase to meet you?

...

GARVASE DAY!

Onmi posted:

Heh




When they're done I'll be sure to let you know.

Well, they're certainly more tasteful than the sprites for FEGirls :v:

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

AlphaKretin posted:

Well, they're certainly more tasteful than the sprites for FEGirls :v:

That's the idea (also the sprites for FEgirls just look loving terrible)

Manatee Cannon
Aug 26, 2010



That female Berserker's axe is bigger than she is

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Manatee Cannon posted:

That female Berserker's axe is bigger than she is

so she should use a smaller axe than her male counter parts, how sexist! In all seriousness I think that got brought up to Temp before, It's not for my hack, he's just doing it on his own

Manatee Cannon
Aug 26, 2010



I just imagine the crit animation going something like this

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Onmi posted:

so she should use a smaller axe than her male counter parts, how sexist! In all seriousness I think that got brought up to Temp before, It's not for my hack, he's just doing it on his own

No she should be bigger.
MORE SWOLE.

Artix
Apr 26, 2010

He's finally back,
to kick some tail!
And this time,
he's goin' to jail!
I'm not entirely sure why you were surprised that Tate and the cavaliers didn't move like they were supposed to, the AI has always moved toward its closest target unless specifically told otherwise. So those two that split off were trying to get to Alan/Lance, while the rest of them were headed south to hit Gonzo/Lilina.

ApplesandOranges
Jun 22, 2012

Thankee kindly.
I still find it dumb you can't recruit Thany's sister with Thany.

Endorph
Jul 22, 2009

ApplesandOranges posted:

I still find it dumb you can't recruit Thany's sister with Thany.
Eh, there's lots of dumb things like that in the series. Why can't Guy recruit Rath in FE7? They're both Sacaen and they make a big deal out of the law of Sacae thing. Why can't Karel recruit Karla? Why can't the non-Caelin Lyn Mode characters recruit Wallace? Why can't Ninian recruit Hawkeye? Why can't Fiora or Florina recruit Farina? Why can't Legault recruit Nino?

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

ApplesandOranges posted:

I still find it dumb you can't recruit Thany's sister with Thany.

It makes sense with the culture. Ilian Knights don't betray their employers. Tate's not a trainee so she's had that hammered into her. She's willing to hold her units back and not fight Thany, but she's not willing to go against her entire culture. Also you know she wants to gently caress Klein, that played a non-zero factor in him being able to keep her loyalty.

Insurrectionist
May 21, 2007
Man, your Alan is ridiculous, I'm jealous. I ended up dumping mine after he was stuck at 9 Speed/Def by level 15, just got doubled and killed too much and I wanted to try some new characters anyway.
On the other hand, my Lilina ended up even better than yours. Same speed at level 11, +5 Mag over yours.

Had no trouble recruiting Klein and keeping his archers alive, but decided to give up on the Pegasi because I had no idea when Tate would start moving and didn't feel like trying to protect all my squishier characters until she did. You get another Elysian Whip next map anyway, and a third early enough that you can easily keep your Wyvern Riders from ramming level 20 before it, so missing it is only really bad for funds if you care about them. I guess saving the gold for a fourth if you absolutely have to use every flier is nice but eh.

Melth
Feb 16, 2015

Victory and/or death!

Onmi posted:

It makes sense with the culture. Ilian Knights don't betray their employers. Tate's not a trainee so she's had that hammered into her. She's willing to hold her units back and not fight Thany, but she's not willing to go against her entire culture. Also you know she wants to gently caress Klein, that played a non-zero factor in him being able to keep her loyalty.

Yeah, but it's really dumb nonetheless. I mean, the game goes out of its way to bring up that Thany is Tate's sister, plus the terrain is such that Thany is by far the easiest person to recruit her with. And then not only can you not recruit Tate with Thany, but trying to do so pretty much guarantees that you will fail to get the Orion's Bolt. It's a trap. It's a really ridiculous trap.

Nihilarian
Oct 2, 2013


Melth posted:

Yeah, but it's really dumb nonetheless. I mean, the game goes out of its way to bring up that Thany is Tate's sister, plus the terrain is such that Thany is by far the easiest person to recruit her with. And then not only can you not recruit Tate with Thany, but trying to do so pretty much guarantees that you will fail to get the Orion's Bolt. It's a trap. It's a really ridiculous trap.
Agreed. Either let Thany recruit her or emphasize that Illian mercenaries never betray their employers, even for family.

Can Of Worms
Sep 4, 2011

That's not how the Triangle Attack works...
It's not as bad as the consequences of Nino/Lloyd or Linus's conversation in Cog of Destiny.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
If she can't recruit Tate, then let Thany make Tate sit still and not attack. Like even if Tate won't betray her employer then her family should still be persuasive enough to make her doubt if the Lycia guys are with bandits and wait for that employer. That way, while we still have the mercenary not betraying, having the flier who is the sister of the flier makes it less about gaming the AI. As it is, Thany can do gently caress all to help recruit her own sister, in a map where a sister causes an enemy to defect already, and there's no words between the two to be had.

Endorph
Jul 22, 2009

Melth posted:

Yeah, but it's really dumb nonetheless. I mean, the game goes out of its way to bring up that Thany is Tate's sister, plus the terrain is such that Thany is by far the easiest person to recruit her with. And then not only can you not recruit Tate with Thany, but trying to do so pretty much guarantees that you will fail to get the Orion's Bolt. It's a trap. It's a really ridiculous trap.
It isn't really a trap in the sense that Thany can move across half the map in one go due to all the walls, and you can cancel the move after seeing there's no talk command.

like if this is a trap then so is battle before dawn, with the bizarrely specific recruitment requirements for nino and jaffar.

Artix
Apr 26, 2010

He's finally back,
to kick some tail!
And this time,
he's goin' to jail!

Endorph posted:

It isn't really a trap in the sense that Thany can move across half the map in one go due to all the walls, and you can cancel the move after seeing there's no talk command.

like if this is a trap then so is battle before dawn, with the bizarrely specific recruitment requirements for nino and jaffar.

Thany can talk to Tate. :ssh: It makes her neutral instead of ally and you still have to talk to her with Klein (although it does make her easier to recruit because at that point you can rescue her and take her directly to him).

ChaosArgate
Oct 10, 2012

Why does everyone think I'm going to get in trouble?

I think you can have them talk though. Having them talk turns the Ilians green, I think.

Endorph
Jul 22, 2009

Artix posted:

Thany can talk to Tate. :ssh: It makes her neutral instead of ally and you still have to talk to her with Klein (although it does make her easier to recruit because at that point you can rescue her and take her directly to him).

ChaosArgate posted:

I think you can have them talk though. Having them talk turns the Ilians green, I think.

So it's actually better than Battle Before Dawn. Score one for FE6.

Nihilarian
Oct 2, 2013


I think Melth mentioned that if you talk to her with Thany they more or less suicide into your enemies.

Artix
Apr 26, 2010

He's finally back,
to kick some tail!
And this time,
he's goin' to jail!
Yes, because as Onmi said, there is no ChangeAI event associated with the Thany/Tate conversation. Until Tate is fully recruited, they still have the "PursueWithoutHeed" AI, which in turn means they'll gleefully attack anything in their range. If you're lucky enough that there isn't anything in their range initially, they'll move toward the closest enemy because that's how the AI works.

FPzero
Oct 20, 2008

Game Over
Return of Mido

I think we can all agree the whole AI situation is pretty stupid in this chapter.

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.
Okay, Here's my solution to this whole conundrum. The best way to go about it is, after recruiting Klein, Thany should be able to recruit her sister, before recruiting Klein, she should only be able to turn her neutral (And either changes her allied pegasus AI to escape or change them all to sit still, I'm sure I could wrangle a way to make Tate pursue Klein to talk to him). But how will Tate know that Thany isn't lying or some such? Because Thany has a terrible poker face and should understand the gravity of what she's asking Tate to do. And wouldn't jeopardize the entire Ilian culture and way to survive.

Of course I had the edit the recruitment for Klein anyway since his backstory was changed to having known and spent time growing up with Roy during the latters Etrurian study.

Manatee Cannon
Aug 26, 2010



Endorph posted:

Eh, there's lots of dumb things like that in the series. Why can't Guy recruit Rath in FE7? They're both Sacaen and they make a big deal out of the law of Sacae thing. Why can't Karel recruit Karla? Why can't the non-Caelin Lyn Mode characters recruit Wallace? Why can't Ninian recruit Hawkeye? Why can't Fiora or Florina recruit Farina? Why can't Legault recruit Nino?

Guy and Rath don't know each other though so it doesn't matter if they're from the same place. Why would they listen to each other?

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Endorph
Jul 22, 2009

Manatee Cannon posted:

Guy and Rath don't know each other though so it doesn't matter if they're from the same place. Why would they listen to each other?
The law of Sacae. Sacaens have to aid other Sacaens.

Though maybe Rath's such a horndog that he only applies it to women from Sacae. :v:

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