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(2 edits) (+1)

Thanks for all the feedback man, I really appreciate all the positive things you noticed. There is a lot of things, so I will just adress a few that I feel like explaining a bit.

Indeed, I went with a "criminal empire" kind of deal, glad you liked the opening scroll, is a lot of text to read and I have been thinking on some ways to make it less "text heavy" but I also think is does a bit of rug pulling, because it can make you think that the map is gonna be palying out the events described but then is a completely different thing :D (I don't think you noticed it, but the report changes slightly based on the party picked)

I'll take note of all the bugs and give the script and descriptions another revision. Man, that nasty infinite new turn loop is a pain, I though I had squashed all intances of it. And sadly is part of the reason there isn't an End turn map command, it has the nasty issue of bugging the turns. Also Alfonzo not having access to the bag is also a bug D:

 Regarding not being able to take out weapons from the bag, I hacked together an equipment system, so you can only take out weapons if can use them (and have  "free hands", ie you have to store your bow then take out the new bow)... thinking about it, I should make the convoy allow you to trade the item directly.

 Also, the stat rename, while can seem a bit superficial because they work as their original counterparts in principle, most of them have some  reworked functionality, for example if you track P-Def and Vit, you will notice is not a simple 1-to-1 relation (even accounting for equipment P-Def bonus), same with all other secondary stats. I need to add goinza's bottom window for the stat description part, but I'm really really conservative when adding QoL plugins, so I go slowly adding them project to project. (I actually had your big unit map windowin the previous and forgot to copy it into this project) and yes, Fibonacci persuit is at play here :D

But I love your comment of finding out stuff by turn 40+ because that is the kind of design school I go for, I'm really not into the whole "explain every mechanic and feature of your game outright" I want to make the player find out stuff on their own as they get more into the game, I guess is a kind of old school thing. That is the mindset that inspired making the first choice kind of "I have no clue what this does" for the first time playing, but it easily makes sense for replays if you pay attention while playing.

But it not always works, I actually removed the effective description on weapons to make finding out what weapons work against what, mix into that replay value and that makes the boss weapons underwhelming at first sight. :( But if it make you scratch your head a bit I guess I kind of achieve my objective lol. And I'm not really always logical with it eaither because I do have that Skill info extension of Marky's Skill info window plugin explaing skills in depth haha. I need to work on picking a side for everything I guess.

On the ending, Eioneous is a demigod, he is a playable character in Rookie's Day that works as a FE3 Manakete, and all the feedback I got regarding him was that he was really busted and why did a mercernary company had a Demigod around? (Because he was barely adressed on that game's plot) so I took the chance to explain that in the ending as a "post-credit" scenes kind of thing, shameless plug to another Americo game is shameless ;)

PD: Dank Boar... is a Dankboi reference, I just like that guy it makes me laugh lol.

I skipped the opening scenes when I tried out the other dreams, so no, I didn't notice the story changed. That's cool

I suppose I understand the appeal of leaving surprises in the game and not wanting to be too hands-on in explaining every small detail, but my comment about learning basic things about the game 40+ turns in was definitely meant as a dig at the game haha. Maybe now that I've beaten the game I'm allowed some answers? :)

  • What is 1-Handed vs 2-Handed? Is it just flavor?
  • What were those weapons effective against? Class? Weapon type? Element? (While I'm on the subject I want to *strongly disagree* with the notion of not showing what a weapon's effective against. I mean why show Mt at that point, or anything about it at all? Just keep it a secret, players can figure it out if they pay attention! I don't understand the appeal of this idea at all)
  • Is the map theme in Snake an original? I want a 1 hour loop of it lmao, it's fucking amazing
  • Do you have a preference (or favorite) of the 5 dreams as a starting point?
(2 edits)

1-Handed and 2-Handed is basically a limit on weapons, shields and staves to equip. For example, Americo has a 2-handed sword, so he can't equip a shield or have another weapon in his inventory.

Meanwhile, 1-handed stuff allows to have off-hand equipment, examples in the game are Spear (1-handed) + Shield, Tome + Stave, 2 Staves, 2 swords and 2 axes (didn't get around implementing dual-wielding tough)

The boss weapons are effective against the blessings, following an elemental theme like you though :D You were on the right track. The secret idea, is part of the megaman inspiration for the map "kill boss-> use boss weapon" loop, it just wasn't executed that well on the current version :(

Each of the zone themes are original pieces by Forester, same with the title and ending theme. He also made the 16-bit player 1 remix. He is awemose like that, I will make sure to bother him about making the ost availible somewhere for people to enjoy it.

  I cannot really say I have a preference of a starting zone, I tried to make each starting zone have a different feeling, but truly the only one with a strong gimmick is the Boar/Earth zone, because that one was the last one I made, also is the most consistant as a starting position even if the party is really limited healing wise. If you begin in another zone, the necromancers are actually a wildcard, because they can revive any mob from a previous zone.  

 The desert zone is actually another strong inital position, the bard's refresh  works like FE4 so you can move pretty fast if you play with turn order and positioning, so it's not as bad as it seems at first.

Also, I love all my units, I just cannot pick favorites hahaha

Oh, I forgot to mention, Potions are meant for healing other people instead of yourself like vulnearies do, so they are the go to for parties with no healing. And the Angel Robe is bait for hoarders, because you need to kill everything and sell all boss weapons to get to 10k gold... is a dick move, I know.