Fire Emblem 8, but my units are literal chess pieces: Extreme Softlock Edition
HTML-код
- Опубликовано: 1 окт 2024
- Summary Playlist: Pending
Livestream Playlist: Pending
Ruleset:
Sprites and animations have been modded to be chess-appropriate
All Player Units can only move and attack in ways that a chess piece can.
All attacks are guaranteed kills and all chess pieces have 1 hp and no base stats, meaning they will likely die in one hit.
Player units can move through other player units but not enemies.
Rescue may or may not be allowed depending on difficulty
Lords = Kings
Seth, Fliers = Queen
Armors, Bows = Rooks
Cavalry = Knights
Mages,Priests,Healers = Bishops
Infantry = Pawns (can promote after defeating an enemy)
Pawns can perform En Passant
Become a RUclips Member for emotes:
/ @excelblem
Support me on Patreon: / excelblem
Subscribe: www.youtube.co...
Twitter: / excelblem
Contact: excelblem@gmail.com
#fireemblem
Because of extensive softlocks many changes are needed:
Changes agreed upon for next stream:
1. No rescue
2. Casual mode (Allows for a high amount of unit sacrifice which happens in every Chess game)
3. Small amount of speed & luck (personal bases) for dodges & speed/luck growths
4. Purchaseable light runes/mines
5. Pawn-> knight promo only (everything breaks otherwise)
6. Knights can hop on any and all terrain even some that is otherwise inaccessible
7. 16 Unit limit because it's chess
8. Siege weapons only have 1 use
9. Orson is now a paladin foreshadowing his betrayal because he is not a chess piece (essentially skips 5x)
10. Player characters have wary fighter to not be doubled (because chess pieces have no speed base)
ALSO WORKING ON:
1. In-combat battle animations
2. Route Split
3. etc.
Thank you all for the suggestions and see you guys next week for an updated version!
Any and all suggestions are welcome!
Pretty sure branched promotion breaks when a class doesn't have an unarmed animation set. Adding one should make it work again.
To expound further on this, in the same place in FEBuilder where you set up combat animations for each weapon type, you need to set a separate one there for "Item", it should have a bag icon. As long as an animation is set there, it should work fine.
If things are too hard:
- Castling idea: rooks may rescue/drop the king.
- Fix change 5 so pawns can promote to other pieces. Idk how hacks work, but I think the community would be willing to help out with it.
- Adding knooks, knishops, and kneens. You seem to be on it already after all (unless your other video was a joke)
If things are too easy:
- Revert to base unit limit
- Either remove wary fighter or speed/luck bases/growths (on the basis that dodging and doubling are both FE mechanics and neither are chess mechanics, so either you get both or neither).
- Pawns can only promote on edges of the map.
if it's too easy you could max out the # of each type of unit like limit it to 2 queens, 4 rooks/bishops/knights
You should call 'rescue' castling lmao, or add castling mechanics if you get softlocked too much with chess.
USEFUL INFORMATION: You can set the amount of dodge that Speed gives in FEBuilder, using a patch, and you can also give the Avoid +20 skill if need be.
I love how O'Neill says "You will be the first to die!" to Eirika, but Seth was already dead. O'Neill really can't count.
Damn, I missed this. Would have been fun to catch as my dad is the maker of Grand Chess, which has the Knook and other pieces, though they're actually named Cardinal and Marshall. Will try t catch the next stream, excited to see where this goes!
For saving queen at 1:07:44 (tho this requires prep from the previous turn):
- Rescue pawn with king (previous turn prep)
- Capture archer w/ 1st queen
- Give pawn to 2nd queen
- Move 2nd queen, then block attack by dropping pawn
This saves a queen for later use. Afterwards, you can drop the bishop by the entrance to bait the sword enemy, winning the chapter w/ a king and 2 queens instead of a king, queen, and bishop.
Idea for saving 1 pawn at 48:20 (not certain how FE8 AI works, so no guarantees):
(If you are allowed move after rescuing if you didn't move before the rescue command)
- Rescue knight w/ 1st queen, move 1st queen 5 right 5 down.
- Move bishop 2 right 2 down, take knight
- Move 2nd queen left 1 down 1, take and drop knight to the right
- Move upper pawn right 1 (sacrifice; success if enemy attacks from right side, fails if enemy attacks from below. If enemy AI attacks from below, then don't move upper pawn)
- Move lower pawn left 1
- Turn ends. Next turn, move knight towards lower pawn, rescue it.
(If you can't move after rescuing)
- Move king up (or left) 1, rescue knight
- Move bishop up 2 left 2, take knight from king and give knight to 1st queen
- Move 1st queen 5 right 5 down, drop knight to the right
- Move upper pawn right 1, lower pawn left 1
- Turn ends. Next turn, move knight towards lower pawn, rescue it.
Note: you now have to deal with the upper-right brigand later in the chapter, and the archer may approach earlier in the chapter. Supposing you kill them both without casualties, you've finished w/ 1 extra pawn (which may promote, supposing it doesn't bug out), giving you an extra piece next chapter.
Edit:
Idea for keeping all pieces alive from approaching enemies (position at 2:40:15):
(If you allow rescue-dropping, and assuming enemies move to same position on the following turn)
- Move queen right 3 down 3
- Move 1st knight left of queen, rescue queen
- Move 2nd knight right of 1st knight, take queen
- Move king above 2nd knight, take queen and drop queen to the right
- Turn ends. Next turn, capture sword enemy with knight and axe enemy with queen
If enemies change position, then that changes things, tho it may still be possible.
this rules. ive been workshopping a chess fire emblem for a while now but i dont know anything about making romhacks
Me: and that would be checkmate!
Random brigand: ……. Ok 0v0
Me: *Get bonked by an axe*
that blunders a horsey
What do you use for modding