Fire Emblem: Rising Thrust - Worse Curse System

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  • Опубликовано: 13 окт 2024
  • After deciding between Underdog Mode (The way the game was meant to be played) and Hero Mode (Easy Mode for casual and beginner players who just want to experience the story), Fire Emblem: Rising Thrust's Curse System lets players customize their difficulty further by applying various Curses to their run to make it harder and more cursed. Ever wanted to play on DEATH DIFFICULTY, where you have NO MONEY, NO GROWTHS, SAME-TURN REINFORCEMENTS, AND EVERY TURN, THE MAIN LORD HAS A ONE OUT OF TEN CHANCE TO DIE FROM RANDOM HEART FAILURE? Does that sound too easy? Well, how about TURBO DEATH DIFFICULTY, where all of that is true, but you also have Negative Growths(When levelling up, your characters lose the stats they would normally gain), foes grow tougher and hit harder over time, and... oh yeah, you also have to deal with CONSTANT FOG OF WAR. But your enemies don't have to deal with constant fog of war, of course. They can see you just fine with this Curse active. I might make a map where enemies fairly interact with the Fog Of War mechanic and can't see you in the Forests unless they're adjacent to you. Yes, I like Advance Wars, how did you know? Also, I made a global hidden skill that adds 2 to every unit's bonus vision range... And I could add another Curse to turn that global hidden skill off. The Worse Curse of Fear ensures every unit under your command has a vision range bonus of 1. The Even Worse Curse of Fear ensures every unit under your command has a vision range of zero, so you can't even see your opponents when adjacent to them unless you have a Thief spotting them for you. Have fun with that!
    If you get the "Fear and Surprise" Monty Python reference, you win one internetz!

Комментарии • 46

  • @JasonGodwin69
    @JasonGodwin69  6 месяцев назад +5

    Good news, everyone!
    Today I added the Curse of Reverse, the Curse of Dice, and the Worse Curse of Dice!
    Curse of Reverse - When attacking foes, they will always counterattack you first.
    Curse of Dice - Every attack anyone makes has a one in six chance to deal zero damage. Better hope you don't roll a one!
    Worse Curse of Dice - Every attack? No. Only your attacks have a chance to fail.
    Even Worse Curse of Dice - That's right, I know you secretly love when Fire Emblem gives you 60% hit rates! But a one in 6 is only a 17% chance to fail. Now you have a 40% chance to deal zero damage when attacking.
    I also added some Blessings that optionally make the game easier or more convenient. Turn off fog of war for the maps that have it with the Blessing Of The Cat! Turn off enemy reinforcements altogether with the Blessing of Finality! Turn off player unit deaths with the Blessing Of The Phoenix! Double money gains with the Blessing Of Plenty! Buff all your guys with the Blessing Of Might! Give your main Lord an overpowered personal weapon from the game's start with the Blessing Of Death! Turn on Casual Mode with the Blessing Of Life! Fixed Growths is already on, the game was balanced around it.

    • @dylanzlol7293
      @dylanzlol7293 4 месяца назад

      Are these the only curses you can have or will there be more curses

  • @adamkampen
    @adamkampen 6 месяцев назад +50

    Glad we're bringing back lords having a 1 in 10 chance to die from sudden heart failure

  • @jimsface
    @jimsface 6 месяцев назад +20

    “arghhhhh my heart!” - eirika, eventually

  • @lpktf2player
    @lpktf2player 6 месяцев назад +21

    her dialogue really reminds me of that one trial area with poo being mutilated in earthbound

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад +3

      me when I lose my body parts meditating

  • @alduintheanti-dragonborn
    @alduintheanti-dragonborn 6 месяцев назад +24

    Excelblem would love this.

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад +12

      And Bismix. Not sure whether Zoran would like it.

  • @Kurayamiblack
    @Kurayamiblack 6 месяцев назад +15

    Dimitri: "I like your game's victory conditions"

  • @levelwhat
    @levelwhat 6 месяцев назад +3

    accepting curses and the droning sound of the text scrawl gave me the same feeling of morbid relinquishment as mu training in earthbound

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад +1

      Where are all the Earthbound fans coming from?

  • @Choojermelon
    @Choojermelon 6 месяцев назад +2

    This is a cool mechanic, but I also want to say that I like the way you write! FE hacks tend to lack dialogue that's engaging and compelling to read, but you have a way with words! Excited to see whatever you make c:

  • @xellis8434
    @xellis8434 6 месяцев назад +4

    I like how Anna reacted to accepting Death's Worse Curse.

  • @ethanstewart5108
    @ethanstewart5108 6 месяцев назад +11

    Anna being a libertarian makes a lot of sense.

  • @MooglesandNoponForever
    @MooglesandNoponForever 6 месяцев назад +15

    But do you get an exclusive title screen with a lovely new shade of green for beating this difficulty?

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад +9

      You do get an exclusive title screen with a lovely new shade of green for beating this difficulty, and it's a very lovely shade of green.

  • @claykc9918
    @claykc9918 6 месяцев назад +3

    What a baby game, I want the SUPER DEATH difficulty that makes it so that if I die in the game, I die in real life.

    • @dylanzlol7293
      @dylanzlol7293 4 месяца назад +2

      What about playing play russian roulette solo if you die in the game?

  • @DavidLe-i9e
    @DavidLe-i9e 6 месяцев назад +5

    Oh hey! I just came from a different video wondering if anyone made a concept similar to the "curse of life" and it looks like someone did! Has anyone made a campaign around it? Big stat characters getting worn out from numerous battles and etc?

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад +2

      I once saw a Fire Emblem romhack where everyone had 0% growths and thought "What if instead of reducing the growths by 100% you reduced it by 200%? That character with a 25% chance to gain strength now has a 25% chance to lose Strength when levelling up". But I'm not the first person to have this idea, turns out Negative Growths patches existed for a long time. I'm glad my game doesn't have to deal with stat underflow shenanigans. There's even a Fire Emblem romhack called "The Last Gasp" where the playable characters are a bunch of old veterans with negative growths.
      Some interesting changes happen in Negative Growths runs. The Growth Units are now Degrowth Units while the Jagen doesn't lose much in comparison unless his growths are too high for him to be a "real" Jagen. Promoting right away for the reduced EXP gain becomes the norm. Using all of your army to distribute EXP gains becomes a better plan than trying to raise "ultra-strong game-winner" type units. If you recruit guys later in the game weaker than your growth units would be if they were regularly used and trained, they become valuable because they can replace your weakened units. They can be run-savers even if they'd normally be bench-warmers or ignored optional recruits. Stat Tonics become more important. Skills become more important, they can guarantee damage even if your stats are gone, but you don't want to get too much EXP gaining those skills. You look for ways to clear maps while minimizing EXP gain instead of maximizing EXP gain. Pairing Up for stat buffs becomes more important, if the game lets you do that. You might Double Team enemies less, because Double Teaming grants full EXP to one unit and half of that to the other. Surviving an attack means EXP, so you might avoid Enemy Phase combat. Prepromotes might need adjusting so they don't completely dominate the run, as they gain less exp than everyone else, and usually have more stats than most of your foes and other units, ensuring the challenge hurts them less, but carrying the run like this might mean gaining enough EXP to offset how perfect they are for this run. But prepromotes can only be in one place at one time. If you have a character like that one Manakete girl who gains insane stats when levelling up, she now loses her stats when levelling up, and might even lose all her usefulness before her Dragonstone breaks, but that Dragonstone also gives her bonus stats that can't be lost until the Stone is. Even in a game with unbreakable weapons, she gets to have that "Powerful weapon you don't want to use" aspect of her character and function and unit feel, but because of the Stone bonuses there's a limit to how bad she can get. Maybe some kind of "Death's Even Worse Curse" could be added where every unit dies upon falling to certain stat thresholds. There might already be a character programmed to die upon hitting certain stat thresholds no matter what Curse is active. An entire Fire Emblem game could be balanced around every unit having a "Life" stat that goes down with each level up, maybe even spontaneous heart failure upon hitting zero. Or it could be an "Age" stat that goes up with each kill and map clear, causing stat penalties. An "Age" stat that causes stat penalties could have interesting interactions with stat-altering items meant to alter that age.

  • @dylanzlol7293
    @dylanzlol7293 4 месяца назад +2

    The thumbnail is kinda funny tbh

    • @JasonGodwin69
      @JasonGodwin69  4 месяца назад +1

      Thanks, I worked hard on that thumbnail! It was a bit of a hassle to get all that text visible in the thumbnail.

  • @CLTurtle
    @CLTurtle 6 месяцев назад +3

    The traveler Anna met: Makes a one off joke about heart failures
    FE Community: WE'RE DOING IT, BABY!

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад +1

      Sometimes when I do game design I get carried away.

    • @CLTurtle
      @CLTurtle 6 месяцев назад +1

      @@JasonGodwin69 Nah, don’t worry about it, what you got is amazing! Some of these difficulty additions are really creative, and kinda funny to imagine people playing with these turned on

  • @chromxrobinandcorrinxcamil9031
    @chromxrobinandcorrinxcamil9031 6 месяцев назад +1

    Truly an omegalul moment and the greatest FE game ever, 9001/10.:)

  • @paperluigi6132
    @paperluigi6132 6 месяцев назад +5

    Ah, I see this game comes with the Death difficulty.
    Time to strike a deal with the governments and every mob on earth to make Super Death a thing.

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад +1

      Super Death can be a thing if you pretend to die for a bit after each ingame death. Streamer chat might like that.

  • @timce9220
    @timce9220 6 месяцев назад +2

    And someone will still 1 round the final boss

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад

      Not if I give the boss Reviver Seeds or whatever the game called them.

    • @kyokonull
      @kyokonull 6 месяцев назад

      undo grass? revival herbs? etc ​@@JasonGodwin69

    • @lil_Maccao
      @lil_Maccao 5 месяцев назад

      ​@@JasonGodwin69 wasn't reviver seed PMD?

  • @geisttraft7190
    @geisttraft7190 6 месяцев назад +3

    What the heck do the AND and DEATH stats do?

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад +2

      AND is ANti-Damage. Reduces the damage taken by enemy attacks. Magic bypasses half of this stat.
      DEATH is damage. The damage units deal with their attacks.

  • @A_Person_64
    @A_Person_64 6 месяцев назад +1

    Sis speaking Heroes skill description 💀

  • @kwagar9810
    @kwagar9810 6 месяцев назад +3

    this looks so peak

  • @zb3268
    @zb3268 5 месяцев назад +1

    I dunno, the curses seem rather boring to me. A classic case of taking away tools to increase difficulty instead of adding more complexity to do the same.
    I think if you are going to adjust numbers it would be better served in the game mechanics already. Something like “rusted away” - weapons lose hit chance the more they are used. A player can still play around it but also chooses when to accept the risk. Your first two curses are just a round about way of putting a turn limit on enemies, -gold takes away the entire gold mechanic from the game denying player agency. Negative growths is interesting but just makes Jeigan units more in demand for the late game. Essentially just making early recruits only job to be to weather the negative consequences of winning.
    None of your other current curses besides negative growths really change the way you have to consider the game and I think that is limiting in terms of design space. Worse yet, some are just actively forcing fail states in planning. I know the game is balanced around a particular point but if it still keeps the standard FE formula, I don’t see myself picking this up and enjoying any of the intended difficulty adjustments.
    Like, yeah it’s difficult, but is the difficulty in service of fun, or just making the game a chore?

    • @JasonGodwin69
      @JasonGodwin69  5 месяцев назад +2

      The Curses are not mandatory. The game is still a challenging experience without them. I just wanted people to be able to add optional restrictions and penalties to their game if they want. I don't expect anyone to take "Lord has a random chance to die because RNG" seriously or beat the game with all curses active.

  • @asra-5180
    @asra-5180 6 месяцев назад +1

    That's a some spicy bad grammar!

  • @ultimapower6950
    @ultimapower6950 6 месяцев назад

    So is this is a meme?

    • @JasonGodwin69
      @JasonGodwin69  6 месяцев назад

      It's not a meme, it's a real thing I'm putting in the next FE game I'm making.

  • @adelina7520
    @adelina7520 5 месяцев назад

    *Promosm* 👀