Fire Emblem - Rising Thrust - more combat with working diagonal Line Of Sight checks

Поделиться
HTML-код
  • Опубликовано: 3 окт 2024
  • No more shooting through walls.
    "But what if there was a map where you wanted foes to shoot through or over walls?"
    Can always add flags to each movement tile to decide whether they allow LOS or not. Or disable the check for LOS exclusively during the enemy's turns with event scripting.
    "That gimmick doesn't sound fair!"
    Good strategy games don't put you in fair situations. They make the odds seem unfairly stacked against you even when you have all the tools you need to win and more.

Комментарии • 7

  • @williamrodriguez9963
    @williamrodriguez9963 4 месяца назад +12

    Oh my god, did you just made the pair attack of Awakening in GBA? That's f awesome dude

    • @JasonGodwin69
      @JasonGodwin69  4 месяца назад +3

      Pair Up attack is a feature in Lex Talionis Maker, I'm using that Python engine.

  • @arclight3213
    @arclight3213 4 месяца назад +2

    Diagonal LOS for attacking and movement seems like an interesting choice. Coming from games like Mystery Dungeon which allow diagonal LOS, diagonals feel oddly overpowered movement and attack-wise. It makes crossing square open spaces much less threatening, for example, and allows for moving around obstacles like pillars or rocks without penalty to your overall range. Though most interestingly, it turns the diamond shaped movement range on its side and gives you a square movement range instead, where maximum range is not dictated by lateral movement, but diagonal movement.
    What inspired you to make this change, despite all the movement complications it introduces?

    • @JasonGodwin69
      @JasonGodwin69  4 месяца назад +4

      On a square grid you can be surrounded by 4 foes who each get one hit on you with 1 range weapons. On a hex grid, 6 foes can get you. But on a square grid with diagonal movement and attacking, 8 foes can surround and attack one foe in one turn. This makes juggernauting worse and 1-range melee units better, just like improving Attack Stance so it gets friends and foes within 2 tiles of the attacker and target. Really it's a bit silly that a swordsman adjacent to an archer can Dual Strike someone 2 tiles away from the archer and 3 tiles away from the swordsman but a swordsman right behind a foe couldn't help Dual Strike that foe unless he was adjacent to someone with a 2-range weapon attacking that foe in vanilla FE. My game has Attack Stance, so if we assume the first attacker's dual strike partner is positioned so he is in range to assist when attacking, without needing to move, so he can move in and attack next, eight attacks in one turn with 1-range melee weapons can turn into 16 attacks with 1-range melee weapons in one turn. The more places you can be attacked from with melee, the better melee gets. To balance this out, ranged weapons deny counterattacks even when the foe is seemingly in range to counter. Bows, Magic, even thrown melee weapons (which suck hard on purpose for balancing purposes and cannot double or crit), they all deny counterattacks unless your foe's weapon matches or surpasses their range.

  • @something1558
    @something1558 4 месяца назад +3

    This is pretty impressive

  • @StarshadowMelody
    @StarshadowMelody 4 месяца назад +4

    Rising Thrust? Did you mean Raiden Thrust?(sorry, too much FFXIV)