Fire Emblem but Attack Stance and Guard Stance are actually balanced now
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- Опубликовано: 19 июн 2024
- No Guard Gauge! Using Guard Stance won't prevent enemies from Double Teaming you, but will prevent you from Double Teaming foes! And the stat boosts granted to the Lead Unit by Pair Up are determined solely by Class! No need to have your S-Rank choices and child unit creation choices shaped by who you want to make into Pair-Up Bots and Stat Backpacks and +4 Strength +4 Stam Leather Belts for half your army. And because Transfer/Rescue/Drop won't end your turn when used, pairing units up is now more of a movement tool and less of a "Break the game" tool.
Basic Classes will buff one stat, and Advanced Classes will buff two stats. And because not all Stats are created equal, they will not be buffed equally.
why diagonal mov/ranges?
Why diagonal mov/ranges? Because nobody can stop me.
On a square grid you can be attacked from four places at once.
On a hex grid? Six places.
But on a square grid with diagonal movement and attacking? Eight places at once!
And it only gets exponentially better when ranges increase. 24 units with 1-2 range options can surround a 25th unit and strike him.
It turns Fire Emblem into more of a position-based strategy game by making Juggernauting harder, potentially even impossible.
Ah, I think I'd have to see it in practice but in principle I think that could work well with the right map design. It is worth noting, however, that diagonal movement is essentially worth double that of horizontal/vertical movement on a square grid, and because of that it strikes me as an odd choice. You've probably thought of that though.
What the heck is going on?!
Romhacking.
Though I don’t how they managed to mod the UI.
@@projectpitchfork860it’s clearly it’s own engine
This ui looks like a rpg maker game ngl
I'm using LT-Maker, but with custom code edits by me.