[WIP] Fire Emblem Fates Conquest Styled Birthright

Discussion in '3DS - ROM Hacking, Translations and Utilities' started by Kobazco, Feb 13, 2017.

  1. Kobazco
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    Kobazco GBAtemp Fan

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    This is a mod that aims to make the Lunatic difficulty of Birthright as difficult as Conquest Lunatic or at LEAST Conquest Hard mode. As of right now, the first 10 Chapters of Birthright are finished along with Paralogue 1. Expect 1-3 chapters a week depending on size and difficulty of chapter. Also most chapters usually need testing first.
    Images Within:
    Warning: Spoilers inside!

    Instructions:
    Warning: Spoilers inside!

    Individual Finished/Released Chapter Changes:
    Warning: Spoilers inside!

    Requirements to play this:
    • NTR CFW
    • Hans if you really wanna try rebuilding a romfs.
    Chapter Previews:
    Warning: Spoilers inside!

    Suggestions:
    I am not the perfect level designer. If anyone has any ideas about level design and balance, please give me suggestions!

    Github: https://github.com/Kobazco/FE-Fates-Conquest-Birthright

    May or may not be consistently updated. Also how do I github
     

    Attached Files:

    Last edited by Kobazco, Mar 1, 2017
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  2. Kobazco
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    Kobazco GBAtemp Fan

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    The map I really want to rework on a grander scale is Chapter 7. Currently all it is is you choke pointing a certain area while enemies just throw themselves onto you. I've discouraged the choke point by giving a unit or two lunge, but I believe this level would be able to benefit more overall by having some units moved around and AI changed. Anyone have any ideas? For reference, it's this level:

    [​IMG] [​IMG]
    [​IMG] [​IMG]
     
  3. thane98

    thane98 GBAtemp Advanced Fan

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    I don't have any ideas with regards to level design, but if you want to add more spawns and change AI, then take a look at @TildeHat's tools for editing dispo files.
     
  4. Kobazco
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    Kobazco GBAtemp Fan

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    Thanks for that, but I already had this tool. Although I'm still confused on the very first part of a unit line, which is the UNIT PID. This is what I assume tells the Unit's name and class, so is a unit's class tied to their character? If so then I would need to take enemy units from other chapters just to get the class variety I might want.
     
  5. thane98

    thane98 GBAtemp Advanced Fan

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    Yes, unit PIDs identify which character you are currently dealing with. You can create map-specific characters through the map's person file, but there aren't any tools for that at the moment.
     
  6. Kobazco
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    Kobazco GBAtemp Fan

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    Alright thanks, I'll likely just take units from other chapters if possible. Also does setting the level to anything besides default mess with their stats or is that set elsewhere as well?


    Also on a side note, I've fixed the issue of Ryoma and Xander having a not so honorable duel in Birthright. Xander would often ditch Ryoma in favor of one shotting one of your units in Vanilla Birthright, which I found to be kind of dumb.

    [​IMG]
     
  7. Kobazco
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    Kobazco GBAtemp Fan

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    I've got a current chapter 6 rework happening right now, surprisingly on actual paper since this is what I do instead of take notes in class.

    [​IMG]
     
  8. Kobazco
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    Kobazco GBAtemp Fan

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    To go along with the last post, here's a key of sorts. So look at the map and find say, S4. Look at this paper for S4's weapons skills and position. All of this is very subject to change once I get the chance to play test the level.

    Warning: Spoilers inside!
     
    Last edited by Kobazco, Feb 13, 2017
  9. Kobazco
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    Kobazco GBAtemp Fan

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    I am now releasing Chapters 6-8, but the main change here is Chapter 7. Here's a changelist for every chapter:

    Chapter 6 Change list:
    • Ryoma and Xander are now in the top part of the map much like they are in Conquest, this makes the chapter not impossible anymore.
    • Added a fighter and outlaw that are paired up near Leo.
    • Gave all of the enemies skills.
    • Gave Ryoma Astra for this chapter.
    Chapter 7 Change list:
    • Completely reworked the layout of units and pacing of this chapter.
    • 3 rows of units wait in the bottom right part of the map, coming at you in waves from left to right on turn numbers as follows; 3,6, and 9.
    • Silas and his squad will begin moving on turn 12.
    • Removed the Outlaw that steals the armorslayer until I can find a way to make him appear later in the chapter to match the new pacing.
    • Units in this chapter will not just all run into you one at a time, many of them will wait until you are range, and will go for good dual attack chances. (Example: Poison Strike Outlaw attacks first, allowing a fighter to follow up for more damage and supported by the outlaw.
    Chapter 8 Change list:
    • Fuuga has the 3 steel enemy only 1-2 range weapons.
    • This chapter is themed around enemies initiating attacks on you, be careful where you leave your units.
    • NOTE: This chapter is largely unfinished in terms of rebalance, I plan on doing more with it in the future.

    Preview of Chapter 7:
     
    Last edited by Kobazco, Feb 15, 2017
  10. Kobazco
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    Kobazco GBAtemp Fan

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    Chapter 8 has now been reworked fully.

    Chapter 8 Change list:
    • Mainly focused on the Seal Resistance into Magic +2 and Malefic Aura traps towards the back of the level.
    • Movement +1 units to help get around the desert faster.
    • Still mostly on Iron weapons.
    • A Dual Yumi Archer with Lancebreaker. (Might be too strong)
    Chapter 8 Preview video:
     
  11. windwakemeupinside

    windwakemeupinside Resident Gost

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    Faerun
    Good work!
     
  12. Kobazco
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    Kobazco GBAtemp Fan

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    So I just played through and recorded chapter 8. The video came out fine but I accidentally didn't save and have to redo the level, so chapter 9 changes are delayed until later.

    Chapter 8:

     
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  13. Kobazco
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    Kobazco GBAtemp Fan

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    This took way too long to get working. I accidently typed in EvenHanded instead of Evenhanded which broke the chapter lol.

    Paralogue 1: Tragic Start
    • More units added to the map
    • Re positioning of units
    • Some units are paired-up
    • This level no longer plays at your own pace, many enemies will start moving at you on different turns. (Boss and top left on turn 15, etc.)
    • Basically, run the hell over to Mozu ASAP
    • Untested as of now, but should be possible with proper pacing
    [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG]
     
  14. rammiloh

    rammiloh Newbie

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    This is looking great. I doubt I'd be any good at it if I tried downloading it, but I'll subscribe to your channel since I'm interested in seeing how all these maps will play out.
     
  15. Kobazco
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    Kobazco GBAtemp Fan

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    Thanks. I also played through and tested Paralogue 1 but didn't get to recording it, sorry! I'll just give a brief rundown of Paralogue 1 instead for you guys.

    • the top middle and bottom right group of enemies start moving on turn 3. You don't want to get caught between these 2 groups so I suggest moving down to
      Mozu ASAP.
    • The bottom left group moves on turn 10, so if you take too long with the first 2 groups, you'll find yourself trapped.
    • Finally, on turn 15, the boss and his group on turn 15 start to chase after you. This is probably the hardest part of the level, as the boss's Seal Defense will stack with other nearby Faceless.
     
  16. DeathChaos25

    DeathChaos25 Unmei wo kaeru!

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    You mean this?

    Back then I didn't really have a good grasp of how most stuff worked, not to mention that literally no tools existed at the time, so progress was painfully slow since everything had to be done manually, that and the effort needed at the time (and being in a period where I didn't have much free time), so I just ended up dropping it.

    Feel free to borrow stuff from it though, for example, I edited some stuff in Fuga's chapter, he has Natural Cover and his tile was changed to a Dessert Tile, needing you to use a Dragon Vein right next to Fuga to change it back to normal terrain, which of course means wasting your turn and getting hit by Fuga.
     
  17. Kobazco
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    Kobazco GBAtemp Fan

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    Interesting. I'm not quite sure how to edit terrain yet, and I still need to find out how to add new units to existing person files. So for example I could add mercenaries to chapter 9
     
  18. guedesbrawl

    guedesbrawl GBAtemp Regular

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    You know, i thought the outlaw that pops in to steal the armorslayer was enough to discourage tanking out chapter 7. Glad you are doing tests with Felicia users in mind!

    Plz, if you are gonna do this, make a "balance patch" of sorts to go with it and make the low tier units (or rather, anyone that doesn't have a prf weapon or ninja/spearfighter access or is a prepromote) more viable. Especially if possible fix the low level nonsense that is going on with Hayato and Setsuna. As in, not a patch but built-in changes to make the lowmanning with OP people less viable and more of the cast viable, and modifying useless reclass options (such as Hana's or Orochi's)

    I've actually been mulling over ideas for a balance patch (for fun, i don't hack stuff) and could share them with you, if you want... though really, now that you are doing a harder mode there's a lot just a few swordbreakers and shurikenbreakers could do to some of the OP guys, so maybe the nerf ideas i have won't need to be used if you accept.

    Besides that, a few things:
    *It would be nice to see Hayato as an enemy in C8, if possible
    *It would be nice to get rid of the superfluous dragon veins in many chapters (Chapter 9, 14 and 22 come to mind), or to make it so that the player would need or want to seek them out.
    *Have a couple Mov+1/Aerial Superiority Kinshi knights stationed in Chapter 21 to discourage a flyskip
    *Flora's chapter should have its gimmick of "can't see any enemy but Flora" ignored. Make it so that at least one of each enemy kind in the chapter is seen from day 1.
    *You might want to up the difficulty in the paralogues. I've talked with someone in Gfaqs about your hack, and it seems the paralogues can be used for some easy grinding to twist the difficulty curve, and if you don't change them this will be the same.

    hoping to see more from your work! thanks for making this!
     
  19. Kobazco
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    Kobazco GBAtemp Fan

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    I'm on my phone right now so I can't reply in depth, but I'll give some insight here. As you might have noticed, I am redoing the paralogues and have already done the module level. Also the outlaw does pop in still, on turn12 instead I believe which is fine with the levels pacing. I'm currently working on chapter 9 and should have that done by tonight with maybe chapter 10. The main chapter I'm worried for though is chapter 12, the garon/Xander level. That one is gonna be really hard to do. Im thinking Ill discourage sending a flier with corrin in favor of having you rush through the level. I might set Xander back a turn or 2 as well to make it more beatable since that level was already a pain.
     
  20. guedesbrawl

    guedesbrawl GBAtemp Regular

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    The Great Knights that normal lunatic stationed near the exit actually already discourage you from flying. it just dones't discourage you to reset and hope for a crit/DF on turn 1 over and over again, haha... just a couple outlaws and a Wyrmslayer unit should be enough to discourage you from going for a 2-turn flyskip

    chapter 12 has a problem that Team Xander's Ai can be heavily manipulated by a flier. I honestly think that Xander could simply have a "only move is something is in range" AI to force you to use the DV. Peri and Laslow might be okay to leave as they were...