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Fire Emblem: Rising Thrust - Diagonal Emblem battle 

Jason Godwyn
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Man, rebalancing Fire Emblem to take diagonal movement and attacks into account is going to be a huge pain. And right now aiming attacks diagonally only takes 1-range attacks into consideration. I'll have to fix 2-range attacks and make sure they target a proper square, not a stupid diamond. My game has a lot of 2-range options, the fliers immune to 1-range attacks from grounded enemies (and counterattacks from 1-range grounded enemies if not using a 1-range weapon) make them necessary. My game also has a lopt of 5-range options. Archers shoot from (Strength divided by 5) plus 1 tiles away, up to a maximum of 5. Not sure if my game will have Siege Tomes and Ballistas that can snipe you from some absurdly high number of tiles away. I never felt like that was good game design, even if they usually do have low hit rates. 5 range on an archer is good enough. Especially if they can gain more range by standing on Forts/Hills/Mountains.

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6 авг 2024

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Комментарии : 4   
@CowCommando
@CowCommando 2 месяца назад
I forgot how over the top Fire Emblem could be. That Killing Edge animation for a basic 14 damage followed by a regular hit for the same 14 was hilarious, not to mention that just about everyone elses hits did more damage.
@JasonGodwin69
@JasonGodwin69 2 месяца назад
I wanted crits and misses disabled. I set crit multiplier to 1x and crit hit and crit avoid to 0. Hit is 110 and Avoid is 10. I should probably set crit avoid to 1.
@indeaguin4294
@indeaguin4294 2 месяца назад
I thought Arthur would have 2 rings of attack range 😢
@JasonGodwin69
@JasonGodwin69 2 месяца назад
2+ range weapons get fixed later.
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