Saturday, May 21, 2016

Futsuo

Futsuo is Shin Megami Tensei I's protagonist, and the reason why this is a Shin Megami Tensei and Fire Emblem fangame rather than just a Fire Emblem fangame. He's somehow been transported to Arachnea, and his main mission is to get the hell out of there.

Stat-wise, he's a carbon copy of Mercenary Kris from Mystery of the Emblem. Same bases, same growths.

Like any good Shin Megami Tensei protagonist, Futsuo has the power to negotiate with enemy demons. In this situation, though, it's a bit different. The Scout skill has a 75% chance to successfully KO an enemy demon. Should it be successful...

Futsuo learns those skills! Forever. The top skill window is magic-based skills (under the DSP/Mag menu), while the bottom window is the Extra skills (DSP/Ext). The latter are physical skills with either no cost or a SP cost, while the former are magic skills with an MP cost (except for Scout, which is there so it's affected by Silence).

Level 10 brings Futsuo his next skill - Attack Stance. Its most basic effect is giving another unit +10 Hit.

Far more importantly, however, is that it gives the target a new skill to use for the next five turns - Dual Strike. It works exactly like a regular attack. However, Futsuo chips in, adding half the damage he would regularly do to the total damage dealt.

Another team-up skill, Mag Team, is added; it does the same, but using both the user's and Futsuo's Mag.

Level 25's skill is Inspiration. Like Charisma, it's an aura skill - one that raises everyone else's Str, Mag, Def, and Res by 10%. Unlike Charisma, though, it's an equippable skill, so people who aren't Futsuo can still use it.

Raising Futsuo to level 35 gives him access to Demonic Pact. This cuts his max HP in half, but raises his Hit, Avoid, Critical, and Crit Evade by 30 each. Both effects only last three turns.

Thursday, May 19, 2016

Marth



What better way to start this off than with Marth? Being Marth, he's quick and strong, though his defense isn't too hot.


Each class learns four skills by default - like Fates's special classes, they learn them at levels 1, 10, 25, and 35. Everyone just gets 40 levels in this game.

Anyways, Marth's level 1 skill is Charisma. This will raise everyone's Hit and Avoid by 10 - except for Marth. He gets jack. This is one of a specific subset of skills, called "Aura" skills. They all have the effect of affecting everyone but the user, just like their corresponding skills in Awakening/Fates.


Level 10 brings Marth the Guard Stance skill. This lets him reduce someone's damage taken by one-third. Nice, no? Though he can't reduce damage to 0, unless it's already 1 or 2, I believe. Like Guard Stance in Fire Emblem: Fates, Marth cannot act while in Guard Stance (which lasts for 5 turns), but he can't be hit, either.

As a result of the shenanigans that cause Marth to enter the state that causes the can't be targeted/move effects, "NULL" will show up under the +Charisma icon. There's not anything that I can do about that. (Well, I could cause the state to be added to Marth by common event, which is actually probably ideal, especially since no one else can use Guard Stance. But I can't show off my ~mad RPG Maker VX Ace~ wizard skills then.)


Achieving level 25 awards Marth the Speedtaker skill. It does what you might expect from a skill called Speedtaker - it lowers the target's Spd, and raises Marth's. (It isn't based on if you kill the opponent or not because a) that's a lot more impractical in a turn-based RPG and b) I don't know how to add effects that activate if the target dies.)

Also you punch the guy with whichever is higher out of Str or Mag (applied to the appropriate defense). I'm not sure why I bothered including that, really. I guess if I decide to add -taker skills to the equippable skill pool? I mean, unless you go really out of your way (have him wielding the Levin Sword and stack him with Mag +2), Marth is going to have higher Str at all times.

To top it all off, at level 35, Marth can learn the Aether skill. This baby costs 50 SP, and is a standard attack with the following buffs:

  • Marth's Str is doubled for it. (The two-hit nature of the attack)
  • The enemy's Def is halved for it. (Luna)
  • Marth is healed for an amount equal to the damage dealt. (Sol)
Beyond that, Marth has another few tricks that are exclusive to himself. It's spoiler territory to reveal what, but if you played Mystery of the Emblem, you can probably guess what it is.

Friday, May 6, 2016

Map and Battles


The first map of the game is, as you can see, Talys Island. If you thought originality was my strong suit, then let this dispel any myths. You can probably guess at some elements already, but to clarify:


  • Villages are pretty much menus. Right now, it consists of the weapon shop, item/skill shop (more on that later), and an interaction (in the village currently on the map's case, recruiting Futsuo). Later maps may have more interactions at the cost of shops; it depends on if I can make a map where the shops already on the map can be centered in on the tile.
  • Houses are, as they are in the main games, one-liners giving game tips.
  • Forts house fixed encounters. Dispelling those encounters will give items or a chance to heal. (There's going to be random encounters, in case you're getting your hopes up. Probably will be pretty frequently occurring, too, given that the average map won't be as big as a standard RPG map, but...we'll see.)
    • The non-Marth icons on the map are an indication of the enemies in the encounter. The axe-wielders indicate Brigands, while the demon icon is, well, a battle containing demons. I'll readily admit that the demons are just there so you have to get Futsuo from the village.
Arenas will most likely return, as well. Now, onto the battle!

Battles are a lot like in Paper Mario. The player characters each get a turn, and perform the selected action immediately after its target is selected. When all player characters take their turn, the enemies will move. Control switches until one side is completely dead. There aren't any Timed Hits, though.

You could also compare it to SMTIV's Turn Press system, I guess, though you can only get extra turns by dancing.

Like, I know I have this brigand because they're native to Talys.

By pressing Shift while choosing a target, you can look at an enemy's stats, and compare them to the current unit's. The stats are most likely what you expect they are - Str is physical strength, Def is physical defense, Mag is magic attack, Res is magic defense, and Speed affects dodge rate. (No doubling, though.) The only one that might be a mystery is Skl. It's basically Skill and Luk from Fire Emblem rolled together, determining Hit and Critical Evade in its entirety, and helping determine Avoid. Skl is determined by adding a Fire Emblem unit's Skill and Luk together, while for demons it's just based on their Luck in Shin Megami Tensei I.

You can also see in the screenshot above HP and SP. HP should be obvious. SP, however, might not be. Rather than be "magic points but actually not", like in Persona, in here they're actually an alternative to MP, used for special skills (think Sol, Luna, Astra, etc.), built up by attacking, guarding, and being hit. MP is here and used like normal (though the only ones who end up using it for the most part is Futsuo and Wrys - Merric attacks using tomes, and most magic is demons-only.).

The only reason why you aren't seeing a 0 for all of the stats with 1 in them is because RPG Maker VX Ace won't let me. So everyone who didn't have any Res got a small buff, I guess.


Pressing W takes you to the selected enemy's elemental resistances screen. Pretty much every attack in the game is governed by one of the elements here. (Not shown: dark, because it wouldn't fit, and almighty, because it technically isn't an element.)

The basic weapon triangle has been reworked as slash (sword) > strike (axe) > stab (lance) > slash. As seen above, a unit with the advantage takes 10% less damage, while a unit with the disadvantage takes 10% more damage. It's still completely tied to the weapon - should Cain switch to a sword, he'll resist axes but be weak to lances.

The magic triangle works much the same way, but its changes are more than names. Ice has completely taken the place of wind, being weak to fire but being strong against elec (thunder magic). Light and dark tome-wielders gain just a 5% resistance to fire, ice, and elec, but take 10% more damage from the opposing element.

I'm thinking of merging the two triangles, Fates-style (so that it goes Fire/Slash > Ice/Strike > Elec/Stab > Fire/Slash). Hmmm. Either way, the whole weapon triangle doesn't affect demons - they use their resistances from Shin Megami Tensei.

You might notice the whopping 300% weakness that that Peg. Knight has against wind. This is, of course, because it deals effective damage. Wind covers both wind magic and bow attacks. There are other sources of effective damage on regular weapons - in that case, it will deal 300% of the regular damage dealt (if you deal 0 damage, you'll still deal 0 damage, while if you deal 1 damage, you'll now deal 3), though it ignores any triangle bonuses (due to how RPG Maker VX Ace handles multi-elemental attacks).


The majority of the calculations are performed the same way as the basic Fire Emblem games, with a few differences. Damage is simply Str - Def, due to the fact that weapon Mt is added onto Str when you equip a weapon. Functions that involved Luk have been modified to use Skl. Perhaps the largest difference, however, is character growth.

Instead of it being a percentage-based chance to get a stat on level up, each stat rises by a set amount. Whenever that amount reached a whole number, you actually get a point in that stat. It's much worse than the growth rate system (for starters, the first level-up will be empty for everyone besides Ogma, Barst, and Wrys, and even then they're just getting HP, HP, and MP, respectively), but I have to make do with the hand I'm dealt with.

To help out, though, growth rates can be increased based off of the skills you have equipped. Having HP +5, for example, will give +0.5 HP on a level up. They exist for more than the stat-raising skills, but to reveal them all right now would ruin the air of mystery.

Oh, yeah! Skills!


Each character has 5 skill slots available, like Awakening. They function exactly like armor in any other RPG, except only, like, two raise your Def. (3 if you could Res +2). For the majority of the skills, anyone can equip them, though there are a few exceptions here and there. Iote's Shield, for example, can only be equipped by Peg. Knights or Wyvern Knights.

Each character also gets four skills by leveling up, also like Awakening. These cannot be switched around, and do not give stat bonuses.

Anyways, this is getting to be a pretty long post! So I'll drop off here. Suggestions, as always, are welcome. Until next time!

- Lief Katano

Wednesday, May 4, 2016

Reincarnation Emblem: The Basics

Good(?) news: this is the only piece of art I'll do for the game.

What is Reincarnation Emblem?

Reincarnation Emblem is a RPG Maker VX Ace project that crosses over Shin Megami Tensei and Fire Emblem, somewhat similarly to Tokyo Mirage Sessions #FE. Unlike TMS#FE, however, it uses Shin Megami Tensei characters (namely the Main Characters of each game - here referred to as Futsuo, Aleph, and Demi-Fiend). It also takes place in Arachnea, not Tokyo, so expect to see more familiar faces.

The basic plot, as it is so far (admittedly, I've been focusing on the mechanics so far) is that there's a series of rebellions going on across the continent. As such, Marth sets out to help quell them. Along the way, he meets Futsuo - a foreigner with strange weaponry and a device on his wrist unlike anything in Arachnea. He's not the only strange thing popping up, either - unusual monsters have also been appearing, which Futsuo can somehow communicate with. Marth meets the figures spearheading both the sides of the nobles and the sides of the rebels - Aleph and the Demi-Fiend, respectively. Both sides seem to have valid goals... but perhaps there is something bigger pulling the strings?

The game uses a round-based battle system, courtesy of Yanfly Channel. Actually, most of this game is possible due to Yanfly Channel. Most of the mechanics and any related points will be as faithful to Shadow Dragon and/or New Mystery as possible, except for Wrys, because he's awful.

I'm open to any and all suggestions. Future blog posts will mostly focus on the mechanics of the game. It will, of course, be free on release, because I don't want Nintendo and/or ATLUS to have my head.

Until next time,

Lief Katano