Re: Let's Play Fire Emblem: Echoes - Shadows of Valentia: A Tale of Two Lords
Posted: Sat Jul 18, 2020 10:56 pm
Update 3: Get Crit (Ram Woods and Fleecer's Forest)
(A brief note that there will not be any battle GIFS for this update, apologies for that, but the software I use to get video off the 3DS was on the fritz. There should be some in the next update.)

Alright, the beach bums voted, and the overall vote was to bring both Faye and Kliff. Faye still managed to pull ahead with about a third of the votes against her in the end. Pretty much everyone aside from a small few voted to take Kliff.
That being said, let's grab these nerds and get on the road of to war.



And with a little fanfare, she joins. How anticlimactic.
Huh? Now you want me to come with you after all? Make up your mind!

Yay, friendship!


Music: Act 1 - Where the Wind Rustles |
YT
KHin
NES
Then, skipping past the conversation at the end of the last update brings us here.

...but my fellows in the Deliverance have been fighting to reclaim it.
See that little entrance in the top left? That's the Deliverance base.
We’d best prepare ourselves for a long journey.

Indeed, this will take a bit of time, but we've officially reached the actual gameplay. There's not much for us to do right now but cross into Ram Woods, and go up against these bandits blocking the path.




Music: The Incorrigible |
YT
KHin
These here woods belong to me and my boys, see? So if ya wanna be passin’ through, yer gonna have to pay the toll. Ha ha!


But it’s only been minutes—we’re still within sight of the gates!
Worse surprises than this await us, Alm. Is everyone ready?



Alm, if I may? You mustn’t rush headlong into battles on your own.

Trust them. Give them something to do. …At least let them deal the final blow.
Right. That’s good advice. I’ll give it a try!
(Yes, that's the game trying to explain basic mechanics.)
Anyways, here we are, at the first real battle of the game. I already showed off our character's stats last update, no need to do so now as they haven't changed any.
Player Turn Music: The March to Deliverance (Prologue)|
YT
KHin
NES
Enemy Turn Music: The Air of Brutality (Prologue)|
YT
KHin

First thing to note are these Supplies- it's the new version of the healing tile from Gaiden. Marked by a big green magic circle, a long flag, and boxes of oranges (no, seriously) they regen HP per turn when you stand on them and give 40 avoid.
Normally, they're pretty good places to camp out, but for this map they're back in the village walls which happens to be the approximate distance of too damn far for me to care.
They also are the source of Gaiden and SoV's most unusual AI quirk, one we'll see by the end of this update.

Anyways, uh, say hi to the first and only axe users in the entire game.
No, seriously.
And we don't get any, ever. I meant what I said about the Splitting Axe.

Look at this smug jerk.
Let's turn that grin around, shall we?

I've got this.
Alm wasn't kidding when he said he could take these guys. Just park him in a forest and watch the bandits fly. Regardless, we basically never need to worry about him getting EXP, and especially so right now, despite him only being level 1.
In a mark of good game design, he's got just enough Atk and Spd to drop these bandits down to 10, leaving them mostly in range for our other units to get a kill or two.

Allow me.
I move Lukas just in range of the southern bandit, as his combat capabilities against bandits is mostly equal to Alm's right now. There's no weapon triangle in this game, so he's not at any disadvantage.

Now it's time to let the enemy phase play out, as per the usual FE strategy.

Music: The Dauntless Blade |
YT
KHin
NES

This jerk takes the bait, and eats 16 damage for it.


Lukas also kicks some bandit hindquarters.

I also ended up putting Tobin too close and he trades blows.

Our Turn Again. First move is to get Gray to weaken-


It's been fun!


-Insert exaggerated rage for sake of comedic value-
Meh, we lost a kill to Grey deciding to be badass on a 6% chance. I don't really mind him picking up another level before we get him a promotion. He's far enough above most base stat bonuses to make good use of it. (I'll explain what that is later.)
Alright, Alm, you want to weaken one of these guys for Faye or Kliff?



I'll take that as a no. *sigh*

Kliff shows off his smooth moves when trying to finish a bandit. Can you blame me for thinking he would crit as well, given he's the most likely to?


Don't count Tobin out!
Fine, Tobin, you can have the EXP. Fine. I counted you out because the others needed to catch up, but fine

And so the enemies throw themselves head first at us yet again.


Kliff draws in these jerks and does well in avoiding their attacks by way of tree. He doesn't return too much damage, but I can work past that.
Another nifty detail of SoV is that instead of visually taking place on minor sub-battlefields based on the tile you're on, it takes place on an enlarged version of the tactical map. It even accurately represents environmental details at the right range.


I was taught by the best!
That sure was a camera angle. I'll hopefully have a .gif for it next time, but the default villager finishing attack is a twirl into a downwards vertical swing. I tend to call those wheel-swings given the wide arc.
The last bandit moves in and-

what even

This ends here!
Uh, I guess it does.


Alm, did you not hear what Lukas said, goddamn-


That was a fine victory.
not really no
Anyways, this demonstrates one of Gaiden's modern approaches to one of it's older mechanics. Originally, fighting or defending from a unit gave a little bit of EXP to everyone on the field, as a way to minorly upkeep the levels needed to beat the game.
This game re-implements that by just handing all of that out in bulk at the end of the battle. Unfortunately, it does cap at 99, which means you'll optimally want to not be close to a level when you finish a map.



Music: The Incorrigible |
YT
KHin
I can see you have more than a bit of your grandfather in you.
You think so?



Eh, we got time, let's go bash some more bandits.




More brigands? It seems the rumors were no exaggeration.
Based on their numbers, I surmise they must have a hideout nearby. But we can ill afford to pick fights with every cutpurse and rogue we encounter. Let’s sit back and lay low until they depart.

Ah, yes, FE_Bandits.txt.
She’ll certainly add some color to that run-down old shrine! Gar har har!
Gar har har! She’s prettier’n the boss, that’s for sure!
What? They’ve taken a prisoner?!

Busts out of the bushes running-

Never change, Alm.

Release the woman you’re holding at once, or else!
Bwa ha ha! Or else WHAT?
Ya must really want a knife in the belly if yer slingin’ taunts at the likes of us.

To arms, everyone!
There's a theme here, notably that Lukas, a noble, is acting selfishly in regards to the war and Alm does the heroic thing instead. Get used to seeing this.
Actually, it's more of just a pragmatic approach by Lukas, but still selfish nonetheless. Some other characters will be far worse about this.


Player Turn Music: The March to Deliverance (Prologue)|
YT
KHin
NES
Enemy Turn Music: The Air of Brutality (Prologue)|
YT
KHin

He can strike from a distance, so we must plan our approach carefully. Whoever goes after him needs to finish him quickly or be ready for a reprisal.


He may not be properly brave, but he's at least wise. Archers got a bit boosted damage in this game, including being able to attack in melee, and later on, a frankly ridiculous max range. Unlike usual Fire Emblem, their Skill is usually garbage now, and makes terrain advantages your ally against them.
For the sake of it, I just send Lukas over there to take him out. I'd rather not deal with it while I'm trying to get these squishy villagers some levels.

This is farewell!
You know what? This is fine. This is the first actually useful crit yet.



Nothing personal.

With that taken care of surprisingly quickly, I move up all the others into the cover of forest, except Alm who stands out in the open to lure more bandits in.



Faye here is jumping, yes. Characters have special attack animations for attacking after a dodge, and they're pretty neat, so hopefully the capture software's not on the fritz next time.
Overall, everything goes according to plan.



I send in Tobin to weaken this jerk. Kliff follows up with another attack. If you're wondering why his crit's so low all of the sudden, it's because he's not near Alm or Gray for his native supports to trigger. Any stats boosted by a support will be in yellow on the bars below, while stats subtracted will be faded out somewhat.
Kliff's only developed support is with Tobin, which we haven't triggered much growth of yet.


Faye finishes to get our first level of the game.


Damn it, Faye. At least you got a point of HP, which is usually the one thing you're behind on, but you couldn't have at least gotten a point of speed?

Before I end the turn, I have Lukas bodyblock Gray. It's not like he needs it, but I'd prefer to have everyone looking to level stay at high HP right now.


Gray picks up some flak from one of the bandits on the right and Lukas blocks the one on the right.

Our turn rolls around and I decide to go ahead and get rid of this bandit that snuck up on Gray because he's a bit out of the way now.


what even


After whatever that was, Tobin picks up another kill. Kliff's the most behind right now, but we'll catch him up eventually. I push my luck, hoping Faye crits, but that doesn't work out.

For some reason, past me thought it was prudent to let Alm just finish that one off, despite everyone around having plenty of HP to counter with.

Alright, Mr. Bandit, which of these people are you going to-

Oh.
So, this is that AI quirk I was talking about. In Gaiden and Valentia, when an enemy, (and most bosses,) goes below half HP, they will retreat to an open Supplies tile if possible. There's one off to the very far left, and pathing just so happens to give him a path waltzing just past my units.
In short, Tobin stabs a bad man.



Thank you, even though that speed point's not going to matter much at this point in the game. Whether it matters later is dependent on his class choice. Oh, and he can promote because villagers promote as early as level 3.
Anyway, offscreen, I move Kliff, Alm, and Faye up towards the north, towards the last brigand.


Who promptly hits her in the face with an axe. How rude.

Good work, loser, I just blocked off your healing spot.




Hmph, now you hate me.


Checkmate.
Also, that happens to be a very good level for Kliff, given now he can double bandits, making the leveling process far easier on me.
"You make it look so easy, Alm."




Valor is nothing to be sorry for. Now come. Let’s find this prisoner they spoke of. They mentioned a shrine, yes? It must be nearby.
Ah, yes, now you want to do the right thing. Well, at least you're pretty alright, though I wish some other people we meet would spare a half-second to help some people out.

Music: Act 1 - Where the Wind Rustles |
YT
KHin
NES

Shrines like this were built by folks so they had a place to worship Mila, but famine and other problems kinda put a damper on most Zofians’ piety. Now they’re mostly just home to brigands and the like.
Then the woman who was taken captive must be inside…
That's it for today's update, but next time ought to be a lot more interesting.
Next Time: We Enter The Third Dimension


(A brief note that there will not be any battle GIFS for this update, apologies for that, but the software I use to get video off the 3DS was on the fritz. There should be some in the next update.)

Alright, the beach bums voted, and the overall vote was to bring both Faye and Kliff. Faye still managed to pull ahead with about a third of the votes against her in the end. Pretty much everyone aside from a small few voted to take Kliff.
That being said, let's grab these nerds and get on the road of to war.



And with a little fanfare, she joins. How anticlimactic.


Yay, friendship!


Music: Act 1 - Where the Wind Rustles |



Then, skipping past the conversation at the end of the last update brings us here.



See that little entrance in the top left? That's the Deliverance base.


Indeed, this will take a bit of time, but we've officially reached the actual gameplay. There's not much for us to do right now but cross into Ram Woods, and go up against these bandits blocking the path.




Music: The Incorrigible |














(Yes, that's the game trying to explain basic mechanics.)
Anyways, here we are, at the first real battle of the game. I already showed off our character's stats last update, no need to do so now as they haven't changed any.
Player Turn Music: The March to Deliverance (Prologue)|



Enemy Turn Music: The Air of Brutality (Prologue)|



First thing to note are these Supplies- it's the new version of the healing tile from Gaiden. Marked by a big green magic circle, a long flag, and boxes of oranges (no, seriously) they regen HP per turn when you stand on them and give 40 avoid.
Normally, they're pretty good places to camp out, but for this map they're back in the village walls which happens to be the approximate distance of too damn far for me to care.
They also are the source of Gaiden and SoV's most unusual AI quirk, one we'll see by the end of this update.

Anyways, uh, say hi to the first and only axe users in the entire game.
No, seriously.
And we don't get any, ever. I meant what I said about the Splitting Axe.

Look at this smug jerk.
Let's turn that grin around, shall we?


Alm wasn't kidding when he said he could take these guys. Just park him in a forest and watch the bandits fly. Regardless, we basically never need to worry about him getting EXP, and especially so right now, despite him only being level 1.
In a mark of good game design, he's got just enough Atk and Spd to drop these bandits down to 10, leaving them mostly in range for our other units to get a kill or two.


I move Lukas just in range of the southern bandit, as his combat capabilities against bandits is mostly equal to Alm's right now. There's no weapon triangle in this game, so he's not at any disadvantage.

Now it's time to let the enemy phase play out, as per the usual FE strategy.

Music: The Dauntless Blade |




This jerk takes the bait, and eats 16 damage for it.


Lukas also kicks some bandit hindquarters.

I also ended up putting Tobin too close and he trades blows.

Our Turn Again. First move is to get Gray to weaken-





-Insert exaggerated rage for sake of comedic value-
Meh, we lost a kill to Grey deciding to be badass on a 6% chance. I don't really mind him picking up another level before we get him a promotion. He's far enough above most base stat bonuses to make good use of it. (I'll explain what that is later.)
Alright, Alm, you want to weaken one of these guys for Faye or Kliff?



I'll take that as a no. *sigh*

Kliff shows off his smooth moves when trying to finish a bandit. Can you blame me for thinking he would crit as well, given he's the most likely to?



Fine, Tobin, you can have the EXP. Fine. I counted you out because the others needed to catch up, but fine

And so the enemies throw themselves head first at us yet again.


Kliff draws in these jerks and does well in avoiding their attacks by way of tree. He doesn't return too much damage, but I can work past that.
Another nifty detail of SoV is that instead of visually taking place on minor sub-battlefields based on the tile you're on, it takes place on an enlarged version of the tactical map. It even accurately represents environmental details at the right range.



That sure was a camera angle. I'll hopefully have a .gif for it next time, but the default villager finishing attack is a twirl into a downwards vertical swing. I tend to call those wheel-swings given the wide arc.
The last bandit moves in and-

what even


Uh, I guess it does.


Alm, did you not hear what Lukas said, goddamn-



not really no
Anyways, this demonstrates one of Gaiden's modern approaches to one of it's older mechanics. Originally, fighting or defending from a unit gave a little bit of EXP to everyone on the field, as a way to minorly upkeep the levels needed to beat the game.
This game re-implements that by just handing all of that out in bulk at the end of the battle. Unfortunately, it does cap at 99, which means you'll optimally want to not be close to a level when you finish a map.



Music: The Incorrigible |







Eh, we got time, let's go bash some more bandits.







Ah, yes, FE_Bandits.txt.




Busts out of the bushes running-

Never change, Alm.






There's a theme here, notably that Lukas, a noble, is acting selfishly in regards to the war and Alm does the heroic thing instead. Get used to seeing this.
Actually, it's more of just a pragmatic approach by Lukas, but still selfish nonetheless. Some other characters will be far worse about this.


Player Turn Music: The March to Deliverance (Prologue)|



Enemy Turn Music: The Air of Brutality (Prologue)|






He may not be properly brave, but he's at least wise. Archers got a bit boosted damage in this game, including being able to attack in melee, and later on, a frankly ridiculous max range. Unlike usual Fire Emblem, their Skill is usually garbage now, and makes terrain advantages your ally against them.
For the sake of it, I just send Lukas over there to take him out. I'd rather not deal with it while I'm trying to get these squishy villagers some levels.


You know what? This is fine. This is the first actually useful crit yet.





With that taken care of surprisingly quickly, I move up all the others into the cover of forest, except Alm who stands out in the open to lure more bandits in.



Faye here is jumping, yes. Characters have special attack animations for attacking after a dodge, and they're pretty neat, so hopefully the capture software's not on the fritz next time.
Overall, everything goes according to plan.



I send in Tobin to weaken this jerk. Kliff follows up with another attack. If you're wondering why his crit's so low all of the sudden, it's because he's not near Alm or Gray for his native supports to trigger. Any stats boosted by a support will be in yellow on the bars below, while stats subtracted will be faded out somewhat.
Kliff's only developed support is with Tobin, which we haven't triggered much growth of yet.


Faye finishes to get our first level of the game.


Damn it, Faye. At least you got a point of HP, which is usually the one thing you're behind on, but you couldn't have at least gotten a point of speed?

Before I end the turn, I have Lukas bodyblock Gray. It's not like he needs it, but I'd prefer to have everyone looking to level stay at high HP right now.


Gray picks up some flak from one of the bandits on the right and Lukas blocks the one on the right.

Our turn rolls around and I decide to go ahead and get rid of this bandit that snuck up on Gray because he's a bit out of the way now.


what even


After whatever that was, Tobin picks up another kill. Kliff's the most behind right now, but we'll catch him up eventually. I push my luck, hoping Faye crits, but that doesn't work out.

For some reason, past me thought it was prudent to let Alm just finish that one off, despite everyone around having plenty of HP to counter with.

Alright, Mr. Bandit, which of these people are you going to-

Oh.
So, this is that AI quirk I was talking about. In Gaiden and Valentia, when an enemy, (and most bosses,) goes below half HP, they will retreat to an open Supplies tile if possible. There's one off to the very far left, and pathing just so happens to give him a path waltzing just past my units.
In short, Tobin stabs a bad man.



Thank you, even though that speed point's not going to matter much at this point in the game. Whether it matters later is dependent on his class choice. Oh, and he can promote because villagers promote as early as level 3.
Anyway, offscreen, I move Kliff, Alm, and Faye up towards the north, towards the last brigand.


Who promptly hits her in the face with an axe. How rude.

Good work, loser, I just blocked off your healing spot.







Checkmate.
Also, that happens to be a very good level for Kliff, given now he can double bandits, making the leveling process far easier on me.






Ah, yes, now you want to do the right thing. Well, at least you're pretty alright, though I wish some other people we meet would spare a half-second to help some people out.

Music: Act 1 - Where the Wind Rustles |






That's it for today's update, but next time ought to be a lot more interesting.
Next Time: We Enter The Third Dimension

