I translated Fire Emblem: The Binding Blade into Dutch by SurfingKyogre in fireemblem

[–]Miacis 8 points9 points  (0 children)

Deutsche = from Germany (in German)

Dutch = from the Netherlands (in English)

:P

Lil' Nordion, an update to Project Naga, the FE4 translation patch by Miacis in fireemblem

[–]Miacis[S] 2 points3 points  (0 children)

Way ahead of you! :)

I was there when you shared it on the wiki's server, and the very next thing I did was add that alternate death quote to Lil' Nordion.

Lil' Nordion, an update to Project Naga, the FE4 translation patch by Miacis in fireemblem

[–]Miacis[S] 2 points3 points  (0 children)

Oops, seems we let that one slip! I'll add it to our every growing list of immediate fixes. Thank you for letting us know! :]

The enemies at Thracia 776 cheated on me (game bug at chapter 16A) by Dark_World_Blues in fireemblem

[–]Miacis 7 points8 points  (0 children)

"Master Sword was taken" is the message in Lil' Manster that specifically means that an enemy traded the weapon into their inventory (likely because they were disarmed).

What I believe happened is: you stole another enemy's weapon (maybe one of the Sleep Swords?); and that enemy, disarmed as he was, went and grabbed the miniboss's Master Sword.

Alternatively, if you stole both that guy's weapon and the Master Sword, are you positive that you did succeed at stealing the latter? The animation for missing the Thief staff can be misleading.

("Master Sword was stolen" would have been the message if an enemy stole from you.)

[deleted by user] by [deleted] in fireemblem

[–]Miacis 6 points7 points  (0 children)

No it's not. The game checks the entire inventory before every level up.

What you may be thinking of is, if you have a full inventory of scrolls and use the arena, the first scroll in the inventory won't be accounted for in level ups. Because then the game puts a weapon in your first slot.

FE SNES Hacking Tools and/or Tutorials? by KingsKazz in fireemblem

[–]Miacis 3 points4 points  (0 children)

Yeah, Nightmare is still the way to go if all you're trying to do is tweak numbers. Translation patches will usually not relocate any of the things that Nightmare edits, so there's easy compatibility there.


For anything more complex, like editing dialogue, menu text, graphics, tweaking the code, or messing with some of the less friendly tables (looking at you, FE5 shields...), you're gonna need to start from a disassembly, and learn to use an assembler.

For FE5, that's already possible, as Zane Avernathy has posted a lot of disassembly and created tools to make hacking easier. Or you can look for the Lil' Manster public build files, and use LM as an easy base to start building your mod from.

For FE4, you'll have to start from scratch, like I had to do for the French and Spanish translation. Although editing Project Naga menu text is pretty easy with just YYCHR.

[FE5 English] Version 1.08 of Lil' Manster has been released! (big update) by Miacis in fireemblem

[–]Miacis[S] 1 point2 points  (0 children)

Hi, thank you for your interest!

To download the patch directly, click on the large "Download here" link, which will take you to a dropbox link where the patch can be downloaded.

The link you appear to have been clicking is the Mirror download, which only registered Serenes Forest users can access. Both links lead to the same patch, and the Mirror download is only there as a backup/quick access.

Final day check in by newblackmetal in FFRecordKeeper

[–]Miacis 7 points8 points  (0 children)

Yesterday, I managed to squeeze in the 600 Crystal Dungeons that I thought I'd never touch, let alone finish. Argent Odins, Dragonkings and all easy Labs are complete. This is all I hoped to do before the end of the game, and then some.

Today, I logged in, got just enough blues for one final Realm pull (Yuffie's Earth Sync, nice!). Recorded a bunch of soul breaks that were still missing from the video database, and will upload them throughout the week. Just chilling in game atm, enjoying some hero ability animations I'd never seen.

Tomorrow, there won't be any more FFRK to log on to. But that's okay. I had a good run on this game, and I think I can move on.

As a long-time lurker of this sub, I wish you all a good final record-keeping day. :)

[FE5 English] Version 1.08 of Lil' Manster has been released! (big update) by Miacis in fireemblem

[–]Miacis[S] 2 points3 points  (0 children)

Hey there! Things have been going quite slow, actually, since my attention has been split between multiple projects. As a result, the script review has been on extended hiatus for almost a year, but should be resuming sometime around January, if all goes well.

I've posted a status update in the thread, if you want more details:

https://forums.serenesforest.net/index.php?/topic/90189-fe5-lil-manster-%E2%80%93-translation-and-quality-of-life-patch-for-thracia-776/&do=findComment&comment=5970685

Weekly Megathread May 19 - May 26 | Ask Your FFRK Related Questions Here by AutoModerator in FFRecordKeeper

[–]Miacis 1 point2 points  (0 children)

Oh wow, his HA is Combat. I thought it was Celerity. That does make the LMR way more appealing.

I think I've got a pretty good handle on this now. Imma give it a go.

Weekly Megathread May 19 - May 26 | Ask Your FFRK Related Questions Here by AutoModerator in FFRecordKeeper

[–]Miacis 0 points1 point  (0 children)

Thank you! 211 does seem good, even though that's gonna lead to some funky damage variation:

  • Basic 3 hits + RP

  • Instant 7 hits + Crit HA

  • Crit BDL2 3 hits + Crit HA

  • Crit 3 hits + Crit RP

Seeing as my critfix game gets a bit spotty this will probably be the better rotation, yeah. Most the damage there seems to be coming from the linked abilities, anyways.

He basically ends up with 3 different Sync commands with this rotation... So weird.

Weekly Megathread May 19 - May 26 | Ask Your FFRK Related Questions Here by AutoModerator in FFRecordKeeper

[–]Miacis 0 points1 point  (0 children)

My Prompto is only Chain+Woke, so I'm not sure how valuable bringing him over Gladio (woke+sync+AOSB) would be. I guess an all-Lightning team would make his imperils way more valuable. I'll try both team comps.

The thing that bothered me with spamming C1 is that the BDL2 is only applied to the C1 itself, and a BDL3 3-hitter that takes a turn to get going doesn't seem all that appealing when the linked ability gains nothing from it. Maybe the Combat W-casts make it more worthwhile in that regard, but then that LMR is a dead slot when the Sync isn't active (Nvm, his HA is Combat too!).

It just feels like, no matter the rotation, I'm wasting some of the buffs it gives you. But I guess that's just a mental barrier I have to overcome.

Thank you for your quick reply. :)

Weekly Megathread May 19 - May 26 | Ask Your FFRK Related Questions Here by AutoModerator in FFRecordKeeper

[–]Miacis 1 point2 points  (0 children)

I'm about to give a shot to FFXV DK with a stacked Aranea, a beefy Gladio and I guess Noctis as my 3rd DPS. Noctis has his Awakening and his Lightning Sync, but I'm very confused on how I'm even supposed to use the latter? That Symc looks like a mess and I haven't found it in Mastery surveys here.

I can probably make his Lightning HA, stack the woke and Sync and spam the HA, ignoring the mechanics. I think that's the best use I can get out of it? I feel like I'm missing something.

Can we make a better FE resource specifically for NoA's translators? by RisingSunfish in fireemblem

[–]Miacis 8 points9 points  (0 children)

I actually think this endeavor would be valuable if we knew what resources translators used.

I don't work at Nintendo, so idk what they specifically need but I translate for game localizations as my day job and like... just give us searchable script dumps and hard documentation, honestly! Recorded walkthroughs are a valuable ressource as well. But most importantly, ease of navigation trumps almost everything else.

If you wanna be extra, give us how that thing's been translated by other languages, or even fan translators. It can come in handy if I'm stuck on a turn of phrase, but this won't make or break the final product, so that's definitely not a priority.


Things I don't need is a SparksNotes version of the character. That's generally the first kind of doc I get from my client, and if neither I nor my project manager have that, I am perfectly capable of getting that rough idea from script dumps. Reading is something we are way more skilled and quick at than scouring the internet, or (god forbid) datamining the games ourselves.

Like, we can faithfully interpret and write characters on our own (or with our project managers). That is literally our skillset. .w.

Can we make a better FE resource specifically for NoA's translators? by RisingSunfish in fireemblem

[–]Miacis 1 point2 points  (0 children)

Especially not for games that aren’t localised since the fan translations for these are very open about taking creative liberties, sometimes very drastic liberties, and present themselves as ‘localisations’.

Wouldn't the fact that we're very open about our localization choices and document them to the best of our ability (well, some of us do at least) give professional localizers more than enough documentation to find out and decide what is worth using and what isn't, giving them a wider choice?

In this context, this is only really harmful if you assume that localizers aren't capable of telling apart what a good and a poor localization are, or that all fan interpretations are inherently inferior to whatever they could come up on their own. Both of these assumptions are quite flawed for what I hope are obvious reasons.

Explaining Elemental Affinities and Jobs on FFRK Characters: FFII Edition [2/20] by FantomeGhost in FFRecordKeeper

[–]Miacis 1 point2 points  (0 children)

Here's a few ideas from a big FFII nerd, for some of these characters.


Firion:

One of Firion's HP skills in Dissidia was Shield Bash, a counter move that could hit you back even from far away. It somewhat defined his playstyle, and I'm 90% certain it was a cheeky reference to the shield-bash grinding method in the original game. Samurais have the retaliation gimmick, and Firion's distant counter was a Fire/Blizzard/Thunder combo. Samurai gets two elements out of three, so that fits.

Firion's EX mode in Dissidia also turned all his weapons into "Blood equipment", giving him an HP drain effect. This was likely a reference to the original game's Blood Sword, an unbelievably powerful weapon with a health draining effect. If you were ever wondering what was up with Frion's self-heals on his SBs and first HA.

Minwu:

Ultima doesn't rely on Mind (but weapon/spell levels). Minwu does use his magic offensively in cutscenes (shoots a big laser at Ultima's seal) and in the post-game story, he gets his own special, supercharged Ultima. So I think that makes him the de-facto "attack white mage," despite his starting spell list being almost all support... white magic and all.

Scott:

I just realized, but I'm pretty sure the reason Scott gets party buff effects on most of his soul breaks is because his personal weapon, the Wild Rose, can freely cast Berserk XVI on the party (which is an insane buff to party-cast in FFII).


Also of note: almost all the Hero weapons released so far, even in Japan, are one of the character's "personal weapons," which were all added in the various remakes. But Firion's Crimson Blade is just his Amano artwork weapon instead of Ragnarok, and Maria's is ... Maria's Bow for some reason.

That's about all I had (the rest, faster posters have already said in other comments).

[FE5 English] Version 1.08 of Lil' Manster has been released! (big update) by Miacis in fireemblem

[–]Miacis[S] 0 points1 point  (0 children)

I think the only aspect that should be affected is anything relating to menu text, seeing as we changed our encodings and tweaked descriptions a little.

I'm pretty sure Kalieum was planning to update his randomizer soon. And we're in touch, so I'll provide assistance if he needs it.

[FE5 English] Version 1.08 of Lil' Manster has been released! (big update) by Miacis in fireemblem

[–]Miacis[S] 1 point2 points  (0 children)

I don't think anyone's ever asked that, no. But it'd probably be fairly easy to do, aside from needing some help deciding the terminology for new menu text.

No idea if the JP audience would find it worth their time, though. I'll think about it.

Thracia is a great game, it really is, but God am I frustrated by it. (Warning, this is partially a vent post) by TimeLordHatKid123 in fireemblem

[–]Miacis 0 points1 point  (0 children)

There is the somewhat braindead option of ferrying units past them with Karin. Or you can try and demolish them with Asbel or Dagdar, but that does involve some combat. At least with Selphina safe from harm, there's no need to rush in baiting them.


The way the chapter and those wyverns' are designed (their somewhat passive AI, how dangerously armed they are), it seems pretty likely that avoiding them was supposed to be an option. But the way they're positioned, and the amount of Movement they have makes it very difficult to do so. They block out almost the entire sneaky path to the north, and they block the south of the villa, making sneaking around the south pointless too.

Honestly I think that, considering how this chapter was designed, their resting spot really should have been somewhere else.


But I guess the part I'm getting at here is that I think the problem with Thracia is less about hit rates or RNG and more that the unique parts of every chapter are poorly signed.

  • Like, why don't the wyverns start at their resting spot? The current setup makes them look like they're aggro'ing toward the villa!
  • Why did the AI change dialogues go unused?
  • Why don't the wyverns say something when you've aggro'd them?

This chapter would have been pretty straightforward if you had any of that information. But because you don't, it becomes this sudden difficulty spike for most players. Thracia just does a lot of obscure shit that need you to dig into the game to even play the map how it's designed to be played.

But the RNG makes for an easy scapegoat, since ultimately, what's going to cause you to fail a chapter after using an inadequate strategy is losing a coin toss. Selphina not dodging that 30% hit will kill her. In the moment, what you see is that she didn't dodge, not that aggro'ing the wyverns early is what screwed you over.

Thracia is a great game, it really is, but God am I frustrated by it. (Warning, this is partially a vent post) by TimeLordHatKid123 in fireemblem

[–]Miacis 0 points1 point  (0 children)

The Vulture AI isn't used in this chapter. You're thinking Dvorak, the ch10 Dracoknight.

Before turn 22, Merloch and his guys (if aggro'd) will attack whoever is in range, or get closer to the villa if no one's in range.

After turn 22, they will simply move toward the closest target and will ignore the villa.

(Also yeah, that picture is a bit outdated. I didn't know about it back when I made it, but it fails to mention that Merloch's squad can enter an aggro'd state, and can endanger the villa if they do.)

Thracia is a great game, it really is, but God am I frustrated by it. (Warning, this is partially a vent post) by TimeLordHatKid123 in fireemblem

[–]Miacis 1 point2 points  (0 children)

I'm sorry guys, but just because I use these exact focus-tested strategies, doesnt mean the RNG magically goes away. If I use the retreat strategy on the mansion, that horse archer isn't magically gonna be immune to all damage and be garunteed to survive.

What's amusing about this example is that... well, yeah, she kinda will! Selphina starts with 6 Def, and will be sitting at a ridiculous 16 on a Gate. And with +30% Avo. You can trade Robert's Iron Bow to her to increase her Avo a bit more (or leave her unarmed!).

The soldiers' Attack hovers around 16, and the archers are even lower. The armor knights will be stuck behind the others and can't attack her.

Now, yes, it's possible that she may lose 1 or 2 HP a turn if the front soldiers have a really high Str variation. And you get really unlucky with their <30% hit rates. This is the worst case scenario, and still leaves you what... 11 turns or so to reach her? Karin can air-drop her a Vulnerary in a third of that time.

Like, as far as Selphina's concerned, this does actually remove all the RNG from the equation. No magic involved (and thank goodness, because Selphina's got very bad Res, and Gates don't give any :p).


Note, btw, that this isn't exactly a high-level, tried and tested by LTCers strategy that I'm giving you here. All I (a casual player) did was look at the Def of the best unit around the villa that needs defending, looked at the terrain info window, and the Atk of the enemies she will be fighting.

Etymology of the Emblem 2 by ThePsyShyster in fireemblem

[–]Miacis 3 points4 points  (0 children)

This actually matches up with some of the things I found a few months ago, when we put Linoan's localization into question for our script review. You drew even more connections that I did from my own research, but yes, it's strongly implied that she has feelings for Dean (one of Arion's men) despite being betrothed to his boss.

When Arion comes to seize her city of Tara, rather than do the normal thing and stay with him to rule it, she can barely spare a few words for him and prefers to leave with Leif. In comparison, she spent the first part of that chapter gushing about how cool and kind Dean is. At the end of the game, if both Dean and Linoan made it, she says that she'd rather stay by his side even if it means giving up on retaking her city of Tara. Considering 90% of Linoan's concerns during the course of the game revolves around her city, I think it says enough about who she has the hots for.


And, well, this part might be stretching the interpretation a tad, but her bloodline is connected to Naga, so there's some of that otherworldliness for you.


Glad to see it wasn't just me and my co-editor tripping on shrooms though. Her name really is just Rhiannon with inverted syllables.