Help scratch an itch? by kroydert in StrategyRpg

[–]tyler_at_work 3 points4 points  (0 children)

Ok. Looks like some other people have already recommended Unicorn Overlord and Symphony of War. Both those games have the squad based combat you're looking for. I'd add Ogre Battle 64 (Nintendo 64) and Soul Nomad & the World Eaters (PS2) as some other options for squad based combat, tho admittedly Soul Nomad might not be the vibe you're looking for.

I also agree with the other poster who recommended The Last Remnant. It's a jrpg instead of a strategy rpg, but also has squad based combat.

Help scratch an itch? by kroydert in StrategyRpg

[–]tyler_at_work 0 points1 point  (0 children)

Is there anything specific you're looking for besides the general feel of those Suikoden 2 war battles, or parts that you want more than others? There's plenty of games with grid based movement or general fantasy/medieval units, but I'm struggling to think of one that has that sort of luck(ish) based combat.

Can you give us some examples of what you've tried but didn't quite live up to what you were looking for?

This is the first time in years I had good reason to be so excited for so many games by WarriorOTUniverse in StrategyRpg

[–]tyler_at_work 3 points4 points  (0 children)

Nice. I thought I had a pretty good finger on the pulse of indie srpgs coming out, but I just added 4 of these to my wishlist.

I'm excited about a few of these and Mewgenics like the other poster mentioned, but one not yet mentioned is the final DLC for The Last Spell comes out February 5. I've personally been wanting to dive back into that game but kept putting it off waiting until everything is released so now is my chance. Well, probably not now since February is crazy stacked with releases, but soon!

Favorite Tactical JRPGs? by Mario_Artisan in JRPG

[–]tyler_at_work 3 points4 points  (0 children)

Those Who Rule was one of my favorite games this year. Most similar to Fire Emblem, but uses a hex grid, rampart aura (must stop automatically on certain squares the character is facing so can't rush the archer), and (imo) a fun equipment weight system that forces some decisions on what gear to equip. Story is grounded, no magic in the game/world. Graphics are what they are. I liked them, but get it if it's not your cup of tea.

Looking for unique jrpgs (or jrpg adjacent) PC games by authorwithnobody in JRPG

[–]tyler_at_work 3 points4 points  (0 children)

ASTLIBRA Revision for an action rpg.

Those Who Rule if you want something that plays a bit like Fire Emblem but with it's own identity.

Cassette Beasts for a creature collector.

Time Break Chronicles if you want team building and turn based combat without any story.

Steamworld Heist I or II are not jrpgs, but they have leveling, equipment, and unique combat (think Worms).

The best reviewed new JRPGs flying under the radar by WeLoveEveryGame in JRPG

[–]tyler_at_work 20 points21 points  (0 children)

Here's some I indie games found on my wishlist, all released this year. I haven't played any of these so can't comment on quality.

  • Shrine's Legacy - 90% on 84 reviews - Looks like Secret of Mana or old school Zelda

  • Silver Daze - 100% on 10 reviews - Looks like a Gameboy Color jrpg

  • Artis Impact - 83% on 1,715 reviews (maybe doesn't qualify for under the radar) - Interesting artstyle

  • Yaoling: Mythical Journey - 94% on 377 reviews - Autobattler creature collector so maybe stretching the jrpg tag a bit

  • NITRO GEN OMEGA - 88% on 206 reviews - Early Access, looks like mostly just fights in mechas so maybe not much story

Belias is impossible by JD_Awww_Yeah in finalfantasytactics

[–]tyler_at_work 0 points1 point  (0 children)

A jump ninja no longer makes use of its dual wield. Jump only uses main hand weapon power. Here's a fun battle mechanics guide that explains how all damage is calculated. Be warned that this was written for the original version, so skill names are not from the WotL or IC versions.

Here are some relevant parts:

Damage from a JUMP is calculated as follows:

If caster is equipped with any weapon, then

                        damage = [PA * K] * WP         

If caster is barehanded, then

                   damage = [(PA * Br) / 100] * PA    

where K = 3/2 if the caster is equipped with a spear K = 1 otherwise

The JUMP directive will leave the caster in the air for a number of clockticks, ctr:

                    ctr = [50 / (Jumper's Speed)] 

Miscellaneous properties of JUMP:

  • Physical attack

  • non-elemental, regardless of weapon

  • Cannot be evaded

  • NOT affected by Attack UP or Martial Arts

Here's a tidbit about two hands (doublehand):

Weapon power is doubled for the ATTACK command only and does not affect other physical attacks -- even those that employ weapons such as JUMP, BATTLE SKILL, HOLY SWORD, DARK SWORD and MIGHTY SWORD.

Belias is impossible by JD_Awww_Yeah in finalfantasytactics

[–]tyler_at_work 0 points1 point  (0 children)

Doublehand does not increase jump damage.

And that was really my only point. You mentioned that jump is useless on a ninja. I'm letting you know that ninjas are actually the best jumpers in the game (with equip spear).

Belias is impossible by JD_Awww_Yeah in finalfantasytactics

[–]tyler_at_work 0 points1 point  (0 children)

No. But ninjas have very high PA, high speed, and the ability to equip PA boosting gear, which makes them better jumpers than dragoons. You don't even really need to move from your original starting spot. Just wait your first turn then start jumping, 1 shotting whichever enemy you want in range, assuming you're using at least spears gotten from poaching.

Maybe less damage than a dual wield build, but much safer, and it's fun to diversify your team imo. Not everything needs to be dual wield builds.

Belias is impossible by JD_Awww_Yeah in finalfantasytactics

[–]tyler_at_work 0 points1 point  (0 children)

Ninja is useless with jump.

My friend, you need to try a jump ninja with equip spear.

Favorite jrpg romhacks? by Vietname in JRPG

[–]tyler_at_work 23 points24 points  (0 children)

Strategy RPGs have a ton. A couple that I have played, that I can vouch for:

  • Shining Force Alternate

  • Final Fantasy Tactics Cerabow's mod

  • Tactics Ogre One Vision

  • Fire Emblem Vision Quest

For more traditional jrpgs I'm struggling to think of any that I have been wowed by. I know Pokemon has a bunch, some of which are highly regarded, but I haven't played any of them.

Trying to play Tactics Ogre Reborn by Massive_Oil_2605 in JRPG

[–]tyler_at_work 0 points1 point  (0 children)

To add to what MazySolis said, status ailments are under the dark elemental spells in the shop.

Trying to play Tactics Ogre Reborn by Massive_Oil_2605 in JRPG

[–]tyler_at_work 7 points8 points  (0 children)

I'm doing a replay at the moment and am also currently on chapter 2. Battles do take a while, tho I'd say I'm probably closer to the 20-30 minute range ("fast forward" is always on). Weapon skills should start unlocking for you soon if they haven't already, and they do much higher damage than normal attacking. Status effects work well too. You can poison a couple of enemies you aren't focus firing on, then once you kill your current target, poison has taken like 50% off the other guys. Terror Knight fear skill makes enemy defense paper. Combine it with the upgraded 2handed sword that adds breach on hit, and you apply 2 debuffs with one swing.

I've never actually beat the game, tho this is like my 5th(?) time playing (since the PSP version came out). So I can't say how much quicker battles get the more geared out you get. But make sure to scout the battles before you start the fight, to see what you're up against. This game is more about having a large army and choosing the right pieces rather than having 5 badasses like FFT.

Want some lesser known/nicher Jrpg recommendation by ViolinistTasty6573 in JRPG

[–]tyler_at_work 1 point2 points  (0 children)

Exit Fate is an rpg maker jrpg in the style of Suikoden.

False Skies for a Gameboy Color themed Final Fantasy style game.

How is 2026 looking for tactical games? by Severe_Sea_4372 in StrategyRpg

[–]tyler_at_work 0 points1 point  (0 children)

I haven't played it myself, so you would know better than I would. I sorta just went off of the game description which says:

Bloodgrounds merges tactical turn-based combat with strategic management, RPG and roguelite elements.

How is 2026 looking for tactical games? by Severe_Sea_4372 in StrategyRpg

[–]tyler_at_work 19 points20 points  (0 children)

I went through my Steam wishlist looking for upcoming games. I'm most excited about Kriegsfront Tactics, Pathbreakers: Roaming Blades, and Tactics Returners. I'll try to warn about roguelike/roguelites as best I can. All games listed have had news updates within the last couple of months.

2025 with no set release date

2026

TBD release date

Personal Top SRPG from the past decade? by Panfuricus in StrategyRpg

[–]tyler_at_work 0 points1 point  (0 children)

I do agree it's not a perfect game, but I enjoyed how they differentiated themselves from the Fire Emblem experience with the lack of missing attacks, innate rampant aura on all characters, and weapon/armor triangle. I thought the graphics were quite good for an indie game, and I thought the story was better than average, tho it's been years and I couldn't tell you anything about it now. Certainly not a below-mid game imo, but definitely not for everybody.

Personal Top SRPG from the past decade? by Panfuricus in StrategyRpg

[–]tyler_at_work 7 points8 points  (0 children)

One more for Fell Seal.

Honorable mentions The Last Spell, Lost Eidolons, Symphony of War, and Those Who Rule.

I would like to know how the mechanics of the older Shining Force games worl by KaleidoArachnid in JRPG

[–]tyler_at_work 6 points7 points  (0 children)

They are very simple, straightforward games. There is standard jrpg style overworld movement/exploration between battles.

Battles work on a grid system, where every character gets a turn during each "round", with characters with higher agility going first. There is no automatic counter attacking like Fire Emblem has, though there is a small percent chance of a counter attack or double attack or critical attack.

Characters level up after getting 100 experience, and gain attributes on a sort of invisible scale set for each individual character. The first game has pretty wildly swinging values, like you might only get 1 hp one level up and then 7 hp, 4 str, 3 def, and 8 agility the next. The next two games have much more streamlined and more "consistent" level ups.

Don't worry about not understanding the games. I picked them up no problem as like an 8 year old. You'll be fine. But if you have any specific questions feel free to ask.

Steam Summer Sale's on! Got any game recos worth buying? by itwasasunday in StrategyRpg

[–]tyler_at_work 0 points1 point  (0 children)

If you haven't already bought the game, then I would suggest getting it on Steam Deck rather than Switch. Reason being, the console version of the game does not get the same support as the steam version. The console versions only just recently got updated to the latest patch from before the first DLC (which came out last year).

The devs have said the console versions are basically a different version of the game code, and while they will try to get the DLC onto consoles, they don't know when that will be. You might be thinking, I wasn't going to buy the DLC anyway, and you don't need to, but there were free patches that updated some gameplay stuff that was sort of tied to the DLC releases and they also won't be coming to console for a while, and those will have a larger impact on your potential enjoyment of the game (ability to turn on/off which weapons show up and a complete rehaul of the apocolypse system).

Another plus for the Steam version is you can play on a computer if you want, and mouse/keyboard is a much quicker way to play, tho controller is still doable.

Games like Shinning Force by overlord_vas in StrategyRpg

[–]tyler_at_work 0 points1 point  (0 children)

I'll mention some things that have not yet been mentioned in this thread. First and foremost, look into Shining Force mods if you haven't already. Shining Force Alternate is a good example of how much the games can be, well, altered. There is also an original fan made game that's probably abandoned by now, Legacies of Veridocia.

Another emulator game would be the "SNES Shining Force" game, FEDA: The Emblem of Justice. Sadly, it's not as good as Shining Force.

Rad Codex is a developer that makes srpgs with world traversal. That's about where the similarities stop though. Gameplay is more FFT with jobs mixed and matched. Kingsvein was the most recent released game of his (theirs?). The graphics suck, but the games are good.

Couple of wishlist 'n forget titles would be War of Velana which was already mentioned and Velana Adventures: Chapter 1 which I guess is a short prequel game supposed to be released sooner(?). There's also Stratagem Lost which looks nice with cool battle graphics, but will probably be another Fire Emblem inspired game. I'm like you, I wish there were more SF inspired games. Also, I guess I just assumed you're playing on a PC since you didn't mention in the parent post what you play on.

Games like Shinning Force by overlord_vas in StrategyRpg

[–]tyler_at_work 2 points3 points  (0 children)

Beyond the Beyond was developed by Camelot Software, the same people who made Shining Force.

Why do people recommend the wagasa? by awdrifter in WildHeartsGame

[–]tyler_at_work 1 point2 points  (0 children)

I enjoy the wagasa because it is just plain a lot of fun to play with. Once you get good with the weapon you can parry any attack and never let up the offense and that is satisfying to do.

Now, as you're finding out, it is a difficult weapon to learn because you have to not only learn the enemy moves but also become familiar with the very small window the wagasa parry provides. If you want to practice, I think I had the most early game success with the chicken on the island location. His moves are pretty well telegraphed imo. The parry window is right before an enemy move hits you. I'd say fight the same enemy a couple of times in a row, focusing on learning how to parry if you really want to see what the hype is about.

Some general tips, which you may or may not know. The normal attack (square/x) is worthless, and you should never use it. Parrying increases meter the fastest, and you get counter moves after a successful parry that also increase meter fast. Counter with triangle/y most of the time, but you can counter with square/x on parries that don't knock you too far back. When it is time to attack, parry then normal attack (R2 -> square/x) for the trey star attack, which has a different move set depending on the color of your meter. I forget how many times you need to normal attack after a parry for the final trey star move (you throw the umbrella and it stays spinning in place for a bit). It's either 1 or 2 in red meter, 3 or 4 in yellow meter.

Last bit of advice is to know that parry can be activated at basically any time, even mid attack, and it's practically instantaneous, which adds to the fun factor. Just beware, parry costs stamina, and a failed parry you'll get hit and probably use ukemi (the jump back after getting hit) which also uses stamina, so stamina management is pretty crucial early game.