Author Topic: patch 7.2 released  (Read 19827 times)

Offline BlackStarLine

Re: patch 7.2 released
« Reply #15 on: June 11, 2015, 06:55:15 pm »
Welp, looks like i'm going to have to replay Sunrider again... Haven't played since I reinstalled windows a few months back...

Offline John Titor

Re: patch 7.2 released
« Reply #16 on: June 11, 2015, 06:58:15 pm »
Let's convince a forum member to play through it all again on live cast while we spam him through the commbox!

... Or simply replay Sunrider 7.2 on our own...
Currently playing through all FE games
Completed: Fire Emblem : Genealogy of the Holy War,    FE: Blazing Blade, Fe: Binding Blade, FE:The Sacred Stones, FE: PoR, FE: RD (Hard Mode Complete), FE: SD, FE: NMotE,  ,FE: Awakening , Fe Fates (CQ & Rv Lunatic), FE Echoes: SoV (Hard Mode)
Playing : Setting up Thracia 776
Mafia Awards : Cockblocker, I will drive you to School

Offline BlackStarLine

Re: patch 7.2 released
« Reply #17 on: June 11, 2015, 07:03:32 pm »
The former sounds like a fun idea that I could get behind...

Offline Geocorn

Re: patch 7.2 released
« Reply #18 on: June 12, 2015, 01:19:52 am »
Is it intentional that beating the game still advertises for Rebirth of the Holy Empire?

Offline Lord Gorchnik

Re: patch 7.2 released
« Reply #19 on: June 12, 2015, 09:54:58 am »
Time for Gorchnik to open up a can.......for the 375th time.

Offline [Astral|Zephyr]™

Re: patch 7.2 released
« Reply #20 on: June 12, 2015, 10:13:24 am »
Nice! Now... where can we find this...? <_<

it's on steam :p

Why steam... can't I just get it elsewhere?
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.

Offline 7twenty

Re: patch 7.2 released
« Reply #21 on: June 12, 2015, 10:14:33 am »
Just in time! I was thinking about making a new playthrough. I think I will go with a different playstyle this time through, maybe more of an anti-hero this time. I cannot wait!
It’s not the great who are strong. It’s the strong who are great.

Offline NewAgeOfPower

Re: patch 7.2 released
« Reply #22 on: June 12, 2015, 09:41:25 pm »
a 400 kb patch downloaded today... whats up?

Updated: June 13, 2015, 07:47:19 am
Nevermind. Saw Samu's twitter.
« Last Edit: June 13, 2015, 07:47:19 am by NewAgeOfPower »
Working on a collaborative Sci-fi novella. Teaser here.

Feedback would be appreciated.

Offline Verthand

Re: patch 7.2 released
« Reply #23 on: June 20, 2015, 10:06:36 pm »
Took me a while, but i finally finished 7.2 today. I will write down my thoughts of that, probably most u all noticed it aswell but here goes:

* Vanguard can now be aimed at spaces without ships [by EnderShadow]

Made a major difference, since after u short warp the Sunrider gets eaten by everything. So it does makes a change if u can port a few hexes away from the target and use the vanguard in an empty hex instead of having to port right next to the target and get killed next turn.

* added icons for armor and shield negation, plus attacking with missiles now show the route the missiles will take on the map along with an indicator for combined intercept change between the attacker and the target. [by KingRaptor]
That was AWESOME. Before i always had to save before firing missiles since most of the times i wasnt sure of the route they would take. Thank your very much sir.

* the accuracy of energy weapons (laser+pulse) now degrade at a rate of 10 per hex instead of 15. to compensate, their base accuracy is reduced by 10. as a result, accuracy upgrades are now very valuable and costs for these have increased.
* energy damage now scales significantly better with upgrades. (compared to kinetics)
On my first 7.2 play i did try uprading the lasers, but kinetics was still much, much better, for many reasons, so i had to restart and upgraded the kinetics like always. But i did notice the laser accuracy is much better at long distances than before. Also, the ryders (especially Phoenix) are dodging a lot less lasers than before, so i think this change made the game harder and didnt improve much for the players. Maybe if the Union Frigates lasers could have their lasers upgraded then it would me more useful. At least they are missing less now too.

* increased the effect threat has on the AI. the Sunrider should now get targeted more often, assuming it does the most damage whereas units doing little damage will be ignored more easily by the AI.
I didnt feel much difference about that since the sunrider is not that exposed in my formation.

* increased the energy cost of ShutOff for PACT support ryders to 60
Made no difference for me, will be explained below.

* the AI can now use rockets again even if the target is still at 100% flak effectiveness.
ROCKETS. Those were the major change of the game for everyone. I even upgraded flak of all my units just bk of that. They made the game uber harder. Screw carriers, the priority now are the bombers or anything that fires rockets and can be taken down in one turn. This totally changed the game, making it much harder. But more challenging and rewarding too, and i tihnk it was how the game was supposed to be played in the first place.

* ryders spawned from a carrier will no longer attack on the same turn.
Made everyones life easier. Much, much easier. Now its possible to never be afflicted by enemy debuffs the whole game, since no map has more than 2 support ryders in turn 1, and the ones the carrier spawn no longer attack on the same turn. That made carriers way less dangerous than before, but still annoying since the new units he spawns can fire rockets if no taken down in one turn.

* the Phoenix now has the unique ability to start with half of her max energy after being restored to battle with the Resurrection order.
I guess u knew she would die all the time to those damn torps, didnt u!! Poor Icari ghost will haunt u for that. "Its all your fault, Captain!"

* The Black Jack had her melee attack energy cost reduced to 45 (from 50)
* the Black Jack now scales better with melee upgrades in general.
* added an upgrade in the store that reduces the Black Jack's movement cost to 15 (from 20). available after mission 5 (pirate base)
Well the Black Jack became a totally new ryder, much more efficient than before. Asaga at 15en move and ridiculous def/evade when she goes in berserk = unstoppable killing machine

* added an item that reduces energy cost of the gravity gun from 60 to 40. available after mission 12 (far port)
Genius idea. Now Claude is more than a debuffer than makes attack go up when Full Forward expires! W00t. I had plenty of fun dragging oppnents ryders 3 hexagons away from where they start lol. And i guess its one of the mains reasons we starting a collum back now?

* the furthest to the right you can now place units during formation phase is column 6 (down from 7). 1 exception is the 2nd escort mission (mission 18)
Now that made a major difference too, making it harder. But i liked it, at first i was surprised at how close we could start, taking in consideration the player turn goes first. I think 7.2 starting position makes the game more balanced.

* The AI now considers attacking with melee a bit better.
A BIT BETTER u say? In the side Far Port mission, 2 of the 3 nightmares decided to come to me in melee on the turn they spawned , took down 3 ryders since their melee one hit down anything, and thats bk phoenix dodged one of the attacks lol. The nightmares got mad for melee. The elite ryders are attacking with melee more often too, but at least their stats arent as crazy as the nightmares. So yes, it made side far port much harder than before.

* the repair upgrade for the Liberty now also reduces repair energy cost by 10EN. to compensate, the upgrade had its price increased to 1000$
* the Phoenix' max EN upgrades are now 25% cheaper, allowing for greater mobility and damage output.
Nice changes, but those werent didnt change the game that much for me.

In overall, i think 7.2 got way harder than before, but to the point where its still fun. I think when a game is too hard, it stops being fun and becomes just "hard". Also, I would make PACT start with 3 support ryders (then take one bomber out or something ffs), since u can take 2 down with Sola, and the ones that the carrier spawn wont attack on the same turn, so the player cant finish 7.2 without being debuffed at least once. Thats all, thanks for reading and for improving our so loved game sir!!

woolyshambler [Sep 09, 2015, 04:28:48 PM]:   don't let anyone say i don't love you vert.
Amber Lee Connors [VOICE] [Jan 27, 2016, 10:23:00 PM]: Dominatrix Ava is now canon in my heart.
WeAreTheMeta [Oct 11, 2016, 06:22:37 pm]: I shall rewrite the constitution so that France become a loligarchy!
Deeox2 [Oct 17, 2016, 04:32:39 pm]: I'm pretty sure Eli is fucking literally everyone in WoolRPG, mang.

Offline [Astral|Zephyr]™

Re: patch 7.2 released
« Reply #24 on: June 20, 2015, 10:29:04 pm »
Is this available for download in the LiS homepage? I don't have steam & I don't want to get it from steam. Steam has caused a lot of problems for me in the past so I want to get it elsewhere if I can.

Anyone know where I can get the 7.2 patch outside of steam?
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.

Offline Marx-93

Re: patch 7.2 released
« Reply #25 on: June 20, 2015, 10:55:50 pm »
Uhm, from what Ver said and my own (admittedly very short, I probably won't make an extensive replay until July) impressions, it just turned back to 4.2-5.0, except now the Nightmares can be scary even after you know what do with them and the Elites are a little more dangerous like their stats say (they still don't know how to use Assault well, but now it's only a matter of time). Oh, and Carriers are dead weight and that basically makes Assault Carriers sad little things compared to the beasts they were (I mean, now they rank around Battleships on the priority list). It's got nothing on old times of 4.0 and the flak degeneration though: some missions may end considerably easier (I'm mainly thinking on the Ongess missions that have lots of carriers, thanks to the better accuracy of lasers now the ironhogs are also a lot more fragile).

I can say that while the laser buff hurts a little, it also helps you a lot if you know what to do. I loved my frigates before, but now even more, and the Black jack has received a lot of very minor upgrades that together have returned her to the place of "balanced stats" instead of "master of none" (though she still lacks serious punch or a more specific path towards which upgrade her, I think around the end of the game she ends obsolete again, but if we'll have the awaken option in Liberation day then we have nothing to worry).
Why can only the evil have empires, power and majestic theme music? I reclaim the possibility of creating the Federal-democratic-free Empire! A (democratic) tyranny fueled by the Power of Love!

Started writing. You can check it out here: Home

Offline Vaendryl

Re: patch 7.2 released
« Reply #26 on: June 21, 2015, 03:35:03 pm »
Thanks for the extensive feedback, Verthand :) I enjoyed reading that and I'm happy to see that most of the changes seem to have their intended effect.

Is this available for download in the LiS homepage? I don't have steam & I don't want to get it from steam. Steam has caused a lot of problems for me in the past so I want to get it elsewhere if I can.

Anyone know where I can get the 7.2 patch outside of steam?
not really. you could potentially download the new code from github (link in sig) but that will not update renpy itself to the latest version which -might- give strange results as I haven't tested this code with the old version of renpy. it'll probably be fine, but I can make no guarantees.
« Last Edit: June 21, 2015, 03:36:38 pm by Vaendryl »
(╯°□°)╯︵ uoıʇdǝɔxǝ
latest version: 7.2
RTFW
Mark 5:9

Offline Histidine

Re: patch 7.2 released
« Reply #27 on: June 27, 2015, 09:01:04 pm »
Mission 2 is surprisingly hard now (four enemy laser units + no shield = dead meat). Given that the Sunrider shield upgrade is also probably mandatory now (not that it wasn't already a no-brainer) it might be worth just building it in from the start.

Offline Vaendryl

Re: patch 7.2 released
« Reply #28 on: June 27, 2015, 10:54:46 pm »
Mission 2 is surprisingly hard now (four enemy laser units + no shield = dead meat). Given that the Sunrider shield upgrade is also probably mandatory now (not that it wasn't already a no-brainer) it might be worth just building it in from the start.
same goes for them, though :) snipe that loli!
(╯°□°)╯︵ uoıʇdǝɔxǝ
latest version: 7.2
RTFW
Mark 5:9

Offline Marx-93

Re: patch 7.2 released
« Reply #29 on: June 27, 2015, 04:11:36 pm »
Mission 2 is surprisingly hard now (four enemy laser units + no shield = dead meat). Given that the Sunrider shield upgrade is also probably mandatory now (not that it wasn't already a no-brainer) it might be worth just building it in from the start.
same goes for them, though :) snipe that loli!

Actually, as Cosette is a lot harder to destroy, I think the idea is more of suing a combination of laser and missiles to either get a destroyer or 1 and a half pirate Ryders on the first turn, and after you get the Black jack we can already focus on the loli. As lasers matter more now there's a constant need to end the small fries instead of letting them hang around. It's true though that a newbie who just went after the first mission this second one may destroy them.
Why can only the evil have empires, power and majestic theme music? I reclaim the possibility of creating the Federal-democratic-free Empire! A (democratic) tyranny fueled by the Power of Love!

Started writing. You can check it out here: Home