Posted 19 hours ago
Bard's Tale 2:
* At least in the DOS version, in the midgame to lategame, enemies seem to always attack before the party, or at least before the more magically inclined characters. (Not sure if monks, with their better initiative, can act before endgame enemies at typical levels and numbers of battles fought.) This applies even to special party members; the enemies all attack before the same monster, in my party, gets a chance to act.
* From what I hear, in 8-bit versions, starting in the midgame, your melee attacks always miss. You might be able to temporary fix this with spells (does the Melee March song help here? it does in the DOS version, which doesn't have this issue), but that means you need to use spells or items in every single battle.
* In at least the Commodore 64 version, monsters in your party will only use their spells and breath attacks if there are no enemies remaining. (Fortunately, neither the DOS nor the Apple 2GS version is affected; this also applies to the previous bullet point, above.)
(With that said, I think it's still fair for the akky AI to read your main character's input; after all, if you were controlling them, you would know what the main character is doing because you're entering the command.)
Although, there's another case where the AI caused an issue in FE8:
* I had a Wyvern Knight using dark magic. This isn't within the normal parameters of the game, and is only possible with the help of the control enemies glitch (or outright hacking).
* Because there's no animation for the Wyvern Knight using magic, the animation is disabled when such a unit uses magic.
* The developers *really* wanted the players to see the final boss's animation, so that forcibly enables animations, overriding the setting and the Wyvern Knight's lack of magic animation.
* The final boss attacked the Wyvern Knight on the enemy turn, forcing the animation. (In FE games, counter-attacks are standard, so my Wyvern Knight was going to counter-attack.)
* The game then tried to play the animation for the Wyvern Knight using magic, and crashed.
* At least in the DOS version, in the midgame to lategame, enemies seem to always attack before the party, or at least before the more magically inclined characters. (Not sure if monks, with their better initiative, can act before endgame enemies at typical levels and numbers of battles fought.) This applies even to special party members; the enemies all attack before the same monster, in my party, gets a chance to act.
* From what I hear, in 8-bit versions, starting in the midgame, your melee attacks always miss. You might be able to temporary fix this with spells (does the Melee March song help here? it does in the DOS version, which doesn't have this issue), but that means you need to use spells or items in every single battle.
* In at least the Commodore 64 version, monsters in your party will only use their spells and breath attacks if there are no enemies remaining. (Fortunately, neither the DOS nor the Apple 2GS version is affected; this also applies to the previous bullet point, above.)
SultanOfSuave: - Any AI in a turn based game that has the ability to read your inputs, see your team and it's moves, held items, etc, when they have not yet been revealed, and act accordingly, taking them into consideration or deciding its move only after the player has decided. For example, something like the fan game Pokemon Rejuvination definitely does this...
Even if the AI is on the player side? I've noticed this with Dragon Quest games, where the AI would revive a character who got killed earlier in the round, or heal a character who was successfully revived (by an unreliable revive spell) earlier in the round. (With that said, I think it's still fair for the akky AI to read your main character's input; after all, if you were controlling them, you would know what the main character is doing because you're entering the command.)
SultanOfSuave: - In Fire Emblem, e.g. 7 or 8, in fog of war maps the enemy does not act as if its sight is restricted, and just knows your location.
At least it's possible to get revenge on the AI in some circumstances, using a glitch to force the enemies to use the "AI" routine that's normally used on the player phase (that is, you decide what the enemies do this round). In FE8, you can get monster-only items this way, and it can be fun to play around with it. Although, there's another case where the AI caused an issue in FE8:
* I had a Wyvern Knight using dark magic. This isn't within the normal parameters of the game, and is only possible with the help of the control enemies glitch (or outright hacking).
* Because there's no animation for the Wyvern Knight using magic, the animation is disabled when such a unit uses magic.
* The developers *really* wanted the players to see the final boss's animation, so that forcibly enables animations, overriding the setting and the Wyvern Knight's lack of magic animation.
* The final boss attacked the Wyvern Knight on the enemy turn, forcing the animation. (In FE games, counter-attacks are standard, so my Wyvern Knight was going to counter-attack.)
* The game then tried to play the animation for the Wyvern Knight using magic, and crashed.
Post edited 19 hours ago by dtgreene