![]() The game is great and I’m having tons of fun playing it. If that’s correct, I would lower that amount, 8 kills in 1 turn is really hard to achieve, especially because the power builds gradually. Not sure if I’m reading Surge’s profile correctly, but it seems like his super breaks even with his normal power at 8 kills. I would personally try and make it so his superpower either instantly restocks ammo for all units, adding to the “win right now or die” playstyle he has, or maybe gives a movement boost, so he can more easily abuse his powerful day to day. Also, again there is the design decision of his powers not being the same as his day to day, which is a bit odd, but not bad. The main problem with him is that his units run out of steam ridiculously quick during his super, and thus, he basically has to win the map in one turn, otherwise his ridiculously neutered units can essentially be ignored unless they are quickly refueled. His day to day is great, ridiculously strong in the right hands, but his powers aren’t great, and his super is really hard to use. I have a similar suggestion with Volkner. It’s a neat concept, and I think it would make a decent normal power, but it feels far too weak compared to the absurd super powers like Bessie and John. It definitely feels like it needs a movement boost, or a significant firepower boost, or something else attached to it. Her normal power is Adder’s super, so naturally it’s fairly powerful (although powercreeping Adder is not a problem considering how weak he is), but her super is a bit underwhelming. Really, really great maps so far, but I’m mixed on the new COs (namely their powers).įortune has a cool day to day power, but it seems like a missed opportunity that her powers don’t enhance that. Whoops, posted feedback on the older one, just reposting it here.īeen playing through the campaign, almost done with Orange Star. Add tags (separate with commas) Edit tags. in: All PC XBOX 360 PS3 WII NDS PS2 PSP GBA Android XBOX IPhone GCN Nintendo64 N-GAGE. Let me know if anything else needs fixing! Best place with Advance Wars 2 cheats codes, secrets of the world. ![]() Save files from the previous version should still work. Fixed an issue with the final map's CO selection. The dialogue bug when you first save the game has been fixed. The final War Room map spawns a glitch unit when you capture a Lab this has been fixed and the map will now spawn Neotanks. UPDATE: I've made another update to fix a few small issues. Thanks for playing, and have fun!ĮDIT: Save files should be compatible between the previous version and this one, so you don't have to restart a save in progress! Do leave feedback on the changes so I can continue to improve the game. In particular, Hard Campaign is now playable, the CO Richie was overhauled, and several balance changes have been made to CO Power meters. Following feedback from players, I am ready to release the first update patch, so you too can spend the 4th of July enjoying cartoon warfare (Truly the REAL favorite American pastime.) Be sure to patch this to an unmodified, US ROM of Advance Wars 2: Black Hole Rising.Ĭhangelog is included in the ZIP file. What this does is unknown.Ī second dummied-out menu option can be enabled with the code 87C9D638, though this one does not have a name (displaying a blank space or glitched text) and simply exits the menu when selected, as all of the code associated with its use has been deleted.Hello AW players! One month ago I released my ROM hack, Advance Wars Alpha. ![]() Select: displays a second map/army number at the top of the screen, which can be changed using L/R and "selected" by pressing Start.X/Y: increases/decreases the currently selected value by 10.A/B: increases/decreases the currently selected value by 1 (with "XX" representing a value of 100).D-Pad: moves the cursor around the various values onscreen.It is currently not known what this screen actually does, and a bit of cursory experimenting with the values didn't have any visible in-game effects. The two numbers on top represent the map number (starting from 1) and the four armies (0 through 3). Pro Action Replay code 87C9DA38 adds a dummied-out "CP" option to the in-game menu. Discuss ideas and findings on the talk page.
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