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Bloopy

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Everything posted by Bloopy

  1. Hey everyone! Part II of Faith and Blood is now complete! The original post and download link have been updated with all the information you need. Happy playing and let me know what you think 😄
  2. -You can see who created each custom animation in the credits, the thief I used was done by DerTheVaporeon. -1-F’s walls being breakable is only for aesthetics due to the story of the map. -Pirate thing is weird, I’ll have to check that out -The bows/Zanbato are there to punish players who rush into fog. They aren’t everywhere on the map, and can be spotted pretty easily using the Torch staff. If I make enemies more aggressive, I’ll probably cut down on them so its not overwhelming. -I have 20 chapters planned, could potentially change slightly.
  3. -During 1-4’s intro conversation, Pate mentions that Alyssa made him the carry the weapons. It’s not a glitch, although I can try and make that a bit more clear. -Hrm, yes, if only Alyssa could promote somehow ;p -Luca is female. -Due to 1-F’s fog I didn’t want to overdo it with enemy aggresiveness. Being able to accidentally trigger bosses, plus reinforcments or charging enemies could become frustrating quickly. I’ll keep this in mind though, and I’ll try to increase the danger and pace.
  4. -Mugs are probably the weakest part of the project currently, I need to take some time to improve on them or find an artist in the future. -Naming it 1-P is actually... a really good idea. Not sure why I never considered that. -Great Knights still have 6 mov, Vendrick uses a special GK class with 5 mov for 1-1 so he can’t outpace your units. -If moving efficiently, even with some unlucky enemy stat variation, you can clear the map with several turns to spare. -I won’t rule out adding an axe variant of knights in the future, but I didn’t find it necessary for enemy composition. The class changes were made in order to make classes more balanced, not to add a weapon triangle variant for every class. -Depending on how much you push or turtle, the flow of 1-2 can change. Most of the time the ai will be pushing in response to you coming closer. I may vary the ai more in the future to make more enemies charge instantly at certain points. -That’s what Bryce is there for ;)
  5. Current Release: v0.3.2 - 14/20 chapters complete, Part I and II released (Only Part III remains!) Download the patch here (apply .ups to clean FE8 rom): https://drive.google.com/file/d/1WfmDuE3uSczT4hrYBwjhrUwXSZ4bPM3c/view?usp=sharing Join the project’s discord: https://discord.gg/MtvnF3d Overview The continent of Vaelor has known peace for decades under the rule of Farna. After a bloody war remembered vividly by the elderly, the young have grown up in a world ruled by religion. Farna governs from the Citadel, a grand castle at Vaelor’s center. The nations of Ilden, Rivale and Gerra are bound to their decisions by treaty, each forced to adopt Farna’s beliefs and submit to their will. Is freedom worth reliving the tragedy of long ago? Faith and Blood is a custom project that uses FE8 as a base for a new game. It started as a loose collection of ideas I gathered over my years playing Fire Emblem. Eventually these ideas began to be refined in my head and I started to write out a plan for a fangame. When 7743’s FEBuilder was released, I started messing around with the program and shortly after the formal project was born. I’m thankful for those who’ve contributed the hacking resources that allowed me the opportunity to make something from my ideas. For those playing, I hope you potentially start to get creative and find your own ideas to invest in. More importantly, have fun! Faith and Blood presents challenging gameplay with incentive for player action rather than reaction, as well as a serious story driven by its characters. Feedback is encouraged and I’m always hoping to improve the project! Features Streamlined Skill System- Excluding Canto and Steal, each unit and boss only have 2 skills- a personal that acts as a quirk or incentive to using them in addition to a map movement skill(Shove, Swap, Reposition, etc.) based on their class. Class and Item Rebalancing- Adjustments to class and weapon stats to make each class useful in their own niche, without overpowering the others(Knights gain swords and lances for example, while cavaliers are mono-weapon). Split promotion classes have trade-offs to make your choices matter! Varied Objectives- Escape, Defend, Seize, Defeat boss(or bosses) and Rout are all present! Chapters always present something new. Thoughtful Resource Management- Gold is available, but not plentiful. Basic supplies are common, but you will have to make choices about which advanced items to invest in! An Original Story, Setting and Cast- A new conflict to experience and world to learn about with 24 playable characters in this release! No Route Split, No Ports- I intend on finishing this project 😛 Team/Former Volunteers Bloopy- Schnoz LaurentLacroix, Vlak, Levin- Contributing Artists Credits
  6. A working turnwheel would be amazing, keep up the good work
  7. Great to see an example of someone using Lex Talionis, really interesting engine and work.
  8. Just finished editing my first mug, pretty happy with how it came out. Honest feedback appreciated!
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