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bløød

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About bløød

  • Birthday 12/31/1991

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  • Location
    Brazil

Previous Fields

  • Favorite Fire Emblem Game
    Path of Radiance

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  • Members
    Pelleas

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  • I fight for...
    Tellius

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  1. That's because you're playing an old version. Please download the newest one.
  2. Hey guys, it's been some time. So, I'm currently dealing with a lot of stuff irl and I'll have to abandon this project for the time being. I had planned to release a final version, since everything is basically done and I'm just polishing things up and adjusting difficulty. I haven't been able to finish quite everything I had in mind, but I'll release what's been done so far. Consider this a semi-final version lol. These are the changes from the last version: -Corrected some cutscenes envolving custom classes -Class bases and enemy growths have been reduced and are more similar to the vanilla values -Phantoms can now use their weapons properly -Some text corrections -Fixed HP values for some bosses -Made modifications to monster skills. Bonewalkers and gargoyles have different skillsets -Added leadership to tower of valni bosses -Reduced the amplitude of the random poison damage from 5 to 3 -Fixed Knoll's dark magic rank -Fixed basically everything related to the trickster class -Updated some magic animations That'd be all. Big thanks to everyone who stuck around with this project for this long.
  3. Hey guys. I recently took the time to actually play the hack and see how everything is performing myself. Naturally, I found some things that need to be changed, especially class base stats and growths. I feel like the changes I made, when coupled with the skill system, make the game considerably harder. It gets really bad during the later chapters once the enemies start getting their promoted skills, at which point any group of 3+ units becomes a serious threat. I'm seriously considering reverting class base stats and enemy growth rates back to their vanilla values. What do you guys think about this? I'm also reading all your feedback, but I have a few issues to handle irl at the moment, so it might take some time to address everything.
  4. You're welcome. Me neither lol. As I stated previously, I never intended to make these classes playable. I only did so after a lot of people requested them. The dragoon was supposed to be a promoted soldier that specializes in MAG and RES. I made it so to be a counterpart to the more physically oriented halberdiers. This class doesn't really work well for the player units because the ones that can promote into it have low MAG and RES growths. That's why I said that these special classes might require a heavy investment of stat boosters. I'm glad you enjoyed it. Even though I learned a lot with FEBuilder, I may actually use rainlash's Lex Talionis engine. As much as I love FEBuilder's practicality, I think I could make better hacks if I'm no longer limited to the GBA hardware. I'm not sure what you meant. Unless I'm wrong, summoners can summon phantoms from level 1. I think the phantom's weapon rank depends on the weapon it randomly gets when it is summoned. I overwrote the steel axe with the silver axe, so the game probably still thinks that the phantom is getting a rank D weapon instead of a C rank. I think there's a patch in FEBuilder that corrects this behavior. This would require an entirely new animation, and on top of that, I don't have any animation slots available (there's a limit of 255). So no, it won't be possible.
  5. Apologies, it was supposed to be level 2. Fixed it for the next update.
  6. I only have a main plot planned out. Still haven't started anything for real. A mere reskin/rebalance took me a year and half to complete, so don't expect an original hack any time soon.
  7. Yes, but it is trickier to set it up. You will need to install the "Battle Transforming Editor" patch from FEBuilder's patches section. These special classes that use transformations each require 4 animation slots. This is done in order to circunvent the limitation of 16 palettes per animation. The battle starts with its "transform finished animation", which is just the background. Then it switches to "base animation", which is the unit's appearance. In the dragon's case, its tail moves around and then the dragon drops down to the battlefield. Next is the "transformed animation", which is the animations for combat per se, such as the dragon attacking and dodging. Finally, "transform back animation" is the transition between the combat animations and the first animation, which closes the cycle. You also need to set the transformation sounds between each animation, otherwise the music will be muted. Also keep in mind that playable units have a limit of 60 HP. If you want to increase that, you will also need to use "Playable character HP limit" patch. Not sure if this is possible, I'm not very experienced with eventing.
  8. I posted a tutorial here some time ago, check it out.
  9. I'll wait some days to see if any more serious bugs are reported. I also need to finish the custom animation I'm making for one of the optional bosses. Animations are hard 😞
  10. It has come to my attention that saving the game while in the Tower of Valni or the Lagdou Ruins may cause issues with the save file. I've experienced events freezing the game after doing this, so for now I advise not to save the game in these locations. That feature will be removed for the final update. That is an issue with the skill system. Not all skills seem to work as they are described. I also noticed that the skills "counter" and "counter-magic" only work on enemy phase. I updated all their descriptions, but I can't test all the skills by myself. If you or anyone else find any more issues, please report to me. Do keep in mind that the skill system is still a WIP and it's getting constant updates. Any single unit has a limit of 6 skills: 1 personal, 1 class and 4 learnt by level. If they somehow go above 6, I believe the game will ask you which skill you want to replace.
  11. Hope you like the changes. I only have one more updated planned for this hack and after that I can finally move on to an original hack. Excalibur's range was intended to be 2-3 from the start, since it's a wind tome. 1-3 was an oversight that only recently I noticed and corrected. Will look into it. Yeah, that happens with Moulder, Natasha and L'Arachel. The issue seems to be caused because they can only wield staves, which work differently than other weapons. Since I have no combat animation slots avaialble, I cannot fix this issue. I opted to classify her as a promoted unit. She can dance, use swords, anima magic and has higher caps than in vanilla, so I think she's powerful enough to be considered promoted.
  12. So.... I contradicted myself and released a new version. Sorry, but I had to fix the minibosses in Tower of Valni having busted stats. Also sliiiiiiiightly increased EXP yield because I felt it was too strict in the previous version.
  13. There are three links in the main post, but here's another one nonetheless https://www.dropbox.com/home/Fire Emblem Sacred Trilogy
  14. Minimugs are those summarized windows that appear when you move the cursor over a unit. There's a screenshot in the main post showing what they look like. I forgot about that thing. Not even sure if I can do anything about it though. Saves should be compatible. It's not possible because the gladiator doesn't have an axe animation. This would lead to the game crashing during promotion.
  15. (yet another) New version released This (hopefully) fixes the issue with promoted classes getting too much EXP. I apologize for releasing so many updates, but this one should be the last for a while.
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