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Roosterton

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. I'm really glad to see that people are still enjoying this almost 2 years later! Thanks so much to everyone who's still playing and sending feedback. This might not be the most well-known hack, but it still feels surreal to have made something which many other people around the world are having fun with to this day. Recent posts here & on FEU reminded me of a few changes I wanted to make, and owing to the COVID situation, I had some extra time to implement them. Patch 1.1.3 is now up in the google drive folder - just fixed a few long-standing minor bugs, and also gave Knight and Great Knight Felix slightly less offensive palettes.
  2. Thanks for the feedback & for finding this bug - will look into this when I've got time. Glad you enjoyed it!
  3. Ohh okay, that makes sense, the houses are currently aesthetic-only. I might get around to making events for them at some point, but it's not a top priority for now. Sorry that they misled you!
  4. Thanks a ton for all this feedback! I'll take your splicing advice to heart when I get around to redoing most of them. Those portraits look really nice - if I choose to include them in the next patch, I'll be sure to add you to the list of special thanks. Mire is meant to be at least a little sadistic - it's designed to be an uncounterable magic nuke which forces the player to be proactive & try to control the map instead of sitting back and turtling (inspired by SoV's version). I definitely see what you mean about the moving purge/bolting enemies, though, especially in the early game. About the chapter 4 villages, they were actually supposed to be visitable, so I'm not sure why you had that issue! Will look into this. Unless I forgot something, this is the full list: A number of these have not been playtested due to the vast number & tedium of testing each one, so let me know if issues arise with any of them (particularly with text spacing).
  5. Thank you! I totally forgot that the support page exists, will look into this. I might also consider adding some more supports or paired endings in the future for the characters who don't have very many atm. Glad you liked it :)
  6. Thank you so much! I'll take a look at those supports & boss convos loading the wrong faces. Fordra actually has one of the highest growth totals in the game, but her growths are very lopsided (65% mag, 25% spd), so if you cap the stats like magic and luck it becomes somewhat probable that she'll get 0-stat levels. Now that I've solved (most of?) the gameplay issues I'm thinking a mass portrait overhaul is my next big project, starting with Gallea, because I agree he looks really strange - I think his head is too small. Thanks again and glad you enjoyed it!
  7. Released v1.1.1, which hopefully solves this - let me know if the problem persists.
  8. I was returning to take a look at this issue. In my version of the game, none of the bosses have been screwed anywhere remotely close to the screenshots you posted. This got me thinking - what difficulty did you select at the start of the game? I don't mean which patch, but on the difficulty select screen, did you pick normal or hard? I had been under the impression that I'd removed all differences between Normal and Hard, but as it turns out there's still autolevelling differences which I hadn't removed. Since I developed & tested the game using a hard savefile, it's possible that the screwiness occurs as a result of picking Normal (perhaps some value goes negative and loops around?). As of 1.1, new save files automatically start on 'hard', so if my theory is correct then this issue is solved. People who have current 'normal' savefiles may want to consider restarting, or prepare themselves to face nasty bosses later. (Not the final boss though, I made sure he's always identical)
  9. ooopsss i was using that for debugging LOL Feel free to throw it away in that save, will remove asap for others update: fixed
  10. Just wanted to let everyone know that I've released v1.1.0, a significantly larger update which addresses a number of presentation and game-balance issues. Unlike previous patches, this update is not entirely compatible with previous savegames. If you have any characters that are between lvl. 12-14 in their promoted class and you update to this version, they will be unable to learn their final class skills, as these skills have been moved from lvl. 15 to lvl. 12. In all other respects, it should be compatible with previous saves. Full changelog from 1.0.10 to 1.1.0: While creating this patch, I discovered a minor bug with no apparent solution: Getting a game over on ch.11 or ch.17 as a result of running out of turns will result in the game softlocking when you restart the chapter to try again. This is easily fixable by closing the rom completely and re-opening it before you restart the chapter. As always, let me know if you find any more bugs!
  11. Good catch with the map, it looks so obvious in hindsight but somehow I missed it. Will be fixed in the next patch!
  12. No worries, I've encountered that too on SF. I suppose if anyone clicks on the video with "final boss" in the title it's their fault for getting spoiled
  13. Also if you could please edit that post so that the video is under a spoiler tag, it would be much appreciated!
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