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About Vennobennu

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  • Birthday 10/24/1995

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. Thanks for writing up (almost) the whole playthrough! Was a fun read.
  2. Congratulations on the new release! It's good to see the sizable progress that's been made.
  3. Just beat it today. Flying through stages is so much fun, the customization is great, the story was really funny and cute. What potion combos did y'all use? I stuck with Drop/Sparkler/Impact, it's great for hovering over enemies and bombing them and it messes up those knight enemies. For flying bosses I'd use Lob/Cluster/Remote, you can take off 3 hitpoints in one bomb if you time it right. By the end of the game though I'd come around to the default combo, it's very fast and versatile.
  4. Congrats! This was an interesting watch from beginning to end. It seems like the power of Warp (and 28 Magic Artur) more than made up for you lack of mounts in the lategame.
  5. The obvious Medeus strat is some combination of Berserker Michalis critting with a max MT SIlver Axe, Katarina critting with Starlight or a Thoron forge, and Auming one of them. Not too many other units that can scratch him on 0% growths. Which reminds me, you may have to redownload the patch, the previous version had Nagi's Spd/Def/Res/Luk zeroed out by accident and I don't remember if you got that one or the current version.
  6. Yo, this is pretty sweet. I'm running it through Lyn Hard mode and having a blast. One little issue I've noticed so far is that Rath's scripted battle hangs the game if he doesn't have a ranged weapon equipped, but fortunately you can skip the whole scene. Erk's battle doesn't have any problems though (I assume because it isn't 'scripted' in the sense that Rath's is). It also seems that the Weighted HP growths option doesn't seem to work? I went into Nightmare to check the growths of randomized characters and saw a few 10% or lower HP growths. This was with Minimum Growths checked also. Third problem: Using Randomized Recruitment and Randomized Classes, Lowen (replacing Matthew) joined as a Thief with D Lances (+D Swords).
  7. The Yumina Res buff was completely unintentional; I mistook her Res base of -3 for a growth rate, so that's fixed now. You can see that I haven't rigorously tested every character to make sure they fit. Early promoted Palla is so OP in these early chapters, my goodness.
  8. For documentation on FE8's event codes, your best bet is probably this resource; it doesn't yet include detailed descriptions of each new/different code but it should suffice to work with.
  9. Cool, didn't know that before.
  10. Update - fixed Athena's HP growth.
  11. Fe8's palette system is pretty simple actually. It's only different so as to accommodate branching promotions. Under "Battle Palette Editors" in the FE8 Nightmare module package, there should be two modules: "FE8 Palette Association Editor" and "FE8 Palette Association Editor Part 2". The first defines which classes the unit should be in for each class position, and the second defines which palettes to use for each class position (Unpromoted 1, Unpromoted 2, Promoted 1, Promoted 2, Promoted 3, etc). If the unit's class doesn't match the class that they should be, the generic palette is used to prevent color vomit from mismatching palettes.
  12. Holy Maiden isn't needed to access the full ending, no. Lalum/Elphin being able to dance each other opens up such crazy strats, I wonder how things would change if they couldn't refresh each other.
  13. No problem! I'd looked into this once before, so it was simply a matter of going through my notes.
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