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  1. i'm trying to make a custom weapon (an anima tome) using the excess space in the item table - which worked fine, the weapon is there and with the appropriate stats, name, descrip, and stuff. so i go to the Custom Item Animation list module for Nightmare to give it an animation and nothing is working. i've tried giving other pre-existing items different animations too and nothing works. i've only been working with this stuff a few days so i feel like i gotta assume i'm stupidly missing something. nevermind, found out how to do it in FeBuilder
  2. 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
  3. Hi, Sorry for posting nearly the same topic as yesterday but I think it wasn't in the good section and I have taken my concept further and am currently testing the results. Yesterday I came with an idea to balance weapons. I was wondering if anyone would enjoy a FE 8 mod with swords draining hp, 1 range axes ignoring def, and what you would give to lances and bows (currently lances give +4 lck, +2 def and +1 res), while bows have 3 more might, light is effective against monsters (no need to wait for promotion anymore), anima is buffed (+1 might), dark didn't change much, and tomes' weight has been adjusted to fit their users' constitution. The idea is that most sword users aren't very tanky but very fast. If they could drain hp, be they tanky or not, they would be much more usable and wouldn't need access to 1-2 range weapons to be useful. Fast units would drain 2x per fight but take damage if they don't dodge, while slow units would heal back some damage but only once per fight. I intend on balancing the classes and making the ennemies more of what they should be (like in Awakening I guess, they fit much more their roles than in TSS IMHO, especially knights, axemen and mages/dark mages). Lances' bonus stats make them able to reduce crit chance, to take easier the swords' hits so the drain isn't OP, while +1 res helps a little without being gamechanging. Bows don't hit at 1 range so I gave them more poke damage to make archery more useful for what they're supposed to do (the counterpart for 3 MT is 15 hit, a little like Yumi). I gave 30 weight to 1-2 range physical weapons so you only use them situationally (if I give them a speed penalty it would affect more the already slow units than the fast ones, + negative stats tend to bug and show max stat instead so it's the opposite of what I want). It's a good point for me so general Gilliam is as fast as Paladin Franz with a javelin (0-5 spd hoho). Special weapons weren't modified (rapier doesn't drain, don't expect to get back to full hp in one hit on a sword-wielding cavalier, neither does hammer deal true damage, I think it deals enough already). Trainee axe is 1 range, low MT, high accuracy and unbreakable, like short sword and lance, short bow is 2 range, low MT, high acc and unbreakable. These weapons apply the weapon balance treatment so your 8 damage lv 1 Ross will have 8 true damage on any ennemy axcept lance users (9 damage) and sword users (7 damage). Thin lance comes with the tank buff (enjoy your finally able pegasi, including ennemies) and thin sword drains hp. No crit bonus for short weapons. This means trainees can pull their weight even if they can't attack from 1-2 range before D rank (throwing weapons are D rank like in FE13, steel axe is also fixed to D rank, I don't see the reason for making a steel weapon E rank and not the other ones, might as well put everyone to D at base) because their weapons are better and their class stats have been improved a bit (not their growths though). Tana is a Wyvern Rider (female, yes they exist in the code, and unlike female mercenaries, they have custom animations, just like female shamans and sorcerers), Syrene has a little more base stats and completely different growths (tank falcon knight FTW! Palla is back even better than the original!) and weapon ranks on 2nd tier and some stat caps have been made more logical according to their roles in FE8. Magic classes, sages trade mag for spd, sorcerer is better, mage knight and valkyries are more similar in stats to paladins, magic classes base stats have been twisted to fit more their goal. Manakete is less cheated but lasts the whole game when you finally get Myrrh (unbreakable nerfed Dragonstone, again more like Awakening but 1 range only), she has base stats close to Seth's so it won't be an all in fiesta like it used to be at level 1 against cavaliers with Myrrh in chapter 16 but she has more HP (also this means she can take an axe hit from a promoted unit without dying), growths more spread but less OP (very few >100%, most are between 70 and 90, be careful, 12 spd 40% growth! you might keep a speedwing if you want her to double promoted ennemies!) and stat caps are the same as Necromancer (25 spd, 30 everything else) not OP since axe go through def, so does necrodragon's breath and dragonstone has 8 MT (with capped str it means 43 damage, less than regular silver weapons, only some ennemies not wielding axes will not deal much damage to maxed 35 def but it's not like she will cap it at all times in 19 level ups...right? Myrrh should be very close to cap def though if you max her level, but rarely doubles, doesn't necessarily OHKO, and true damage is abundant in axe maps). Great knight has 7 move, , archers have more skl to make up for usual shitty archers, mercenaries are closer to heroes in stat spread (less spd, more def and str) or you could say they are closer to cavaliers with actual skl, female lord has more def, 1 con bonus, male lord was nerfed a little in the speed department cuz Ephraim before promotion was a little too OP compared with Eirika at the same level, and Great lords have better con and stat caps because you wait 16 chapters to make them promote and they're both forced into the endgame chapters. Wyverns lords and knights are more distinct (I took their archetypes from FE13 wyvern lords and griffon lords, because I thought it suited well to the FE8 wyvern concepts), mounted/flying females and males have equal con because it's more the mount's weight than the person's that it taken into count, con overall is more fit to the class it's linked to. Swordmasters trade defensive stats for offensive, assassins have more str than swordmasters but thei def/res cp is still 20 (promotion bonus more offensive for assassins while more defensive as it used to be for swordmasters) and assassins have rogue's exp gain. 200 gold for unreakable weapons, 220 for unbreakable tomes, 10 per use for iron weapons, 20 for steel, 50 for silver, 45 for killer, shamshir is the exception at 60 or 65 because it's killer+drain with lower MT, add 2 gold to these to get the tomes' price per use, staves are globally cheaper. Low rank gems are worth more than they used to, because there's a special surprise in the preparations' armoury and it costs much (even if I lowered the price, being in preparations' armoury automatically makes it cost more gold). Because I didn't like the absence of choice with this point, I made you able to choose if you want to spend that amount of gold for this or if you're patient. It's also a way for farmers to get what they want without waiting to have cleared 70% of the game to have their full team able (and the ones drawn back by this can finally be played in the main story). Would it be funny to play? Would axes having a real utility make you use axemen? (-1 mt +5 hit for axes BTW) Do the effects I gave to lances, bows, magic types appeal to you? Tell me if something would be funnier than what I wrote. I'm open to discussion and I don't think I did the best I could do, there's always room for improvements. After all, it's been 2 years at least that I began to make Nightmare mods and I'm still not perfectly satisfied, maybe I have too many different concepts in mind so I will never stop making new mods and spending hours on Nightmare. Other people learned to use better programs but I'm not a fan of the difficulty to learn these programs although they seem to allow many nice things like skills, randomizing, modifying or creating characters, creating maps and stories etc. If you want to try it and see, here's the link (Lunar IPS patch, apply it to a clean ROM, I used the (U) Trash Man ROM to patch): https://www.dropbox.com/s/6nfofzdikxkxqop/FE 8 drain sword true damage axes version.ips?dl=0
  4. Hi, Today I came with an idea to balance weapons. I was wondering if anyone would enjoy a FE 8 mod with swords draining hp, 1 range axes ignoring def, and what you would give to lances and bows. The idea is that most sword users aren't very tanky but very fast. If they could drain hp, be they tanky or not, they would be much more usable and wouldn't need access to 1-2 range weapons to be useful. Fast units would drain 2x per fight but take damage if they don't dodge, while slow units would heal back some damage but only once per fight. I intend on balancing the classes and making the ennemies more of what they should be (like in Awakening I guess, they fit much more their roles than in TSS IMHO, especially knights, axemen and mages/dark mages). Maybe I could also give 15 or 20 weight to 1-2 range physical weapons so you only use them situationally (if I give them a speed penalty it would affect more the already slow units than the fast ones, + negative stats tend to bug and show max stat instead so it's the opposite of what I want). I'll try to give like 30 weight to see if it's possible so general Gilliam is as fast as Paladin Franz with a javelin (0-5 spd hoho). Would it be funny to play? Would axes having a real utility make you use axemen? What effects should I give to lances, bows, magic types? It's up to you, make your game from what I suggest and tell me if something would be funnier than what I wrote.
  5. Hello everyone and welcome to my play through of fire emblem 8 randomized just so you know this is taking heavy inspiration from the monikers old lets plays on this site i am using the fire emblem 8 self randomizer made by circles everywhere but thats enough talk lets get started prologue prelude eirika is bad thats all for this update next time we start playing the game
  6. Hello, to those of you who commented on the first post I want to take the time to thank you for being gracious with your time and energy. Unfortunately I wasn't able to respond in the forums themselves because I don't know how to navigate properly. However, I did try and respond to you all in kind with the video series I'm making so if you want to hear me speak to you you can check that out. The next part will be about just asking about this community in general. How is the general air around this Fire Emblem community? I received a warm welcome with my first post and thank you for that is it usually like that? More importantly what are the ideas about fire emblem that have been discussed with the most fevor and excitement? What excites you most about a Fire Emblem discussion? Now for a more Sacred Stones oriented question that I'll follow up on in another video and I'll do my best to respond here (if anyone willing to teach me how to respond to post that'd be sweet). The Sacred stones has the biggest issue of contention that I've seen out of almost any other FE game due to the stigma on "grinding." What is your general definition of grind? Is it simply the ability to gain exp through out a playthrough like many other RPG's? making the entire experience a "grind" or is it more specific and practical such as halting your immediate progress to do a secondary goal? Let me know what your thoughts are if you're up for it. Link to the video:
  7. Hello, I wanted to go over a topic of discussion while doing a playthrough of FE8. The topic of discussion is the word, Casual, and the implications and applications that can come from it. It seems to me that the immediate ideas that come up when this word is used is to conjure feelings of defamation and negativity. More or less used as an insult but there are other ways to use it that are neutral or positive such as the phrase "Casual LTC" or simply "Casual playthrough. In Fire Emblem the Sacred Stones especially it seems to be the former as it's generally regarded as the easiest or one of the easier of all the games. However, what do you think of the word and how you you apply and use it. Playthrough link:
  8. Hello the 1 person reading this post. A while ago, I decided to try Sacred Stones without using the shop at all. No armory, SS, battle preps, or anything. This run will involve saving as much uses on weapons as possible since I can't buy any and also because rout maps. Also ye there's going to be a lot of rigging, this is just a theoretical run, not an actual run otherwise I would be dead pretty quickly. This is the playlist so far involving an intro of the challenge, and prolouge to chapter 4. P-3 are seperated into 2 videos. One is a slide video based on the details of the chapter on what I do and stuff and the other is gameplay. Neither has audio. 4 is details + gameplay + audio. If you prefer the ones before 4, the one in 4, or both, please let me know so that I can make these types of videos in advantage. The audio ones can only be made in specific days while the 2 video ones can be made anyway. I am currently working on chapter 5, but there's also a thing called irl so I cannot confirm when it will be released.
  9. Hello, Been a while, but I need some help. For some reason only 1 of my characters can trade with someone. I've hacked up to chapter 3- Bandits of Borgo. Im thought it was a tutorial lock, but im making sure everyone plays on hard mode. Any and all advice is helpful as I started hacking with the new FEBuilder tool maybe a week ago, so im really bad. Thanks Alot -Ashton
  10. This is my first attempt to begin an FE hacking project. This is an FE8 romhack, not FE7, since FE8 gives me more freedom in FE Builder. I've done it all on my own so far, there are 5 chapters, and I want to make sure I get as much feedback as I can before I keep rolling. Problems you have with the demo, things you want to change, things that you want to see more of as I continue working on it, or even if you want to help out, as I've done this by myself for a little more than a year now. Below are some fun things like known bugs (only one that I'm aware of currently, but I'll edit if I'm notified of more), credits, and growth rates, check those out if you like, then play my demo and hopefully have fun :D Then tell me what you liked, didn't like, what you'd change, etc. Your feedback is VITAL Creator's Notes and Things You Should Know: Known Bugs: Growth Rates for Current Playables: Credits: Crystal of Bonds Demo 1-1-19 UPS.ups If the link doesn't work, comment below and I'll fix it asap This demo is no longer up to date. I appreciate all the feedback I’ve gotten, whether here, on the Discord server, or on other platforms, but I no longer need critique for this demo. Hopefully a new, rebalanced demo will be released publicly in the future, with added chapters and less bugs. I’ll leave this demo up if anyone wants to try it in its… er… rawest form, but just keep in mind that this version is completely obsolete and commenting your critique likely won’t give me anything new to consider. Also join the Discord if you want to test the latest released version, just make sure that afterwards you tell me any bugs, balancing issues, gameplay issues, etc., that you encountered while playing it https://discord.gg/Kx9Wx9A <- Updated Discord Link
  11. Hi everyone i doing a randomised run of FE8, unfortunately i soft locked on the phantom ship level as the boss that is a berserker and is spawned in the sea and thus can't move. i need changing the class of the boss into something that can move on sea titles, i tried using the class editor on nightmare but for some reason none of my changes save, even though i click apply and save. can someone please help me i really don't want this run to end
  12. I was wondering if it is feasible to alter how poison works or add a new effect to Fe8. What I was thinking about is making poison reduce MOV as well as damage the unit, is that feasible?
  13. >>>>>Solution little far below post<<<<< Hi everyone, I recently returned to ROM Hacking after a 2 month Hiatus. Currently about 3-months of total dedicated time into my current ROM-Hack project. (Febuilder) I've only use FeEditor Adv for importing some animations to view or use. So moving on to the issue, I've been stubbed on how to increase the PLAYER'S UNIT HP and Stat caps, I've tried Solum's solution which I think it allows a unit to have above 60 HP but still encounters serious issues if you Level up when you're above the 60 HP Cap. Also tried our lord and saviour Circle's Event-Assembler patch (FE8EssentialFixes), as well as Nyan's Febuilder patch (Picture below) none seemed to help solve the issue. DH_Ninja seemed to have a solution but he has been inactive since 2015, using Solum's Method (Picture Below with Ashe in FE6 or FE7) If anyone has a solution to this I'd appreciate your help immensely. I planned to have most of the later game enemies to have around 53-80HP and 7-38 Stats respectively, ever since the beginning of my project I was aiming for growths and stats similar to Awakening and Fates. Thanks in advance, Yazuki _FE8EssentialFixes.txt
  14. Hi, I'm trying to make 4 magic weapons in TSS with Nightmare. They're supposed to hit res for their MT +1/2 str but my Neimi has 21 MT with 7 str on her 13 damage bow, and she hit Bazba for 13 damage on his throne with 5 def. I don't understand, since she hit a fighter before for 20 damage without terrain bonus. How am I supposed to deal with something that deals different damage in different situations? My 13 str lv 7 Gilliam has 27 MT because of that, while she should have 20-21, it's completely broken since I gave it in chapter 3 chests like the lightning sword in Gaiden/SOV and wanted it to work like Fates magic weapons with half strength being the equivalent of physical units' magic stat (then I'll have to halve the MT to get something not broken from the get go and for the whole game...).
  15. Here is a PME I started on FEU about a week ago. I thought that I could continue it here. This is the link to the FEU topic so you can see what edits are made already. This is an FE8 PME that I decided to try out. Here are the edits that I am making to the base ROM. These are very important to know for this so please read them. Really any edit can be made, whether it be characters, classes, events, maps, or anything else. Rules: -Choose any edit you want but don't mess with the edits I made (for example adding in a class I removed) -Not a single FE8 character or map can remain the same (no edits to vanilla FE8 characters) -Maps must be larger than one screen (at least 17x13 size) -Anything requiring graphics insertion has to be sent to me so I can insert it (portraits, custom items, etc.) -No self inserts, only original characters or characters from other games -Custom classes or items are fine as long as they aren't things I removed -Character classes must be from the list in the pastebin (unless custom) -I will deny an edit if it breaks the rules -Any suggestor can add as many edits as they like and they're not limited to character creation There are going to be around 25-30 chapters total. Enemy placement and events will be handled by me unless somebody else wants to do it for a specific chapter. Characters will join in the order they are suggested. There is no limit to the amount of characters that can be added. Here are the potential types of edits that can be made if anybody's not sure. I would prefer all suggestors to put forward a new character since there will need to be a lot of them. Boss characters are also an option for additions. New characters must specify a name, class, portrait(formatted correctly), starting stats, inventory, and growth rates. Any extra character edits will also be accepted. I will not be using the skill system, so don't list any personal skills. You can also just put down a portrait, class, and name and I will do the rest if you're feeling lazy. I will put any edits I accept and apply to the rom on this link.
  16. I started this a while ago. I just wanted to make this post here for those who haven't seen the first post about this. I will link the first post as I just wanted info on Ephraim's Route so I knew what exactly to do to make it at least make it harder in the right way. The link will also give access to the original version. https://serenesforest.net/forums/index.php?/topic/85337-what-makes-ephraims-route-easy-in-fe8-fe8-maniac-mode/ < Link to original post. If you want to see the changes between patch 1.1 and the Original that I have done I will keep it in a spoiler area. There were some chapters I have done on Ephraim's route that are now done. The chapters have not been test yet so they may be changed as needed. If you want to see changes to the characters I will leave them in the spoiler area below.(Info on route split is not in here yet). I plan to finish Ephraim's route before the end of this month but that could change if I can't finish it from other issues that me or anyone else finds. Fire Emblem - The Sacred Stones Maniac Mode V1.1.ups I just wanted to put out the new patch real quick with some notes on the changes I have made. Fire Emblem - the Sacred Stones Maniac Mode V1.2.ups The changes are in the spoiler below. Ephraim's Route has been updated to chapter 19 but is not balanced yet as well as Erika's route not being fully balanced yet. I may have more balance changes done fairly soon. Sorry that this was a day late, I am putting this out now since I committed to getting it out. Fire Emblem - the Sacred Stones Maniac Mode V1.3.ups There wasn't many changes besides chapters being changed for maniac up to both endgames now I will be rebalancing the rom from here on. Though I find it odd that if you change Chapter 21x on one side you do it to the other so if anyone manages to beat Erika's route that map will be the exact same.
  17. Hello SF! After much time in the shade, I’m here to announce my project. Fire Emblem: Souls of the Forest is a gameplay focused hack made with FEBuilder that I’ve been developing since around late 2017, and now I feel like it’s a good time to make a public release. I’ve done changes on this project which I feel modify the vanilla FE gameplay to give the game it’s own unique, yet not cluttered, experience. The hack features: Three difficulties and many custom gameplay options, such as 100% Criticals, Fixed growths, Reverse mode, and many more. Lunatic Reverse is the intended mode for those seeking a tough game, but Normal and Hard are also avaliable, and the modifiers are completely optional. 16 chapters and 3 sidequests, the first 8 chapters and 1 sidequest have writing in them. 27 playable characters, all with custom portraits. The standard quality of life hacks, such as warnings for effective/killer weapons, HP bars, growth rate display, etc. Classes each only have access to one weapon type, but weapon triangle power is greatly increased. Bows have 2-3 range as standard. Mounted units have a bit less move in general, but possess Canto+. Custom art mostly made by myself, or obtained from the Ultimate Graphics Repository. Almost entirely custom music. Strong emphasis on weapon types and class individuality. Master Seals as the sole promotion item. No ambush spawns. Generic replacement units that join if you lose enough units. There’s supports, they increase based on deployment, similar to games like Path of Radiance and New Mystery, but there’s no writing done on them yet. Specific gameplay changes can be read in the diary that the game has. Patch download: https://www.dropbox.com/s/buhv906u505p8w1/Sotf8.1.ups?dl=0 The hack’s discord: https://discordapp.com/invite/BjcX3zJ Screenshots:
  18. I have been working a form of Maniac Mode for FE8 every so often and have gotten to just having to finish Ephraim's Route. Erika's Route is complete to the endgame. I haven't played Ephraim's Route, so this would help a lot. If you want to play what I do have you can now. I will be open to change some things if necessary and then finish other parts that I haven't. FE8 Maniac Mode.ups
  19. Hello ! I've been working on a hack for some while, and now I'd like to do something I've never done before : Importing custom music to FE8. I know it's a difficult thing to do, and after having tried (and abandoned) importing music from various sources (Most noticeably games like Ib, Majora's Mask, FE9/10 and a lot of others), I wanted to know if it was possible to import music from other GBA games, or at least the two other FE. It would be on FEBuilder, as you can tell by the tags. Also, I can't afford to spend money on this, so if I need any other application, it should be free. I don't know if it's important (Probably not) but here's the list of music I'd like to import : So, is it possible ? Thanks for reading anyway, and, well, I hope someone out here will be kind enough to help me !
  20. Exactly what it says on the tin, I just reached chapter 9 (Eirika's route) and Garcia, Franz, Vanessa and Colm are ALL DEAD. And keep in mind that this is on NORMAL DIFFICULTY. I'm not even on Hard mode and I'm struggling this bad. I also promoted Ross into a Fighter but since Chapter 9 has a huge water area I'm regretting it. Kyle is promoted too and he's a Paladin. I got the Orion's bolt, and I'm probably going to use it on Neimi. But the point is, I made some REALLY bad decisions within the past TWO DAYS. And just when you thought it couldn't get worse... I forgot to put Ephraim's stuff in the supply convoy before he set out for Grado. Ugh, will my stupidity never end? The good news is, I have enough units to outsource them, but my point still stands. DEATH LIST Garcia: killed by Joshua while I was attempting to recruit said myrmidon Franz: Ballista... critical? Vanessa: Poor command decision left her in archer range Colm: While trying to get him to the western chest room in Chapter 8, an Archer was firing at Eirika. I thought she could serve as an ample distraction for Colm to sneak by. Didn't work.
  21. I have been playing around with FE Builder and editing Fire Emblem 8. For the most part, it has been more straight forward than Nightmare, which is a win. I noticed that under patch tool there is a way to add custom character animations - similar to FE7. I would like to add a couple character specific animations into my mod. Problem: The top two patches Character Custom Animation Table Installer/Editor (shown below) will crash the game when any battle animation plays. I am also unfamiliar how to link up Event Assembler to FE Builder, so the button two Character Customer Animations are giving me lip. Anyone have any success at getting these character customer animation tables to work in FE8? Thanks much.
  22. Next up, we have Sacred Stones round 2, and Seth is out on probation (useable from chapter 6 onward). Furthermore, the secondary lord and Myrrh are not free; each will be joining only one team as well. This means the final team sizes will be smaller by 1.25 on average (Lord + Tethys + 7.75 =9.75 as opposed to 2 Lords + Tethys + Myrrh + 7 = 11), but final teams of size 11 generally have filler anyway. Plus I never saw a unit I didn't want to crowd source ratings to input into a computer that outputs a number to tell me how good they are. Except dancers, they dynamically change the value of other units too much. But I don't see why everyone should require Ephraim and Myrrh. Oh, and no free rides for trainees in the Tower: if you suck, your presence on a team will not be subsidized. I disallowed some undrafted unit behavior that is normally allowed, like shopping, trading around equipped items on drafted units, picking up NPCs, etc. If anyone thinks this is too restrictive I'd be open to changing my mind. They can still dig up desert items though; blocking that would just create more quasi-mandatory RNG abuse. Team structure: 1a. There will be four players. 1b. There are 31 units to assign. One team will have 7 units; the other three will have 8. 2. All teams may use: a. The main lord, (Ephraim counts as the main lord for 5x) b. Tethys, c. Orson, d. The secondary lord for 8 and 15. 3. If assigned, Seth may only be used starting chapter 6. Rules: 1. The game will be played on Hard Mode. 2a. Unassigned units may move, recruit units, rescue/drop unassigned units, trade between chapters, and dig up items in the desert. 2b. Unassigned units may not do anything else, including but not limited to enter combat, use items, trade/merch mid-chapter, visit (any building), rescue/drop assigned units or NPCs, steal, pick, or build Supports. 2c. Assigned units may do as they please without penalty. 3. Defend chapters count the last played Player Phase for turns if the timer is waited out. 4. Map shopping is allowed. 5. Do not enter avoidable skirmishes, the Tower, or Ruins. Unavoidable skirmishes must be immediately fled from. 5*. Tower is NOT allowed for Amelia or Ewan Penalties: 1. You may use an unassigned unit as assigned unit with a 4 turn penalty, per unit per chapter. 1*. There is NO special penalty for Seth. The bidding system has been upgraded with new, fancy number crunching and lots of matrices (hence the thread title). Check out the attached pdf for a thorough explanation and the txt files for how the system would have worked on the past auctions. Here is the github repo for the code that executes the auction. It isn't required reading though, just bidding as in the previous rounds should be fine. It's not like you need an html tutorial to use this website after all. SHA256 of my bids: C704068DE12BFB256C60A9AEC85AD403BBDEB8E0880D0C1916AED00515CC4ABE Send your bids in a PM like in the spoiler. These numbers are the median bids from the first FE8 auction, which also allowed Tower training, so don't just blindly copy (or do, I'm not your boss). There's also one empty team slot which will automatically be entered as a bid of zero for everyone. I was also wondering about using two bids per unit, one for each route. I'm not implementing that this time, but what do you think of the idea? It seems like you only go Ephraim route if you get Cormag, but that still leaves one team that potentially is misrated. feAuctionDoc.pdf fe8output.txt fe7Aoutput.txt fe7Boutput.txt
  23. Hey guys! I'm here to finally announce the first public release of my ROM Hack, Under Grey Skies! For those of you who haven't seen my ramblings on the FEU Discord, Under Grey Skies is a project I've been working on since early January. It follows the story of a young villager named Bruce, who sets out with some of his fellow villagers in order to fight in a civil war that, if lost, threatens to destroy their home and country. The gameplay of UGS is heavily inspired by the idea of hard hitting enemies with lower durability, while also utilizing the Circles Skill Patch (though unfortunately there have been some complications with skills due to classes not being able to learn multiple skills immediately upon promotion). This first version contain 7 Chapters, with 14 playable units as well as a completed arc of the overall story and supports (though at the moment many of the supports only go up to C in terms of writing). Attached to this are some basic screenshots from the game as well as links to the patch for you to download as well as the public discord server I have for the project if you have any questions or feedback. Keep in mind we are aware of a few non major but noticeable bugs, so I'll just list them here. -The units Ray and Leanne are currently unable to be Shoved -There is a minor spot in the battle screen that covers up that weapon name That's all, I hope you enjoy! http://www.mediafire.com/file/8vxqyq7csce8yy4/Under_Grey_Skies_v.1.0_Patch.ups https://discord.gg/DmjnMHy
  24. Howdy! I was wondering if it was possible to "freeze" a character's support point gains in FE8, until a certain threshold is reached (namely, beating a certain chapter)? So that, take Seth for example, he would be unable to access any support conversations, or even gain any support points at all, until chapter 8, or whenever.
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