Jump to content

Search the Community

Showing results for tags 'FE8'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem Heroes
    • Fire Emblem Warriors
    • Tokyo Mirage Sessions #FE Encore
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 273 results

  1. Hi, TL;DR at the bottom if you don't want to read the whole thing including my personal experience with the challenge and my opinion on the route split + the choice deriving from there. Yesterday I started a Fire Emblem TSS playthrough with ONLY steel weapons/D-rank tomes and staves. Currently at ch7, so far the beginning was chaotic, since Seth is the only one with a steel weapon and the rank to even use it until ch2, where the *#@! armory doesn't sell steel weapons during the chapter (while it sells them on the global map THAT'S ANNOYING I was 2 uses away from not being able to complete this at all due to steels having 30 uses and chapter 2 being a rout map, BTW it's "rout", not "route", that is used to call a decimation objective, "route" is the way you go). After ch2 was completed, I could finally sell all of trash weapons and my heal staff to buy 3 steels to Garcia who soloed ch3-4 and 40% of ch5 until Vanessa visited the south-eastern, the western and the north-western villages, baiting the bandits away from Garcia who didn't have any elixir left to heal and finally visited the armory to send steel lances and swords to the supply. After that Gilliam caught up to and left Garcia collecting dust even with less level ups since Garcia's speed is barely better than Gilliam by level 10-20 and Garcia's def is a joke when Gilliam basically doubles it by level 10-12 and only gets better from there, on top of having 0 speed penalty with steel, which makes him about as fast as Garcia in a few level ups. Franz is unusable, don't bother with him, really, he'll never double with anything other than steel sword and he can't even use them before promo since he starts with a useless E rank in swords. With a steel lance, he can't hit shit and gets a 4 speed penalty. y stat screwed Kyle reached 11 str, 10 spd/def around level 10/11 so he can at least be a passable Duessel light with +1 con to wield steel swords without a penalty and only -1 speed with steel lances after promo. Vanessa...how to say it, well, until wyvern lord promo, instead of having mediocre accuracy with iron and inexistant damage, she has Franz-level accuracy and -8 speed with steel, so it's like she starts with Gilliam's speed only she has 8 points more in it so she will cap at 12 effective speed after you/I manage to feed her exp while she's really hot garbage (I already have trouble feeding her kills before ch4 in a normal playthrough sine it's axe land with an archer in each one, but here she's a liability more than anything else, for real, 17 HP 6 def 3 speed is 3 HP less than Franz with the same speed, it's unusable). Ephraim while being stuck at 7/8 def around lv 10 has at least 14/15spd to double with steel, which is the best I can hope from a non promoted unit since GBA weight/con system is hot garb (while it may seem logical, it only makes light units a liability since everything above E rank ways them down and lowers massively their generally only tank stat, which is speed for dodge). So, my combat units (that I of course recommend) are Seth, Garcia since he's the only unit usable from chapter 3 to 5 and a half (thanks IS for this hot garbage that are early game shops, selling slims instead of steel while slim deals no damage and the crit is highly unneeded since most units would deal more with iron or steel without needing to rely on 8% crit chance, and of course the only staves I can buy at this point are torches because ch5 shop doesn't even sell the D rank healing staff, and D tomes are impossible to get at all before like chapter 9 Eirika's route or 10 Ephraim's route so mages are perfectly unusable), Gilliam (#2 after Seth, as I guessed before playing), Vanessa is level 3 and didn't gain a single point of speed so she won't ever fight again, useless unit only good to travel through the map without doing anything out of it except visiting villages. Kyle will soon replace Gilliam as the #2 unit, while Joshua is equal to Garcia since he's faster but takes less of a beating in return for having more chances of killing. Once Moulder promotes into a sage he'll use that juicy Inferno tome in Eirika's route. Why people say Ephraim's route is harder is beyong me, Duessel nearly solos the phantom ship, trained Ephraim is better than Seth unless Seth is already level 14+ which is unlikekly since if you don't feed him every ennemy on each map he should be lower level, I typically feed him the dodgy ennemies or the ones that are annoying to deal with like the cavaliers on the top-side of ch6 and the Halberd looting fighter for Garcia's contribution later on, still these 3 units are all you need with a pure water per guy to tank the eyeballs, and actually Ephraim!Cormag is garbage until ch12 because ch11 has FoW and mixed magic/phyical damage so he's dying very fast with his garbage speed and shaky con because wyverns have lower con than they should, male wyvern lords having paladin con and male wyvern knights having even less which is ridiculous for dragon riding classes. Really, Ephraim's route is Seth, Ephraim and chosen cavalier storming every map unless you impose yourself a challenge, the only hard to beat map is 14 but still if you're not into full completion of treasures/recruitment then it's actually easie than Eirika's route, since Duessel basically solos the rest of the game at base with a speedwing or 2 to double without the Garm. On Eirika's route side objectives like getting the 2 villages in ch9 for the 2nd rapier, the dragonshield and the angelic robe bonus, recruiting Marisa without killing Gerik in ch10 (screw sleep staff spammer seriously, may he burn in Hell for a million years over and over) on top of that this chapter has falcon knight+pegasi 5 women formation with a few wielding steel lances to deal actual damage and a stealable talisman that requires you to go out of your way to level up Colm until he has at least 15 speed and can survive 2 hits from steel lance pegasi/the falcon knight and a ruby to steal to the myrmidon near the boss, a ranger with a steel bow who can one shoot Vanessa/Tana I guess unless she's very trained but even then she would die to anything coming at her if she takes a hit from that ranger, namely the pegasi with steel lances who can get her even in the mountains. Ch11 is easier than phantom ship but is annoying due to the map split, ch12 is filler, ch13 sends you a LOT of ennemies all at once a la Awakening, many of which are cavaliers, has 2 or 3 ballistas that you need to seize before you get poked from everywhere and can't use any flier at all, Aias is way harder to beat than LOLSelena who dies to any cavalier effective weaponry, while Aias has HP and def and packs a punch (pure waters give 7 res and you get several for free from the beginning of the game, so magic ennemies are mostly useless for anyone with 5/6 res and enough luck to not eat a bolting/thunder crit). Also Ephraim's route can promote 2 heroes while Eirika's can only promote one until chapter 14, which means one less promoted unit to play with, it's far more restricting since knight crests are also very restricted with the second being held by Aias himself so not usable before the end of ch13, you are fighting with Seth, Gerik or Garcia or Joshua and one paladin/Gilliam until ch14. Ch14 is also very annoying as unlike Ephraim's, it's a maze where you don't see the stats/formation of the ennemies before you open the door, which is very tricky especially when the bottom-left room has a knight guarding 4 or 5 shamans, so you need a really tanky unit to survive that or you have to disarm the facing unit and kill the knight after the ennemy turn and then clear the shamans. All in all I think Ephraim's route is much more reliant on stats while Eirika's relies on strats. And Duessel is RNG-proof, while Innes and Saleh don't have such an insanely easy ennemy phase (Duessel literally takes 1 pure water, 1 elixir/potion and 3 hand axes and solos the game from ch 11 onwards with 0 investment and berserk doesn't hurt him much since he doesn't have eight move to come at your team and kill it like Seth would). So I chose Eirika's route, because it's less of a slugfest and there are more monsters for my steel party to kill (on top of that, I can let Eirika rot on someone's horse so she'll never be able to cause me a Game Over, while Ephraim would be wasted if he was left to collect dust, and Ephraim's route ch 15 is very easy to screw up with Eirika's starting position and her inexistant stats to survive wyverns), and Innes and Saleh will see use as the first useful archer at base and the first mage who has instant access to D rank weapons at a time he can actually buy them. I'll certainly feed a robe and a dragonshield to Saleh so he can be as good as Franz on EP. Saleh is like the only unit that can use a 1-2 range weapons with stats that make it useful without grinding if you can't use E-ranks at all like in this challenge. Syrene will be useful with a steel sword and a pure water to hunt magic users and doesn't need anything other than her base stats and pure water to take negative damage from any unpromoted magic ennemy, she could maybe even take out the Fimbulvetr sage with a pure water, but I'm not sure, I don't have his stats and Fimbulvetr's damage in mind. Of course the fina boss will be killed with legendary weapons since it's impossible otherwise without luck (pierce activation) and Shine with slayer doesn't even scratch him unless it's capped magic but no one will have capped magic as a bishop in a grindless playthrough. That's it, I gave the challenge and my choices/advice. TL;DR: Never use anything (edit) OTHER (end of edit) than steel weapons, D-rank staves and D-rank tomes except for the final boss, good luck. Gilliam will save your ass, try not to overlook him for once, since Franz and Vanessa are useless with steel lances only available from chapter 5 onwards and steel swords requirind D rank Franz doesn't even have at base. Basically both have Gilliam's speed, but neihter of them has HP or defense to take hits and even less to take double attacks. The only things Vanessa can last hit/OHKO are Mogalls and soldiers/mercenaries. Everything else she should stay far away from. Don't bother raising your pegasi. Kyle is the only worthy cavalier as a steel locked unit.
  2. Demo Use on FE8 U 5 chapters. Last updated: Apr 24, 2020 Gallery: You may have seen my FEUniverse post a couple weeks ago. I've redone random battles and they're at a quality stage now. Recent fixes: Pitch: Final Fantasy 10 is an excellent game well-suited to a Fire Emblem Remake due to its cohesive and linear story line. The final fantasy series is well known and has many assets readily available. This could provide a breath of fresh air to FE Rom Hacks and open the gates for final fantasy crossovers. Enemies assets from final fantasy tactics, which can be imported into Fire Emblem. FFX script, which we'd draw on for inspiration FFX portraits are already imported, but some could be touched up. Once this hack is completed, I'd like to allow anybody to make use of the random battles code as well as any assets imported or developed for it. This would mean final fantasy monster map sprites for anyone's use. Please add me on discord if you'd like to work together: Vesly#3053 If some people show interest, I'll start a channel/server or whatever. Thank you for your time. Shoutout to Feels for helping with portraits and Zeta for teaching me a number of things I needed to make this demo.
  3. Good night! Tonight I want to suggest a challenge on FE 8: TSS. The concept is this: make the route split real. In hard mode no grind of course. Rules: 1. Ephraim route will never use any unit from Eirika's route past chapter 8. Not even Colm. I suggest you keep your keys for Ephraim's chapter 9 otherwise you will miss the ocean seal worth 5k gold which will be your only item worth gold for quite some time if I recall correctly. 2. Not only units : Eirika's inventory is Eirika only and every item in the supply gotten before chapter 8 will be discarded and every unit prior to chapter 8 outside Eirika and Kyle/Forde will be killed before the route split (you can kill Colm after it for convenience). 3. The only exception to rule 2. is ch7 knight crest, which is given to either of Ephraim's guards before ch9 (ideally after the route split and before entering the first route exclusive chapter) so that you have a Seth-like Jagen and a normal cavalier. 4. You can and should raise both cavs in ch5x (because it's more convenient for ch9 and 10 and also because the next point is quite restrictive). 5. Your chosen prepromote: Kyle: he must have a speed inferior to 13 before promotion and be level 1 promoted for ch9. The goal is to have a mini-Duessel with 8 movement. Forde: he must not be able to ORKO ch9/10 units (at least the mercenaries) after promotion. He must also be level 1 promoted for ch9. None can get any exp as a paladin before ch9. Forde will be a mini-Seth but he will certainly struggle doubling or ORKOing for the whole game, thus I suggest that Kyle is the one early promoting since being mini-Duessel for what's left of the game is better than being inferior to both Seth and Titania. At least with lv 20 stats he can remain useful for the whole game. 6. If you want to make the route split even more real, you must also kill Innes and Saleh when they come back, bye bye to their inventories too. Eirika will have to find her path alone to Ephraim unless you can send someone from Ephraim's group to help her. 7. To continue on the same settings, I suggest you kill Gerik and Tethys without taking their inventories. They're more Eirika's underlings by being Innes' mercenaries than they are Ephraim's. 8. Dozla, L'Arachel, Ewan, Marisa, Cormag, Duessel, Tana, Amelia, Rennac, Myrrh, Knoll and Syrene are all usable, either because they're route neutral (Marisa is an ennemy anyway, Amelia too, Ewan recruits Marisa, he's also your only mage besides promoted L'Arachel, Rennac is an ennemy recruited by L'Arachel, Myrrh is glued to Ephraim and Knoll is purely coming from Ephraim's route since he comes from Grado's prison, Cormag comes in Gerik's place in Ephraim's route with the same settings and Syrene comes post reunion so she's allowed on both routes, and L'Arachel is recruited in the same conditions in both routes). 9. Eirika can use the ch5 skill tome and dragonshield, otherwise she's useless in the last chapter. She has to be used only in the Endgame (promote her before the final chapter). The other chapters she has to be benched (except ch8 where she must clear her entry room by herself and can help for the last parts of the chapter, if you're short on ch5x potions and elixirs, since Ephraim and his guys are forbidden to use the supply and Eirika's inventory). She also must be the only unit to take kills in her team before the route split. It is a good way to make her at least playable in the Endgame, and with so few decent units you'll need all the fighting force you can get. For Eirika's route: 1. Choose between pre-route split group and post-route split. If you choose pre-route split, Seth is forbidden. If you choose post-route split, he's the only unit who can be used alongside Eirika, Tana and Amelia in ch9. You can even choose to kill him after Innes' group has joined, since you don't need a Jagen anymore, Gerik is OP and Eirika's route doesn't need to rush before Rennac's recruitment. If you use Seth, he must have base speed before chapter 9. Good luck getting both villages for the angelic robe! 2. No unit from Ephraim's route is allowed (Cormag, Duessel, Knoll, Myrrh are forbidden) and if you consider Tana to be Ephraim's wife before Eirika's friend, then she can only be used for ch9 village rescue. If you play with pre-route split units of course none of ch9 onward units are playable, including Tana (you'll need to ferry Eirika to Innes in that case, which is harder than talking to Innes with Tana). 3. Any pre-route split unit used must be at the same level Ephraim's group would be if you chose Ephraim's route, and Gilliam or Franz must be Jagenized with the same rule as Kyle (well, Gilliam must be at 13 def max before promotion since it implies 15 def after promo which is already overkill for Eirika's route, but honestly pre-promoting Gilliam is 100% better than Franz, at least Gilliam will be useful without doubling everyone while Franz would be trash). 4. Same rule for inventory and supply, same restrictions as Ephraim's route, Eirika only once your units are on equal level with Ephraim's group in the Ephraim's route scenario. It's like Eirika is your Jagen XD. Pre-route split units are forbidden to use pre-route split stat boosters or to carry anything other than their initial inventory into ch9 onwards. 5. Forde and Kyle must be killed once you've completed ch5x, manage Ephraim's inventory wisely! He will carry it to the Endgame with the Solar Seal and Siegmund! If anything seems vague, you can ask me or suggest your complements to these rules. Have...fun? LoL.
  4. I have been working on a custom spell animation, and it seems fine. However, FE Editor gets the "Unexpected error loading" every time I attempt to load the script. I've read through the Ultimate Tutorial and used it as my guide, and looked online for answers with no luck. /// - Start Animation C00 C00 C00 C00 C00 C00 C00 C000040 O p- fireo.png B p- fire1.png 3 O p- fireo.png B p- fire2.png 2 O p- fireo.png B p- fire3.png 1 O p- fireo.png B p- fire4.png 1 O p- fireo.png B p- fire5.png 1 O p- fireo.png B p- fire6.png 1 O p- fireo.png B p- bbg.png 1 C00001A C1F ~~~ O p- fireo.png B p- fire1.png 3 O p- fireo.png B p- fire2.png 2 O p- fireo.png B p- fire3.png 1 O p- fireo.png B p- fire4.png 1 O p- fireo.png B p- fire5.png 1 O p- fireo.png B p- fire6.png 1 O p- fireo.png B p- bbg.png 1 /// - End Animation Am I doing something wrong? Missing something? Please help! Also, how can I make sure the spell is centered on the enemy whether it is a ranged attack or melee? I appreciate any advice anyone can provide!
  5. Heya ~ Using FE8, FEBuilderGBA So I've returned to my hack after a while because I couldn't fix an issue with Chapter 9 (Distant Blade). I have edited the unit spawns but they seem to still appear in their original positions for the map (with one unit spawning on top of another). When in preparation you can move almost all the units back to my chosen spawn points (with exception to lord units), but that's not really a fix. My immediate assumption was there are some route split shenanigans to deal with.. Like I said it's been months since I was working on my hack so I'm rusty on most things atm.. be kind ^^ Thanks in advance for any help!
  6. Hiya all! I'm pretty new to the hacking community, however I am currently using FE Builder to edit FE8, and have a couple questions I am hoping some more experienced people can answer 😁 1. How would I change a palette for a boss only? I know how to change enemy palettes, etc. but i can't figure out how to do it for individual enemies. 2. I am getting an issue where random enemies suddenly do 250+ damage, and I can't figure out why. It's totally possible I screwed something up, but any guidance would be helpful. 3. I am having an issue with getting the map loaded before characters appear, conversation text, etc. I want the map to appear, then units come on screen but I am having trouble. Any advice would be much, much appreciated! 😊
  7. Fire Emblem: Sacred Stones the Definitive Edition? FE Echoes: Sacred Stones/Shadows of Magvel? or just a new title like Fire Emblem: Twin Dragons? What would you want it to be called?
  8. In my current probject and one I'm going to be theoretically doing in the future, I want to add a base like in FE9/10 with conversations, forges, etc. It doesn't need to have any of the fancy stuff, but I do want it to be different from the preparations screen and have Base conversations. I also want to add AoE spells, but don't know how. Any advice is appreciated! I'm making it in FEBuilder.
  9. Benice

    World Map Woes

    In Fe builder, every single time I try to change the opening of the game, the same error occurs: I open up/create a save file, start the game, at which point the opening blurb about the sacred stones defeating the deamon king happens as usual. Instead of loading my events lined up for the opening cutscene, it just loads my lord unit on the world map with nowhere to go. Since this happens every time, I'm assuming it's a simple problem. The only time this didn't happen is when it loaded both the world map and chapter map onto each other, but I think it's because I put the chapter start event in the world map events by accident. Any help/suggestions? I've been working to fix this problem a LOT of times.
  10. I said I was going to make this thread like a year ago, but it had completely slipped my mind, and I had set out on looking into FE9, getting burned out, and then getting everything back together again to actually make things happen. In any case, here's the link to the repo for Yune. Link The downloads can be found in the releases section, with the latest release being v0.9.0. The readme also goes over how all of the options work and what they do. As the randomizer is written in Java, the only requirement is that you need a somewhat recent JRE installed to be able to run the randomizer. It has been compiled for Windows (32-bit or 64-bit), MacOS, and Linux (GTK). Supported titles: Fire Emblem 4: Genealogy of the Holy War - Requires JP ROM (headered or unheadered) or Pre-patched ROM with Project Naga translation patch. Fire Emblem 6: Binding Blade - Requires JP ROM or Pre-patched ROM with the Redux translation patch. Fire Emblem 7: Blazing Sword - Requires US ROM Fire Emblem 8: Sacred Stones - Requires US ROM Fire Emblem 9: Path of Radiance - Requires US ISO (Note that there is a good chance of an out of memory error when using a 32-bit JRE for FE9 randomization). I trust FE4 and the GBAFEs to be fairly stable, but FE9 is a bit shaky (and likely quite buggy, if you enable too many options that I haven't had the chance to test simultaneously), because it's not quite up to the standard I would have liked for it to be. I'm still trying to figure a lot of things out for how FE9 actually works and the next step is one that will likely take a long time because it involves chapter scripting. Rather than hold it for that long, I'd rather have people able to test it and start finding bugs that need to be addressed, as well as solicit information if anybody has anything that might help with FE9 quirks. Those bugs could also help give me other ideas on how FE9 might actually work under the covers. Please file any bugs you find in the GitHub repository directly in the Issues section so that I can track them, alongside any suggestions that could help me improve Yune. EDIT: 0.9.1 is now available. Changelog:
  11. In my current hack, I created a new class called "Hexblade," which uses swords and anima. For the battle animation, I used Gabrielknight's Alt (F) Mage battle sprite and a swordmaster sprite for the map. However, since it's a mage animation and all, the enemies' hp doesn't go down in the animation after the hexblade attacks. Would it be possible to change that or even give a sword attack animation? Oh, and the game freezes if my hexblade attacks someone who has a handaxe.
  12. I'm making a small personal patch for FE8 (which I would be happy to release as an ips patch at some point if people are interested!) and one thing I want to do is make the Jump Festa event items available in the main game in some fashion, along with Alacalibur, the name of which I've already corrected to the clearly-intended Aircalibur. This in mind, if Aircalibur is to be used, the glitch in its animation that cuts the music off should obviously be fixed. Based on my admittedly rather limited knowledge of ROM hacking, it is something that seems like it would likely be caused by something simple, like an incorrect byte or two in the command list for the spell animation, but I don't actually know what I'd need to change, or to what, in order to fix the issue. Is it known what the source of this issue is? Have people fixed it before? Any help is much appreciated!
  13. Which mainline Fire Emblem game do you feel hard the hardest soldiers and why?
  14. Hello, I have recently discovered the joys of FE Builder and have been working on my own creation. But I have hit a road block with a problem involving the prologue chapter. For some reason whenever I try and move Eirika next to one of the chapter's enemies, the game will just crash and bring me back to the title screen where I can resume or restart the chapter. The crash occurs any time I press the A button and issue the move command that would have her destination be a tile adjacent to an enemy, once she finishes moving and arrives on that tile it will crash (before any attack, wait, etc menu has a chance to pop up). If I move her to any other tile the game will not crash. Even having her wait and letting the enemy move adjacent to and attack Eirika will not crash, its only if Eirika moves. Seth in this chapter can move and attack just like normal, only Eirika will cause a crash. If I allow the chapter to be completed without this problem (by simply not moving Eirika next to an enemy and letting the enemies die on enemy phase) and advance to chapter 1 and beyond, this issue does not come up again and Eirika can move and attack just fine. I have played as far as chapter 5 without this issue happening past the prologue. Does anyone know what might be causing this on the prologue specifically?
  15. Longtime lurker and novice hacker here. I've decided to make my first FE hack using the FEBuilderGBA tool, FE8. The Hack as it stands: Title: Iruthia Chronicles (Subject to Change) Current Length: Chapter 1 Playlist for Version 0.1: https://www.youtube.com/playlist?list=PLAWmnAj0jCMSYhUzjQKBVNk4dGveqDpN6 Playlist for Version 0.2: https://www.youtube.com/playlist?list=PLAWmnAj0jCMT6XJaU0UJxwEeqAhY6JR3x About the hacker: Hello Serenes Forest~ This if my first time genuinely attempting to create a romhack. I started back in January when I created the first iteration of this post. I really enjoy story driven games with many of the story heavy Fire Emblem titles being my favorite. I'm still getting used to FEBuilderGBA and all it can do so my awkward cutscenes will continue to get better with time. Thank you for any feedback you provide. About the Hack: I will try to keep this brief to avoid the TL;DR that probably put a lot of people off last time Iruthia is a continent with a past stretching back to the age of the gods. When gods mingled amongst humans, many demigods were born into the world. A demigod with great power over dark magic was born in Iruthia. It would use its power to sew the seeds of doubt in the minds of humans and pit them against each other, sparking a devastatingly bloody war. When the people of Iruthia were bloodied beyond the ability to resist its power, the demigod forced the construction of a great tower to be its throne over men. There was a long period of piece, but wars have begun to occur more regularly. The most recent of these wars was three decades ago and the continent seems on the brink of another. Could these wars be a hint at something deeper beginning to stur? Okay that was very abridged, but it gives some information. I responded to a comment in my previous iteration, it should still be down below and gives more depth to this premise. There are character profiles below as well, I'll probably bring them up to this post as soon as I figure out how to do collapsible tabs... ..I never learned how okay.. The Goal of this Hack: Besides learning how to romhack, I want to create fun and engaging games. I'm currently in school for a degree in game development so this is great practice for me to understand the development process, even if I'm using tools for a GBA game. I want to create a game for this community because Fire Emblem has always been a huge part of my life.
  16. Download the (FE8) patch here: The Heroes We Deserve Join Chester and his pals as they go on a quest to take down the 'Bad Guys'! This hack includes: -15 chapters with a rotating cast of 'heroes' -The Skills System -Daggers (independent of the weapon triangle) -1.5x exp -Custom art (everything from portraits to item icons) -A comical, non-serious tone -Practically zero character development -...and more! The Eggman Let's Play (it's quite entertaining): The FEU Vs. THWD Let's Play (It's currently in the works, but here's the thread): https://feuniverse.us/t/feu-vs-the-heroes-we-deserve/7149 Actual screenshots coming soon™
  17. I've been writing on and off for a while, but between a relatively recent replay of Echoes and a less-recent replaying of GotHW, I came up with a Crossover story centered around Sigurd surviving Belhalla in a modern AU where he finds himself barred from contacting anyone he ever knew. While I'll try to update it here first from here on, here's the first chapter of Little Chalphy (link leads to AO3, so warning if your Job/School forbids access to it). Any feedback is welcome here. While I've been translating documentation and whatnot for a long time, it was only up until a few years ago that I gained enough confidence to start writing fiction in English, so any daft bits you find that sound odd/goofy/out of place to you, do not hesitate to let me know. Good day to you all and thanks in advance.
  18. A new FE8 banner. Quite the early reveal, intern-kun strikes again!
  19. FE8 is definitely the shortest GBA game, but it also has the most postgame content. I thought it would be interesting to include part of the Lagdou Ruins to freshen things up. Since it's an experiment and ten chapters of routing monsters might get repetitive I thought we should just try the first five floors after defeating the Demon King. (Then again FE6 endless seize objectives are more repetitive anyway). This will make late game units a little bit better and will let other units have more time to develop and contribute than they would in the faster paced format that ends at the Demon King. It might also lead to interesting decisions regarding Warp conservation since you will want it for five additional chapters. There are really only 31 units, but for the blank 8th slot on one of the teams you can use the postgame units, although in this format the only one you may be able to unlock is Hayden, not sure if there are 200 enemies you can kill before the fifth floor. I also moved Seth one chapter earlier, FE8 doesn't front-load its roster as much as FE6/7 so I wanted to help the early game be a little bit easier. Team structure: 1. There will be four players. There are 32 units to draft. 2. All teams automatically include: 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. Seth may only be used starting chapter 5. 4. The player with postgame units may use any they unlock. Rules: 1. Play on Hard Mode. The game ends after beating the 5th floor of Lagdou Ruins. Defeat the Demon King before entering the Ruins 2. Restricted actions: a. You may not voluntarily deploy undrafted units except on chapters with talk recruitments, specifically 5, 9, 10, 11, 12b, 13a, 14, and 17. b. Undrafted units may move, recruit units, rescue/drop undrafted units, trade between chapters, and dig up items in the desert. c. Undrafted units may not do anything else, including but not limited to: enter combat, use items, take items or have them put in their inventory, visit (any building), rescue/drop drafted units or NPCs, steal, pick, or have a support rank. d. Drafted units may do as you please without penalty. e. Do not enter avoidable skirmishes, the Tower, or Ruins before defeating the Demon King. You must immediately retreat from unavoidable skirmishes. f. Mine/enemy control glitch is banned g. Using extra swiftsoles is banned 3. Defend chapters count the last played Player Phase for turns if the timer is waited out. 4. Map shopping is allowed, including postgame secret shops. Penalties: 1. You may use an undrafted unit as a drafted unit with a 4 turn penalty, per unit per chapter. There is no special penalty for Seth. For the auction format, I've made it simpler, arguably. The automatic team value adjustments for promo items and chapterwise redundancy are removed, though the redundancy function is still applied to the teams as a whole. Instead you can set synergy values for pairs of units manually. For example, you might set a -2 value between Franz and Gilliam, since one of them would need to delay their promotion so their value is lower than it would be otherwise. This lets people cover not only promo item and chapterwise redundancy, but redundant team roles (e.g. flier, warper), route split considerations (e.g. Cormag goes poorly with Innes and Saleh), and pretty much anything you can think of. You can PM me your synergy values with your bids formatted like they are in the sample auction below. If you want you can also choose to set all your synergy values to the median of the values people did submit; in that case just submit bids. By the way, my bids/synergy values are the ones used in the sample, not bothering with mocking up different values and hashing mine to prove they aren't changed. Feel free to try over/underbidding me. Example auction: For some reason uploading the Python files that run the auction isn't working right now, I'll try again in a bit, if need be I guess I'll paste them in or upload them somewhere else and post a link. Edit: yeah I keep getting an error with -200 and no other message when trying to attach these. Main.py AuctionState.py Pricing.py GameData.py
  20. Heya! Using FE8/FEBuilderGBA So I'm pretty sure I fixed this before, but it may have become un-fixed? Regardless, in chapter 6 I have just "Eirika" deployed at the start, and another unit rejoins at turn 7. When you open up the unit info menu and scroll through your units the new unit isn't shown up (unless you select him first, then he disappears when you scroll), and if you move "Eirika" first it skips to end phase without letting you use the other unit. It's kind of a pre-existing problem that I've been able to avoid until now. I've only been able to have player unit reinforcements if they were joining in that chapter, not units already on the roster, or I would find similar issues. Would love to be able to understand why these issues occur and how to fix them in the future, thank you for your time!
  21. Heya, it's my first post in the forums so apologies if I do anything wrong. Basically I would like to get around the issue of the party change from Eirika to Ephraim (in chapter 5x), in that the supply convoy and money are both separate. I have a handful of weapon drops etc, and would like for them to not be stuck in an inaccessible convoy for a while should the players inventory get full. I tried to find this amongst the forums but to no avail. While I'm on the topic, I haven't gotten further than 5x yet, but can I assume there are some common difficulties in the party split later on (when you choose Eirika/Ephraim route) or is it quite simple? Any advice would be much appreciated. Thank you for your time ~
  22. Once again I find myself needing assistance. In the Pick Units screen in the preparations menu, every unit is available except for my main "lord" character. The units appears in the support menu, but I can't deploy them since I cannot select them to deploy. I'm honestly out of ideas as to what's the problem. If anyone can help I'd appreciate it.
  23. So I'm working on a ROM Hack and I'm working on Chapter 2. When I test it on my emulator it always bugs out when it reaches the highlighted part of the running event, this event occurs after the chapter title screen. I played vanilla Sacred Stones on the emulator and this event doesn't even pop up. Another thing I should mention is the map I'm using was originally FE8's chapter 12 map. I just copied the map and redrew it. While it did have an inn, arena, and armory I removed their tiles. Anybody know what the problem is?
  24. Hello, you lovely anime-chess players ! My name’s Zeldacrafter64, as you’ve probably already figured out, and I’m here to share my project with you ! Now I know what you might think : "Hey, haven't I seen that title before ?", "Oh, I remember that one, it sucked". Well, after one year spent rotting in the "concept" category, I am proud to announce my little baby is finally ready to be played by the whole world ! I also apologize for how amateurish the concept topic was. I was really a beginner at the time and barely had any idea what to do and where to go. Oh, and while I'm apologizing, let me apologize for my frequent errors. I'm not a native English speaker, so please correct me as often as possible, or else I won't improve (Same goes with my hack, obviously !). Download it here ! (Please remember that right now, this is the first public demo, and until then we’ve only been three people working on it (And in the latest months, only I did work on it because of my poor direction skills. I’d like constructive criticism, like everybody else, but just remember that this isn’t a work made by a full-blown team of long-lasting FE professionals !) I -The Hack's Story II - About the Hack III - Features -10 playable chapters out of 24, from the Prologue to Chapter 8. I’m not that good at designing things gameplay-wise, but I hope you’ll enjoy some of them ! -27 playable characters out of 51. Each one coming with a different personality ! It’s unlikely you’ll like every one of them, but I’m sure you’ll find a favorite in no time ! -Only infantry ! On both sides ! Horses, Pegasi and Wyverns don’t even exist ! Because some people just want to see the world burn ! -More weapons for some classes, including Assassins and Generals with Bows and Heroes with Lances ! -The most basic bunch of patches you could ever imagine ! -Maybe it’s not worth mentioning, but I’ve also tried some interesting takes on typical FE archetypes. It’s not much, I know, but I try my best to make my hack look different, okay ? IV - Screenshots V - Credits : Do you want to be a part of this train wreck I call a project ? Do you have Discord ? Then that’s great, 'cause here’s the project’s discord server : https://discord.gg/vCYEp5E Thanks for your attention, and I hope you'll have fun playing my hack !
  25. So a friend and I are making a hack and in that process, we thought of some OP weapons that we wanted to make difficult to get, and so we wanted to put a level requirement on them like "Pale Flower of Darkness" or "Four Fanged Offensive" in Fe7, and couldn't figure out how to do so. If anybody knows how to do that, or at least knows if it is impossible in FEBuilder GBA, any help would be appreciated.
  • Create New...