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Blademaster!

[FE8] The Sun God's Wrath (V4.1 release 7/26/2019 - 19 chapters)

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Updated skill list in the below spoiler (also updated on front page). I don't think I'll be adding in any other skills. Also, in case it isn't obvious, all these skills have been programmed, tested, and are working as expected (from what I could tell).

Skill list:

Acrobat:

Greatly reduce most terrain costs

Adept:

-Occasionally attack twice in a round. Activation % = Attack speed +10

Astra:

-Occasionally attack more than two times in a round. Activation % = skill

Big Shield:

-Take no damage from an attack. Activation % = defense

Canto:

-Gives the ability to move again after rescuing, visiting a village, or using an item.

Celerity:

Mov+2

Crit+15:

Boosts critical by 15

Mana Burst:

Boosts critical by 20

Dance:

give ally ability to move again

Dark art:

Hit and crit +10

Dragon blood:

Hit, crit, and avo +10 but weak to dragon slaying weapons

Flier:

Grants canto and immunity to terrain costs

Hamon:

Harm enemies with mantle regardless of currently equipped weapon. Gain x2 effectiveness against enemies with mantle or spacial aura.

Lethality:

Occasionally deal OHKO's with critical hits

Lvl 1 Thief:

Boosts vision in fog, allows use of thief key, and stealing

Lvl 2 Thief:

Boosts vision in fog, pick locks with no key, and stealing

Luna:

Negate defense/resistance. Activation % = skill

Magic Swords:

Use magic swords

Mantle:

Can only be harmed by certain weapons or someone with Hamon as a skill. Also grants Nihil and Renewal.

Nihil:

Negates luna.

Nullify:

Negate effective weapons

Odd Marks:

???

Paragon:

Gain EXP faster

Patience:

When being attacked, avoid +10

Renewal:

Restore some hp at the start of each turn

Resolve:

When HP below 50%, damage + 1/4, +10 hit, +5 crit, +5 avo, and +2 AS. Does not activate mid battle.

Rock Climb:

-Climb cliffs

Summoning:

Summon a phantom or some other monster

Surf:

Walk on water

Transform:

Use dragon stones

Wrath:

When HP below 50%, crit +25. Does not activate mid battle.

Armored Blow:

Def +10 when attacking

Spacial Aura:

Opponents attack power is cut in half before factoring subtractions from def/res.

Pragmatic:

When opponent is not at full HP, Pow+3, def/res+1

Chivalry:

When opponent is at full HP, Pow+2, def/res+2

Warding Blow:

Res+20 when attacking

Strong Riposte:

Pow+3 when being attacked.

Trample:

Pow+5 vs units that do not posses canto

Quick Draw:

Pow+4 when attacking

Fiery Blood:

When HP is not at max, Pow+4

Hunter:

Pow+5 vs units that do posses canto

Darting Blow:

AS +4 when attacking

Pursuit:

AS +2 when defending

Certain Blow:

Hit +40 when attacking

Wind Disciple:

When HP is not at max, hit+10 avoid+10

Duelist Blow:

Avo+30 when attacking

Death Blow:

Crit +20 when attacking

Out Play:

If your skill is 5 higher than opponent's, crit+25

Colossus:

If your con is 5 higher than your opponent's, Pow+5

Facade:

If you are poisoned, damage +10

Critical Force:

Your critical rate is calculated as skill + luk/2 instead of skl/2.

Dual Attack:

When rescuing someone, Pow+7. Skill and speed penalty still apply.

Dual Guard:

When rescuing someone, Def+5. Skill and speed penalty still apply. Res is not boosted.

Light Weight:

If you only have 3 items in your inventory, AS+3

Killing Machine:

Your total critical rate, factoring in innate skills and the currently equipped weapon, is doubled.

Edited by Blademaster!

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No. I've had a very work heavy last two months, and the stuff I've mostly been working on is boring nightmare stuff for the new skills/classes, so I haven't had anything to show off.

The current plan is to finish the updates, make some new changes to the flow of the game, and release a new 12 chapter patch.

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Pretty fun mod and pretty challenging even on normal. I'd say chapter 10 is a bit too hard to get to the fast clear achievement since there is a ton of cavalry to kill in the center but you have to split your forces to recruit the Axeman from over the mountain range and kill the cyclops holding the gold gem. Chapter 11 on the other hand seems too easy and I had 3 or 4 turns free to just grind. I'd be interested to play again once the mod is complete.

Edited by fundefined

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On 12/11/2016 at 9:03 PM, Blademaster! said:

Updated skill list in the below spoiler (also updated on front page). I don't think I'll be adding in any other skills. Also, in case it isn't obvious, all these skills have been programmed, tested, and are working as expected (from what I could tell).

  Reveal hidden contents

Skill list:

Acrobat:

Greatly reduce most terrain costs

Adept:

-Occasionally attack twice in a round. Activation % = Attack speed +10

Astra:

-Occasionally attack more than two times in a round. Activation % = skill

Big Shield:

-Take no damage from an attack. Activation % = defense

Canto:

-Gives the ability to move again after rescuing, visiting a village, or using an item.

Celerity:

Mov+2

Crit+15:

Boosts critical by 15

Mana Burst:

Boosts critical by 20

Dance:

give ally ability to move again

Dark art:

Hit and crit +10

Dragon blood:

Hit, crit, and avo +10 but weak to dragon slaying weapons

Flier:

Grants canto and immunity to terrain costs

Hamon:

Harm enemies with mantle regardless of currently equipped weapon. Gain x2 effectiveness against enemies with mantle or spacial aura.

Lethality:

Occasionally deal OHKO's with critical hits

Lvl 1 Thief:

Boosts vision in fog, allows use of thief key, and stealing

Lvl 2 Thief:

Boosts vision in fog, pick locks with no key, and stealing

Luna:

Negate defense/resistance. Activation % = skill

Magic Swords:

Use magic swords

Mantle:

Can only be harmed by certain weapons or someone with Hamon as a skill. Also grants Nihil and Renewal.

Nihil:

Negates luna.

Nullify:

Negate effective weapons

Odd Marks:

???

Paragon:

Gain EXP faster

Patience:

When being attacked, avoid +10

Renewal:

Restore some hp at the start of each turn

Resolve:

When HP below 50%, damage + 1/4, +10 hit, +5 crit, +5 avo, and +2 AS. Does not activate mid battle.

Rock Climb:

-Climb cliffs

Summoning:

Summon a phantom or some other monster

Surf:

Walk on water

Transform:

Use dragon stones

Wrath:

When HP below 50%, crit +25. Does not activate mid battle.

Armored Blow:

Def +10 when attacking

Spacial Aura:

Opponents attack power is cut in half before factoring subtractions from def/res.

Pragmatic:

When opponent is not at full HP, Pow+3, def/res+1

Chivalry:

When opponent is at full HP, Pow+2, def/res+2

Warding Blow:

Res+20 when attacking

Strong Riposte:

Pow+3 when being attacked.

Trample:

Pow+5 vs units that do not posses canto

Quick Draw:

Pow+4 when attacking

Fiery Blood:

When HP is not at max, Pow+4

Hunter:

Pow+5 vs units that do posses canto

Darting Blow:

AS +4 when attacking

Pursuit:

AS +2 when defending

Certain Blow:

Hit +40 when attacking

Wind Disciple:

When HP is not at max, hit+10 avoid+10

Duelist Blow:

Avo+30 when attacking

Death Blow:

Crit +20 when attacking

Out Play:

If your skill is 5 higher than opponent's, crit+25

Colossus:

If your con is 5 higher than your opponent's, Pow+5

Facade:

If you are poisoned, damage +10

Critical Force:

Your critical rate is calculated as skill + luk/2 instead of skl/2.

Dual Attack:

When rescuing someone, Pow+7. Skill and speed penalty still apply.

Dual Guard:

When rescuing someone, Def+5. Skill and speed penalty still apply. Res is not boosted.

Light Weight:

If you only have 3 items in your inventory, AS+3

Killing Machine:

Your total critical rate, factoring in innate skills and the currently equipped weapon, is doubled.

Is this mod still alive?

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On 2/7/2017 at 5:51 PM, fundefined said:

Pretty fun mod and pretty challenging even on normal. I'd say chapter 10 is a bit too hard to get to the fast clear achievement since there is a ton of cavalry to kill in the center but you have to split your forces to recruit the Axeman from over the mountain range and kill the cyclops holding the gold gem. Chapter 11 on the other hand seems too easy and I had 3 or 4 turns free to just grind. I'd be interested to play again once the mod is complete.

I don't believe I've gotten feedback about chapter 10 being too hard before. The fast clear is easier if you kill the bael.

21 hours ago, Lyon&knoll said:

Is this mod still alive?

Yes. Progress is just very slow at the moment because of real life.

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On 2/12/2017 at 6:18 PM, Ryuke said:

From the first page.

 

17/24 is done? Am I correct ... chapter wise?

Not in the most recent patch, but in regards to my current dev copy, then yes. 17 of the 24 planned chapters are done once I account for the three I've decided to perform updates too.

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Sorry for being so inactive lately. To be honest, I was enjoying BotW(amazing game), among others, and haven't gotten too much done.

I'm looking for some assistance with cleaning up mugs. What this would mean is that I'd send you a sheet of all the mugs in the hack, you'd pick the ones you think need work, and fix them up, make a new one, or recommend that I use a different mug that you may know of that would work just the same and I'll ask for permission to use it.

If you'd like to help, please PM me. Thanks!

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I made an account to say that Corrupt Theocracy had stupid names, with a stupid generic story and stupid maps... yet now, this "THING" you're creating is... quite unique, and I'm itching to play the hack when it's complete even if it requires another year in order to finish, best of luck my friend!

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On 4/12/2017 at 7:10 PM, Warlock said:

I made an account to say that Corrupt Theocracy had stupid names, with a stupid generic story and stupid maps... yet now, this "THING" you're creating is... quite unique, and I'm itching to play the hack when it's complete even if it requires another year in order to finish, best of luck my friend!

Thanks! Though I still think the names could use work.

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11 hours ago, sandi said:

Please update full version please :rolleyes: 

 

The full version would be up here if it was ready. There's no ETA currently, but I encourage you to take a look at the current, albeit old, public beta and keep up with developments as they come!

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When you only work an hour a day, you really don't make as much progress as you'd like to. With all the updates to the new skill patch, I incorporated them into SGW and made the necessary changes for them to work as desired. I have yet to test that growth scrolls do boost your con growth, but I assume that it will work. While it is hard to tell, class growths still get added into the units' overall growths as before.

 

Also, in regards to the possibility of there being an anima magic triangle again, I'm not skilled enough to add in two whole new weapon types, nor do I really know where in the ram to store them, let alone the time to try if I ever want to finish this, so instead there will be a pseudo anima magic triangle. If you use a wind tome vs a thunder tome, or a fire tome vs a thunder tome, there will be some kind of weapon triangle effect, but all the weapons will still be part of the anima weapon type and there won't be a display notification that the triangle effect is in place.

 

Please keep in mind that all images are demos, hence sieze being spelled wrong, and are not meant to reflect the final product. The master knight class is in the game though, with the same given base weapon levels.

As far as what I am currently working on, I am in the process of reporting all the spells for use in the new spell animation inserter, thus making them build file compatible and solving quite a few glitches.

hpbars.PNG

screen4.PNG

screen5.PNG

screen6.PNG

screen7.PNG

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Man, This looks Awesome! I've always loved Rom hacks, but this one beats most that i've seen out of the park.


Just a question for a fellow programmer, since there were no skills in these games, i'm assuming you stored these in the ram. If so, did you use c++ for memory management?

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Wao man

Nice job bossman

Can't wait to see them Master Knights here 

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Where's the readme?

Also, any chance that you'll ever make the front page remotely readable? Just deleting half of it will already make it 10x better.

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On 6/3/2017 at 9:07 AM, André The kid said:

Man, This looks Awesome! I've always loved Rom hacks, but this one beats most that i've seen out of the park.


Just a question for a fellow programmer, since there were no skills in these games, i'm assuming you stored these in the ram. If so, did you use c++ for memory management?

Thanks! I didn't make the skill patch, so I recommend asking Circleseverywhere for more specific information on how he went about creating it.

On 6/3/2017 at 0:49 PM, N30 said:

Wao man

Nice job bossman

Can't wait to see them Master Knights here 

Thanks!

19 hours ago, DoggyPoo said:

Where's the readme?

Also, any chance that you'll ever make the front page remotely readable? Just deleting half of it will already make it 10x better.

The readme should have been included in the download. And yeah, the front page will be updates once version 2 of the hack is ready.

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Hey man! Just another supporter. Keep up the good work! Anyways, I tried the demo like a year ago (it stopped at the 14th chap). Are there some new chapters or is it still the same?

Edited by Andrew

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The current demo is up to the same point, and the next patch will be something slightly different. I can only really work an hour a day, so progress is slow. However, since I'm finally working on the chapters again, I'm hoping progress will speed up and I'll be able to release a new demo before the end of the year.

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