Jump to content
bløød

[FE8] The Sacred Trilogy Reskin and Rebalance ~Current version: 07-09-20~

Question about features.  

55 members have voted

  1. 1. What do you guys think about the amount of EXP beign earned?

    • It's good as it is.
      16
    • It should be increased a litte more.
      33
    • It should be reduced even more.
      0
    • It shouldn't have been changed at all.
      6
  2. 2. In this hack, I used an AI tweak that prevents enemies from attacking player units to which they deal 0 damage. What do you think about it?

    • Keep it
      10
    • Remove it
      7


Recommended Posts

Regardless of some of the bugs that I've been seeing on this post, I started playing and first few chapters I'm already impressed and I've played dozens of hacks before. Major props man, I've beaten Sacred Stones at least 15 times, and this still feels fresh and exciting regardless of it being the same story. Great job, truly!

Share this post


Link to post
Share on other sites

~~~~~~~~~~~~New version is out~~~~~~~~~~~~

I finished work on the new version of the hack. Before people get excited, l must say that there is a catch.

Old saves are not compatible and older versions will no longer be supported.

Why? Because 7743 updated the skill system to the latest version and integrated it with Stan's expanded save patch. That means the skill system is a lot more stable now, so no more of that debuff glitch in Lagdou Ruins. But by doing that, he also prevented me from expanding upon the 127 class limit of the game, so I had to reduce the number of custom new classes. He also integrated the skill system with the leadership patch, so this new version has that new mechanic. Finally, old skills that were buggy are now functioning correctly, such as  Boon and Heavy Strikes. 

This new version is completed up until Lagdou Ruins 2

I want some feedback on the new version before completing it 100%, so that's why I chose to release it right now. Everything is playable with the exception of the ruins, so please go ahead and let me know if there's anything wrong with what I've done so far. 

There are quite a few new things with this version, such as new enemy classes and Hayden now joins automatically on chapter 20 with an exclusive custom class. Starting from chapter 9 there will be mini bosses carrying good loot for players as well. And as mentioned above, there is now a leadership mechanic that passively increases hit rate and avoid for  units. This is usable by the player and enemies. There are also new items in the game, and boss inventories have been updated. 

All the major issues with the old version have been fixed as far as I know, so no more berserked crashes, promotion crashes and random debuffs.

Edited by bløød

Share this post


Link to post
Share on other sites

Congratulations on this, it seems like it's come quite a long way from where it started, and that's a good thing! Also, no str/mag split?

Share this post


Link to post
Share on other sites
On 11/10/2019 at 1:16 AM, lightcosmo said:

Congratulations on this, it seems like it's come quite a long way from where it started, and that's a good thing! Also, no str/mag split?

It surely has. I could implement the str/mag, but I'm already using all the class and battle animation slots, and I can only include 3 more weapons, so there's really no point in doing that.

On 11/11/2019 at 9:52 AM, Dedesett said:

I'm in chapter 6 and i like the new skill system so far but ... i miss pre promote Joshua hat and promote Lute sage class.

Me too 😞

Unfortunately, due to how the creator of FEBuilder updated the skill system I am limited to 127 classes and can no longer afford to keep the unique animations. Let's hope Yeti will finally release FEXNA so we will no longer be limited to GBA hardware.

17 hours ago, Red B said:

What happened with all the unique battle animations?

The fix for the skill system debuff came with the price of me being once again limited to 127 classes, due to the GBA hardware. These animations had to be cut out, unfortunately.

Share this post


Link to post
Share on other sites
On 28/3/2019 at 17:52, bløød said:

La Sagrada Trilogía Reskin y Rebalance ~ Reborn ~

jRIA283.png

* Hecho hasta Ruinas de Lagdou 4 *  

Obtenga los parches aquí . Aplicar para limpiar US FE8 ROM.

¿Qué es?

Es un reskin y reequilibrio de Sacred Stones que usa clases y música de los 3 juegos de GBA, muchas clases personalizadas nuevas con nuevas animaciones, nuevos hechizos, nuevas armas, un sistema de habilidades y muchas mejoras en la calidad de vida realizadas por personas mucho más conocedoras. que yo de la comunidad de hackers. La campaña de vainilla no se modificó, pero la dificultad se ha elevado ligeramente. Las unidades también reciben un poco más de EXP de curación. Todos estos cambios tienen como objetivo hacer que las Piedras Sagradas se sientan frescas y más desafiantes, sin alterar la historia (con la única excepción de que Hayden se unió al capítulo 20). Este proyecto fue fuertemente inspirado por Reskin de Sir Serenes  y el truco de la Guerra Sagrada de Seal. Hay cuatro versiones, dos con crecimientos aleatorios en el nivel superior y dos con crecimientos fijos similares a FE9. Lea esto para más información . La diferencia entre las dos versiones del mismo crecimiento es que una también presenta un minimug para los personajes, mientras que la otra no. Algunas personas pueden encontrar el minimug bastante intrusivo, por eso lo mantuve opcional.

Minimug: 0nOzfML.png? 1

¿Qué fue cambiado?

  • Fado y Vigarde ahora son verdaderos reyes (Zephiel)
  • Ismaire es un señor de las cuchillas (Lyn)
  • Caellach es un señor de la armadura (Héctor)
  • Seth tiene una clase exclusiva (Silver Knight)
  • Riev es un druida oscuro (Nergal)
  • Hayden se une automáticamente al capítulo 20 y tiene una clase exclusiva (Bow Knight)
  • Mansel se une después de completar los requisitos de vainilla para desbloquear a Hayden y es un archsage (Athos)
  • Kyle es nuestro chico (Roy - señor maestro). Lo se, inesperado
  • Se agregaron animaciones a los fantasmas.
  • Amelia es un soldado y puede ser promovida a alabarda (usando la cresta del caballero)
  • Orson es un caballero señor (Eliwood)
  • Duessel tiene animaciones de batalla exclusivas y sprites de mapa (Gold Knight)
  • Selena ahora tiene una clase personalizada exclusiva llamada gremory
  • Valter tiene una clase personalizada exclusiva (Malig Knight)
  • Caballeros, generales, grandes caballeros y reyes mueven 1 ficha adicional
  • Los alumnos se unen a usted promovido automáticamente (Ross-pirata; Amelia-soldado; Ewan-chamán)
  • Sistema mágico renovado con nuevos hechizos. Con la excepción de los tomos de asedio, los hechizos de viento tienen un rango bajo de mt y 2-3. Los hechizos de fuego tienen estadísticas promedio y rango de 1-2. Los hechizos de trueno tienen un crítico alto y están bloqueados para el alcance cuerpo a cuerpo.
  • Se agregaron unidades enemigas genéricas para mayor diversidad. Siempre me molestó cómo el 99% de las mujeres de esta franquicia solo pelea por el jugador.
  • Edité manualmente a cada enemigo en el juego para mejorarlos aumentando las estadísticas básicas, los crecimientos, el nivel o dándoles un mejor equipo (de manera similar al  truco de Seal ). Los jefes han sido mejorados y ya no son una broma. 
  • Dado que robar no parece funcionar con el nuevo sistema de habilidades, más enemigos dejarán caer objetos
  • Como Glen es el único personaje de la campaña de criaturas que no tiene una clase personalizada, le di a Glen la posibilidad de usar arcos
  • Se han mejorado los inventarios de armerías y tiendas para que tengas acceso a mejores armas al principio del juego. Además de eso, la tienda de preparación es dinámica y ofrecerá mejores armas a medida que avanzas en el juego.
  • Los aliados se unen a ti en los niveles apropiados para que no requieran molienda para ser utilizables.
  • Algunos de los monstruos promocionados también tienen animaciones personalizadas.
  • Todas las armas en el juego solo dan 1 punto de arma EXP. Tus unidades tendrán que entrenar duro si quieren blandir esas armas legendarias OP. 
  • Las unidades ganan puntos de apoyo al estar a una distancia de hasta 3 fichas
  • La piedra de dragón de Mirra es irrompible, pero ya no es efectiva contra los monstruos. También se ha nerfeado para que Myrrh no se rompa demasiado con la piedra de dragón ilimitada. Para equilibrarlo, su piedra de dragón tiene un rango de 1-2. También hay un segundo tipo de piedra de dragón que se puede adquirir en el juego.
  • Lagdou Ruins es un área de desafío de alto nivel para la actividad posterior al juego. Los enemigos allí tienen mejores estadísticas y armas poderosas y exclusivas. La ubicación también ofrece mucho más oro y el cofre en Lagdou Ruins 10 tiene una tasa de caída del 10% para cada una de las armas sagradas.
  • Es posible guardar el juego en las Ruinas de la Torre de Valni y Lagdou.
  • A partir del capítulo 9 habrá mini jefes que llevarán un buen botín para el jugador.
    gyVjV1i.png? 1
  • Hay una mecánica de liderazgo que brinda a las unidades tasas adicionales de evasión y acierto. (utilizable por el jugador y los enemigos)
    CFqnAYF.png? 1

Cambios en la calidad de vida.

  • Barras HP detalladas (por Circles y Zane)
  • Sistema de habilidades (por Circleseverywhere, Monkeybard, Black Mage, Blaze, Tequila, Rossendale, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1)
    (el sistema de habilidades también viene con la característica "elegante finalizador" que hace que cualquier golpe final sea tratado para que un jefe se muestre como un golpe crítico)
  • Mostrar cantidad de curación (por tequila)
  • Mapa de zona de peligro (por círculos): presiona el botón de selección para mostrar el alcance del enemigo
    HeWeLBR.png? 1
  • Exhibición de armas monstruosas (por Brendor)
  • Estadísticas coloreadas, crecimiento y visualización de conversación (por Tequila): presione SELECCIONAR mientras se encuentra en la pantalla de estado para alternar entre crecimientos y estadísticas
    qyIBjDW.png? 1CFqnAYF.png? 1
  • Incremento de EXP de curación (en 7743)
  • Obtenga apoyo a varias distancias (por Venno)
  • Las unidades pueden actuar después de hablar o tener conversaciones de apoyo
  • El tomo de Metis se puede vender (útil para las personas que juegan en modo de crecimiento fijo)
  • La tienda de pantallas de preparación es dinámica y ofrecerá mejores armas a medida que avanzas en el juego.
  • Los artículos de la tienda de preparación tienen el mismo precio que las tiendas normales.
  • Fondo de pantalla de estadísticas personalizado genial (por LordGlenn)

Lista de habilidades por clase (cuidado con los spoilers)

https://docs.google.com/spreadsheets/d/1m5uItJM3w-aVzME_w8Sk_a3rvZTk9nLxb2fslrOiKs4/edit?usp=sharing

Algunas capturas de pantalla (se actualizarán mientras juego)

  Ocultar contenidos

zFoR8Hb.png? 17NKFis3.png? 1uWmOgok.png? 1ANVmZQB.png? 1BAjpPuu.png? 128931fC.png? 1GftVdCp.png? 1mdIji6O.png? 1AWsTSpb.png? 1h61K96f.png? 1

Créditos (se actualizará después de que termine el hack)

  • Nuestro señor y salvador 7743 para FEBuilder
  • Sir Serenes por la idea y paletas para Riev
  • TBA, Arch, Skitty y Temp para animaciones fantasmas
  • IS, Hairyblob y Maiser6 para animaciones más rápidas de Zephiel
  • IS y Blademaster para animaciones Athos
  • TR143 para modo de crecimiento fijo
  • Temp y sniper_zero para Eliwood repalette y animación a distancia de Durandal
  • Alusk para un alternativo soldado flotando y animaciones en movimiento
  • Spud para las animaciones de soldado Amelia
  • Spud, TBA, Black Mage, Temp y Wan para las alabarderas animaciones de Amelia
  • Brady Shinners para la base de datos de animación.
  • St jack, Seal y Sacred War para animaciones de balistas
  • Iscaneus y Nuramon para animaciones de caballeros
  • TBA para animaciones de bandoleros
  • Glenwing y MK404 para animaciones de combate
  • Equipo SALVAGED y flasuban para animaciones caballerosas
  • IS, Circles, Kao y Marlon0025 para animaciones de Tethys
  • Alusq y Maiser6 para animaciones mercenarias
  • TBA, DerTheVaporeon y Nuramon para animaciones generales
  • TBA y Maiser6 para animaciones berserker
  • Nuramon, Swain y Temp para animaciones de francotiradores
  • Nuramon para las animaciones de wyvern lord
  • Keks_Krebs, Peerless y SD9K para animaciones de asesinos
  • Swain para animaciones de héroes
  • IS y Glenwing para animaciones de espadachines
  • Kenpuhu, Aruka y Nuramon para gran paladín clase personalizada y animaciones
  • Alusq para mejores animaciones de soldados
  • CamTech075, LisandraBrave, Zane, Zelix y Lord Glenn para íconos personalizados
  • Arkth for Deathgoyle animaciones personalizadas
  • Yangfly para animaciones kawaii blader
  • Animaciones de Nuramon para infantería gran señor Efraín
  • Teraspark, Pikmin1211 y DerTheVaporeon para animaciones de caballeros oscuros
  • Sello para legiones, tarvos de élder y animaciones gazer
  • BwdYeti para elthunder animation
  • SHYUTER para la animación forblaze
  • Blazer y Jubby para la animación de meteoritos
  • Arco para animaciones estáticas, de viento y de tornados.
  • Selle toneladas de cosas como íconos personalizados, sprites de mapas, tarjetas de clase y fondos de batalla. No puedo enfatizar lo increíble que es por hacer que todo esto esté disponible
  • Klokinator para poner muchas animaciones personalizadas y sprites de mapas en un solo lugar fácil de encontrar
  • dondon151, Sephie, Teraspark, Arch, RobertFPY e HyperGammaSpaces para muchas clases de cartas y sprites de mapas

Problemas conocidos con los que me gustaría recibir ayuda

  • Capítulo 1, Breguet es contrarrestado por el mercenario freliano muerto. El evento en sí es exactamente el mismo que el de vainilla, y el cambio de datos de personajes y clases tanto para Breguet como para el mercenario freliano no funcionó.
  • Importar el sonido de golpe crítico de Eliwood de FE7 y usarlo para Seth resulta en conflicto con el mapa y la música de batalla.

Obtenga los parches aquí . Aplicar para limpiar US FE8 ROM.

 

You can put a optional patch with the maps from Sacres War?

Share this post


Link to post
Share on other sites

Finally started playing this and it's already my favorite SS rebalence.

I always dislike the ones that try to nerf Seth in order to make the game more difficult, i love breaking games with units like Haar or Sigurd, and Eirika getting an Iron Sword in chapter 1 is so useful.

Share this post


Link to post
Share on other sites

I don't know if this a bug or i don't understand how "Rally" works but ... Arthur has "Rally magic" but the "Rally" button doesn't appear on him. Colm has "Rally speed" or Natasha "Rally luck" and both of them works fine. I don't know if this is possible because this will be a lot of work to you but is possible to have two different patchs, one for custom palettes / custom animations and other to skills? I like the skill system but the custom animations are better to have because if i want to look always to the character fightning i prefer to see it with another animation and no the default. I know it's to much work but i just need to ask that because this new version reduce the custom animations to a few compared to the previous patch. Anyway, thanks for the patch and the effort.

Edited by Dedesett

Share this post


Link to post
Share on other sites

New version is out. Had to fix an issue which caused units of different classes to share the same skill set. This would start happening on chapter 16. Also did Lagdou Ruins 5, 8, 9 and 10. Only ones missing now are 6 and 7.

Share this post


Link to post
Share on other sites
On 11/15/2019 at 4:22 AM, iridium137 said:

It seems like the leadership system doesn't work. All units (both player and enemy) still have the same amount of hit and avoid they would have without it.

It does, I just tested it. Each star increases hit by 5 and avoid by 3 points. Since the enemies also have those bonuses, they might be canceling each other until you defeat the enemy leaders.

On 11/23/2019 at 1:43 AM, Cooligno1234 said:

You can put a optional patch with the maps from Sacres War?

Not feasible. Seal didn't use FEBuilder to create Sacred War, and implementing things from my hack would certainly break some of the stuff they did.

On 11/24/2019 at 4:49 AM, Geenoble said:

Finally started playing this and it's already my favorite SS rebalence.

I always dislike the ones that try to nerf Seth in order to make the game more difficult, i love breaking games with units like Haar or Sigurd, and Eirika getting an Iron Sword in chapter 1 is so useful.

Glad you like it! I gave her that iron sword because I hate having to waste the rapier with those fighters lol

8 hours ago, Dedesett said:

I don't know if this a bug or i don't understand how "Rally" works but ... Arthur has "Rally magic" but the "Rally" button doesn't appear on him. Colm has "Rally speed" or Natasha "Rally luck" and both of them works fine.

Strange, I'll check what's wrong with Artur before I release the next version.

8 hours ago, Dedesett said:

I don't know if this is possible because this will be a lot of work to you but is possible to have two different patchs, one for custom palettes / custom animations and other to skills? I like the skill system but the custom animations are better to have because if i want to look always to the character fightning i prefer to see it with another animation and no the default. I know it's to much work but i just need to ask that because this new version reduce the custom animations to a few compared to the previous patch. Anyway, thanks for the patch and the effort.

That sounds like a lot of work :S
I'll first finish the current version before deciding what to do next, but I must say that I'm already feeling a little burnt out with this project and I'd like to take a break after I'm done with it.
 

Share this post


Link to post
Share on other sites
42 minutes ago, polarisx said:

Did the requirement to recruit Riev change or is it broken? I completed my first tower run and Caellach, Orson, and Ismaire were recruited as normal, but not Riev. 

No, the requirements are still vanilla. He should join after defeating 200 enemies in the same tower run.  

Share this post


Link to post
Share on other sites
1 hour ago, bløød said:

No, the requirements are still vanilla. He should join after defeating 200 enemies in the same tower run.  

Ok, it must have just glitched on my first run then because I just ran the entire tower again and it recruited him this time

Share this post


Link to post
Share on other sites
1 hour ago, polarisx said:

Ok, it must have just glitched on my first run then because I just ran the entire tower again and it recruited him this time

Well, that was weird. Glad it's not persisting. Any thoughts on the hack so far?

Share this post


Link to post
Share on other sites

I don't know if you have it or anyone has the patch but ... can you put the last patch before this one? The one with all the custom animations and palettes. The one that was before your post here on November 8. I was going to download it because i enjoy more the animations that the skills but if not, well no problem. The ups file was called 25-09-19 if that helps. If soneone or if the OP has it ... please, send me it ... if the version can be the random growths with minimugs, better. Sorry to bother again with the animations.

Edited by Dedesett

Share this post


Link to post
Share on other sites
4 hours ago, Dedesett said:

I don't know if you have it or anyone has the patch but ... can you put the last patch before this one? The one with all the custom animations and palettes. The one that was before your post here on November 8. I was going to download it because i enjoy more the animations that the skills but if not, well no problem. The ups file was called 25-09-19 if that helps. If soneone or if the OP has it ... please, send me it ... if the version can be the random growths with minimugs, better. Sorry to bother again with the animations.

I've been thinking about this. There were 8 custom animations on that version. In the current version, there are 6 class slots that are occupied by ballistae. Maybe I could ditch them and use the custom animations instead? I would create a weapon with similar stats of the ballistae and assign them to stationary archers where the ballistae would normally appear.

Share this post


Link to post
Share on other sites
8 hours ago, bløød said:

I've been thinking about this. There were 8 custom animations on that version. In the current version, there are 6 class slots that are occupied by ballistae. Maybe I could ditch them and use the custom animations instead? I would create a weapon with similar stats of the ballistae and assign them to stationary archers where the ballistae would normally appear.

Ehhhh ... i don't understand what you mean because i don't understand anything of hacking the game but ... if i got that right, you can use 6 more custom animations using the ballistae slots?  For me is a yes, i don't know what others may think. If you want my opinion about what animations (if you are open to debate of what animation to use) i suggest Eirika, Marisa, Lute, Neimi, Joshua hat and if you can the bishop animation as well. But it's up to you. That or give me the previous ups patch, but that seems imposible now.

Edited by Dedesett

Share this post


Link to post
Share on other sites

Longtime lurker here, finally getting the nerve to start posting here in the forums after several years of just silent watching. I wanted to give some feedback in terms of the hack itself, even if I haven't fully beaten it after all this time.

Overall, this is probably the best FE8 improvement hack I've seen in a while, it really does feel as if Sacred stones has been improved on in many ways, and also given new life, with the skills system, weapon balancing, new classes, items, and more. The only thing that's bothered me thus far is actually a little bit of reading into the skills system, specifically about Druid and Summoner skills. Druid gets Slow burn and Tome-breaker, while Summoner gets Anathema and Ignis. It's a little odd, due to Druid getting the more defensively based skills, and Summoner getting some very powerful offensive skills.

Share this post


Link to post
Share on other sites
On 11/26/2019 at 8:11 AM, bløød said:

It does, I just tested it. Each star increases hit by 5 and avoid by 3 points. Since the enemies also have those bonuses, they might be canceling each other until you defeat the enemy leaders.

https://imgur.com/9fcnm0P

This fighter has an iron axe, and so has 75+2*2 = 79 hit.

https://imgur.com/i2Q2YDi

Seth has 2*15+13 = 43 avoid. The fighter should have 79-43-15 = 21 displayed hit against him. Both sides have 1 leadership star, so if leadership worked, he should have 21+5-3 = 23 hit.

https://imgur.com/NoE3OL2

But he has 21 hit.

Edited by iridium137

Share this post


Link to post
Share on other sites

I know, i know, i'm a nuisance but i need to report 1 bug and 1 (bug?).

The first bug is in chapter 2 in easy difficulty, when you convince Ross to join your army, the game softlocks.

The second (bug?) is in the options menu, "subtitle help" turn on and off the hp bar and the "bubble" that appears when 2 characters can talk to each other.

Edited by Dedesett

Share this post


Link to post
Share on other sites
On 11/27/2019 at 7:25 PM, bløød said:

Well, that was weird. Glad it's not persisting. Any thoughts on the hack so far?

Yea it's really good so far, but what is this that I'm getting starting on the second floor of Lagdou Ruins? 

Screenshot (4).png

Share this post


Link to post
Share on other sites
On 11/27/2019 at 7:25 PM, bløød said:

Well, that was weird. Glad it's not persisting. Any thoughts on the hack so far?

I looked through a bunch of old patches and apparently the massive debuffs were fixed at one point? I'm on the latest patch and can't play anymore because all my units get these severe debuffs on Lagdou Ruins 2. I've retreated and cleared Floor 1 a few times now just to reload floor 2 to see if it happens again and it always does. 

EDIT: I fixed it myself with FE Builder, I went through all the other maps to see what could be different about Floor 2 of Lagdou Ruins, and realized it had way more enemies than any other map. I removed 5 enemies from the map and no longer get the debuffs. 

Edited by polarisx
Solved problem

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...