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[FE8] The Sacred Trilogy Reskin and Rebalance ~Final Version Released!~

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Chapter with Arthur, where he don't kill the eye, but the eye died, maybe it's in the game core. You need to change a bit the game core for correct this problem.

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I had a ton of fun playing this. Very difficult on Hard mode, but I wouldn't suggest changing the difficulty. I did encounter a bug at the end though. The Draco Zombies summoned during the fight with the Demon King are unable to attack. If you look at their items, there will an icon for Wretched Air, but its name will be blank. The two initial Draco Zombies can attack, just not the summoned ones.

 

Also, the Demon King did not have Demon Light, only Ravager and Nightmare. Is that intentional?

Edited by Calich

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Hi there, I finished playing through Sacred Trilogy the other day and loved it! Sacred Stones was my first FE game so has always held a special place in my heart.

If you ever manage to implement 3 promotion options that'd be huge, access to some of the enemy only classes like Gladiator, War Monk & Dread Fighter would be super fun, as well as diversifying everyone's class (and therefore skill) options nad making more classes widely available (and just as a small hope, giving Pirates or Fighters access  to Summoner would be my number great, the class has such a cool axe animation but the two possible summoners have no real reason to ever use it without severe use of stat boosting items)

 

With that aside, I have some feedback to give on my experience. For clairty, I'll note that I played Normal difficulty, Random Growths, and Ephraim mode:

-With the addition of the skill system, most classes seemed well balanced so you don't have the situation of the base game where there's usually a superior class choice, my General (Gilliam) was actual a very important member of the team thanks to provoke and the high defesnes (at least until I got Duessel who did the same job better thanks to his high res) and the extra point of movement really helps. Though, while Wary Fighter is in theory good, my Gilliam actually ended up pretty fast (as did my Amelia, though she wasn't a general) so wasn't as helpful is it could have been.

 

-Staves on Rogues and Falcoknights was a very welcome addition, especially with how easy it is to buy physic staves, made the later parts of the game much less frustrating.

 

-The difficulty curve mas modest but not too wild (Though I did a lot of arena abuse so it probably would've been a lot harder without)

 

-I was skeptical about using the Lords' alternate promotions, but tried them out and loved them. Ephraim having full weapon triangle control is great, and Eirika's magic damage output is surprisingly high (though could have been better, but hey, that's true of Eirika in general.) In any future runs Its highly likely I'll use their original promotions, both for the extra movement and my aforementioned love of staves (Though this is assuming they get the same class skills as the new promos, curious if they get anything different), but these are still good.

 

-I often found my Convoy getting full which was really frustrating, and I had a tendency to not use stat boosters until a unit is max level so I don't 'waste' them (Though with how easy they are to  get in postgame I know I should be using them as I play to save space and get stronger) so I wonder if it's possible to make the convoy larger.

 

-While I conceptually like Discipline+ as a skill for Kings, one of my biggest gripes about GBA FE was not being able to S Rank multiple weapon types so its a shame you still can't in general, was something I would've liked to see but I understand that's not the vision you had. At the very least, might have been a cool idea as a class skill for Unmounted Ephraim as tehcnically a King (perhaps give Eirika's mage lord something similarly good to further set apart the mounted and non-mounted classes)

 

I also have a number of thoughts having played through Lagdou, but will keep them in a spoiler tag for the sake of keeping the surprise alive for people that haven't played that yet:

 

Spoiler

I really like what you did with the ruins. It was super fun and challenging, and all the Creature Campaign Chars were really good and formed the core of my team as they generally had super strong skillsets. I also loved the really good stuff you can get in chests. Shoutout to Valter who was shockingly useful dualwielding Garm and Nosferatu, and Riev who through some luck with the chests (I assume luck? I don't knowif they're static or random) ended up wielding Nosferatu, Gleipnir, Gespenst, Apocalypse & Ereshkigal by the end of the run. By the end my team was Ephraim, Valter, Glen, Mansel, Selena, Riev, Orson, Hayden.

 

-The first 6 floors were pretty standard, but the last four where all quite a bit trickier. I love what you did with FLoor 7 with the Morphs. Once I made it to Nergal there wasn't much trouble, though Limstella gave me a run for my money.

-Floor 8 probably the second hardest Floor of the ruins, the dragons are really nasty with Tower Defense+, only made worse by the difficulty of positioning your units around them to gang up because of the nature of the map.

-Floor 9 was slightly easier but still rough. The war dragons hit hard enough to be scary, but weren't bulky enough to be too hard to kill, so the map didn't feel like a slog or anything. My only real critique here is Jahn felt too frail. It wasn't too hard to bait him turn 1 with Hayden and eliminate him immediately, and could probably do something similar with anyone that has a longbow+ or wind magic.

-Floor 10 was brutal, the smaller map makes divide and conquer a much harder strat, and all enemies are terrifying. I did the only reasonable thing and went south first to deal with everything down there, then aggroed the upper dragons and enemies to pick them off one at a time, before finally dealing with Fomortiis. And by 'dealing with' I mean failing hard because I am pretty sure with my loadout he was impossible.

With his insane defenses, everyone (who had all stats maxed from statboosters) could only do 10 damage at most to him with effective (legendary) weapons, with the exception of Riev who could hit around 40 damage with both Ereshkigal and Gleipnir. Nobody else had any def ignoring weapons (and indeed, unless there's a chance to get the Fell Weapons from chests and I got unlucky, I assume the only option in general is Luna). The issue is that this low damage output, combined with Nihil (to ruin any plans for Valter to ride in with Luna the skill), Vantage+ and the ability that boosts his damage the more damage he has taken. In particular there was a key point where he started doing more than 60 damage to Riev, and that point was quite a bit higher than the 40ish HP of damage Riev can do, and after a little more damage he can oneshot everyone, at which point the only person who could attack him was Hayden who had a chance to dodge his attacks, but it was low and even then he couldn't outdamage the healing.

I really like everything about how the fight is made but I'm pretty sure from my situation it was impossible. I'm wondering if there's a trick to it, or I just need try and get Fell weapons if possible, or change my team output considerably to have a bunch of Bishops with Luce or something?

 

With all said and done, I hope my feedback is helpful and, regardless of any comments and criticism I had I want to make clear that I absolutely loved playing the hack and appreciate all the effort you put into it!

 

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Is it possible to remove the lag when selecting an enemy to attack? It takes like 0.5 sec to change between enemies which feels quite unresponsive. The original game has no lag there. 

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I'm playing on fixed growth mode, seems like most of my units have the stats they should, but it lute has lower magic than her growth rate seems to imply.  I'm just checking in to see if this is a bug or if it's intended. At this point I thought her magic would be at least 19. At least according to the fe8 avg stats.

https://serenesforest.net/the-sacred-stones/characters/average-stats/lute/sage/

Fire Emblem - The Sacred Stones (USA, Australia)-0.png

Edited by Libra is best girl

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On 4/5/2020 at 2:39 PM, l33tmaan said:

I want to stress that it's not just the stats, but a combination of things: The enemy is using weapons a tier higher than what you can get, the +4 stats come online, and their level 5 class skills happen as well. Adjusting any of these would probably help - I actually really wanted to avoid fighting Generals because NOBODY could double them anymore and I had to try and get to Riev. Plus the enemies started hitting me with Sol and Astra... quite nasty stuff. Fun! But nasty, especially on a time limit with constant reinforcements.

Other people have been complaining about hard mode, so I guess you're not the only one having trouble with it. I'll see what I can do about making it better.

On 4/6/2020 at 11:59 PM, LettuceAway said:

you sire are awesome

no u

On 4/7/2020 at 1:25 AM, Olimar103 said:

As you can see the Officer Is incredibly underwhelming compared to the generic enemy. I assume this is do to with Hard Mode bonuses not applying to the bosses because of being manually set for Normal Mode. As such, Mini Bosses are some of the lest threatening enemies on the map, while also giving the best rewards. This is taken from Chapter 17, but as far as I've seen it applies to all Mini-Bosses. I assume this an unintentional side effect of the game being balanced around Normal.

The officers should be always stronger than regular enemies. They have higher starting bases, level and the same growths as regular enemies, so I'm not sure what's causing this. I nerfed hard mode in the latest version to give 2 bonus points instead of 4. I'll see whether this issue persists.

On 4/7/2020 at 1:25 AM, Olimar103 said:

First off I'm off the opinion that the reward for keeping all the Citizens alive needs to be changed. Because uh, a Rescue Staff isn't going to cut it for the difficulty and amount of effort needed to keep them alive. It's an extremely challenging objective which requires clever unit placement and rescue strats to keep both your units safe and the citizens safe from the enemies coming from all directions. With the bonuses enemies are much bulkier and stronger requiring a good amount of strategy to hold them off. In terms of design for the Chapter, it's brilliant in its difficulty. Every time I died minus the time three Wyverns all hit 20 percent on Vanessa felt like it was my fault for not planning the turn out better. I was able to keep them all alive minus Seth but I wanted to finish anyway to see what the Reward was. Needless to say I was disappointed with a Rescue staff considering that they're now buyable from Jehanna Hall. Considering the reward needs to be balanced around all difficulties it doesn't need to be anything crazy, but giving out a limited Economy item would be nice. A second Pair of Boots or either a Warp or Hammerne Staff would be nice considering the challenge. Hammerne Staff seems the best out of the three, but having more move or another warp could lead to some very fun stratagies

Honestly, I completely forgot about the rewards 😛
Your hammerne suggestion is indeed very good, so I'll see if I can find the event that points to reward and change it.

On 4/7/2020 at 1:25 AM, Olimar103 said:

Next is the Armory, specifically that it straight up needs buyable Silver Weapons for quality of life. I know Silver Weapons are buyable from the Prep Armory from at least Chapter 15 onwards, but are not buyable from the overworld at all. Considering Rausten Court sells Gold Weapons the easiest place to add Silver Weapons would be Chapter 17's armory. 

Another good suggestion. I think I meant to do exactly that at some some point but eventually forgot about it.

On 4/7/2020 at 1:25 AM, Olimar103 said:

Final Recommendation is the Shop, specifically the Wrath and Mirage Staffs. Considering the price tag on the items and that it's the late game, I feel that the two staffs need to be buffed. Holy Decree and Sanctuary are extremely useful diving a +10 to Attack and Defense respectively, but the 10 Crit and Avoid that Wrath and Mirage give is not worth it. A plus 10 to a luck stat is nowhere near the guaranteed plus 10 your attack or defense. To be viable I think they need a +30 or +20 to be useful. Thirty might be pushing it but again, its expensive and late game so giving an amazing staff isn't exactly going to break the game's balance. 

Those staves are actually just repurposed dancer rings from FE7 lol. Theses values are hardcoded and I can't really change them. I can change their price tag though.

On 4/10/2020 at 8:05 AM, judge09 said:

In the chapter 2, there is a little bug when Breguet kill the swordman guard, the swordman, when he is dead keeps attacking.

That was the very first bug since the very first version and I still can't figure out what causes it. I tried changing the event itself and the character data for those units, but nothing seems to work.

On 4/10/2020 at 9:12 AM, Dedesett said:

He knew that from the beginning but doesn't know how to fixed.

Good to see you again, Dedesett. Was kinda worried since Spain got hit pretty hard by Covid. Hope you're doing well.

On 4/10/2020 at 10:52 AM, judge09 said:

Chapter with Arthur, where he don't kill the eye, but the eye died, maybe it's in the game core. You need to change a bit the game core for correct this problem.

Must be because of hard mode bonuses. I'll see if I can put a weaker character data for that mogall so it will die.

On 4/10/2020 at 12:18 PM, judge09 said:

Another bug, Joshua now kill Natacha.

I experienced this myself (poor Natasha). Joshua's AI is still the same, so something in the skill system is probably modifying his behavior. I'll forward this issue to the skill system authors.

On 4/12/2020 at 6:10 AM, Calich said:

I had a ton of fun playing this. Very difficult on Hard mode, but I wouldn't suggest changing the difficulty. I did encounter a bug at the end though. The Draco Zombies summoned during the fight with the Demon King are unable to attack. If you look at their items, there will an icon for Wretched Air, but its name will be blank. The two initial Draco Zombies can attack, just not the summoned ones.

Thanks for the feedback. You're right, the data for their weapon was broken. Fixed that for the next update.

On 4/12/2020 at 6:10 AM, Calich said:

Also, the Demon King did not have Demon Light, only Ravager and Nightmare. Is that intentional?

He uses Demon Light for his rematch 🙂

On 4/12/2020 at 2:57 PM, RBRNMarcello said:

Hi there, I finished playing through Sacred Trilogy the other day and loved it! Sacred Stones was my first FE game so has always held a special place in my heart.

Same here, even though FE9 is still my favorite. Thanks you for the very detailed feedback, I'll answer each topic separately.

On 4/12/2020 at 2:57 PM, RBRNMarcello said:

If you ever manage to implement 3 promotion options that'd be huge, access to some of the enemy only classes like Gladiator, War Monk & Dread Fighter would be super fun, as well as diversifying everyone's class (and therefore skill) options nad making more classes widely available (and just as a small hope, giving Pirates or Fighters access  to Summoner would be my number great, the class has such a cool axe animation but the two possible summoners have no real reason to ever use it without severe use of stat boosting items)

I wish I could do this, but there are two very good reasons preventing me from doing it:

1) I would need to include the female version of the war monk and the male version of the dread fighter. Extending the list of classes is the most dangerous thing you can do the ROM and tends to cause issues with the item data and the skill data. Even the creator of FEBuilder recommends not doing this at all (which I already did).

2) Even if I did include those options, this would lead to the problem of some characters losing access to some weapons their unpromoted class could use. For example, Arthur as a monk promoting to war monk would need to lose his access to light magic. As far as I know, there's no way to do that, as in the vanilla this only happens to Ewan promoting from his trainee class to shaman and losing anima (and this is hardcoded to Ewan only). I'm not sure whether this could damage character data.

On 4/12/2020 at 2:57 PM, RBRNMarcello said:

-I was skeptical about using the Lords' alternate promotions, but tried them out and loved them. Ephraim having full weapon triangle control is great, and Eirika's magic damage output is surprisingly high (though could have been better, but hey, that's true of Eirika in general.) In any future runs Its highly likely I'll use their original promotions, both for the extra movement and my aforementioned love of staves (Though this is assuming they get the same class skills as the new promos, curious if they get anything different), but these are still good.

The skillsets for both promotions are the same. However, the mounted promotions get Canto+ and one additional MOV, while the unmounted promotions can use 3 weapons.

On 4/12/2020 at 2:57 PM, RBRNMarcello said:

-I often found my Convoy getting full which was really frustrating, and I had a tendency to not use stat boosters until a unit is max level so I don't 'waste' them (Though with how easy they are to  get in postgame I know I should be using them as I play to save space and get stronger) so I wonder if it's possible to make the convoy larger.

There's a patch to double the convoy capacity, but that makes use of extended save data that is already used by the skill system, which means they are unfortunately incompatible.

On 4/12/2020 at 2:57 PM, RBRNMarcello said:

-While I conceptually like Discipline+ as a skill for Kings, one of my biggest gripes about GBA FE was not being able to S Rank multiple weapon types so its a shame you still can't in general, was something I would've liked to see but I understand that's not the vision you had. At the very least, might have been a cool idea as a class skill for Unmounted Ephraim as tehcnically a King (perhaps give Eirika's mage lord something similarly good to further set apart the mounted and non-mounted classes)

Perhaps I could indeed give the unmounted lords that skill. I've already received messages from people wishing Eirika could reach S rank with light magic.

 

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Spoiler
On 4/12/2020 at 2:57 PM, RBRNMarcello said:

I really like what you did with the ruins. It was super fun and challenging, and all the Creature Campaign Chars were really good and formed the core of my team as they generally had super strong skillsets. I also loved the really good stuff you can get in chests. Shoutout to Valter who was shockingly useful dualwielding Garm and Nosferatu, and Riev who through some luck with the chests (I assume luck? I don't knowif they're static or random) ended up wielding Nosferatu, Gleipnir, Gespenst, Apocalypse & Ereshkigal by the end of the run. By the end my team was Ephraim, Valter, Glen, Mansel, Selena, Riev, Orson, Hayden.

Glad you enjoyed it. The extra characters have powerful skills because
1) I wanted to give players an incentive to recruit them
2) They do not have access to supports
The S rank weapons are static rewards, but other rewards in the ruins are randomized.

I'm still struggling to find balance for the final boss, because I do want him to be a challege to a fully maxed party. Also, I deeply apologize for completely failing to mention that the fell weapons are availble for purchase. I actually included two secret shops in the ruins, and the second one sells them. I'll give hints on their locations (for people who would prefer to find them on their own) and screenshots with their precise location (for impatient people).

 

 

On 4/12/2020 at 2:57 PM, RBRNMarcello said:

With all said and done, I hope my feedback is helpful and, regardless of any comments and criticism I had I want to make clear that I absolutely loved playing the hack and appreciate all the effort you put into it!

Yes, it was. Thank you!

On 4/13/2020 at 3:23 PM, Hullahup said:

Is it possible to remove the lag when selecting an enemy to attack? It takes like 0.5 sec to change between enemies which feels quite unresponsive. The original game has no lag there. 

I noticed this as well, but I literally don't know if there's a fix for this. It is probably a side effect of the skill system.

8 hours ago, Libra is best girl said:

I'm playing on fixed growth mode, seems like most of my units have the stats they should, but it lute has lower magic than her growth rate seems to imply.  I'm just checking in to see if this is a bug or if it's intended. At this point I thought her magic would be at least 19. At least according to the fe8 avg stats.

You're the secon person to mention that. Lute's character data has not been edited, by I did change the class's base stats. I just checked it and honestly, I think I made mages underpowered. I'll raise their MAG stat for the next update.

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man I just have to thank you I finished your game really perfect for you to win the trophy just put three promotion options, but other than that really all perfect face the king and dark druid in the dungeon then see all the custom bosses really perfect guy thanks for everything you saved  my quarantine here in Ceará kkkk

if you add the third promotion it would be cool the war monk for warriors or pirates and the gladiator for mercenaries

Edited by Bruno

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7 hours ago, bløød said:

Good to see you again, Dedesett. Was kinda worried since Spain got hit pretty hard by Covid. Hope you're doing well.

Yes, Spain got hit pretty hard but me and my family (for now) have been lucky. Hope you are well too.

I don't have any bugs to report ths time because you did an amazing job. I need to complete the Lagdou Ruins yet but what i can say is that you did an amazing job.

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An absolutely amazing hack to play from start to finish! Excellent job on this - the hack plays well except for a few bugs I encountered while playing through the lagdou ruins (hard-mode). 

On floor 4 of the ruins, breaking the lowest wall segment will cause several tiles to become blank tiles with glitched textures which are impassable by any units (unfortunately I didn't screenshot any of these glitches during my playthrough and don't have a stavestate of them anymore.) 

As mentioned by others before, all mini-bosses starting from the late-game through to the ruins are much weaker than the regular enemies on the map, with most regular enemies in the ruins exceeding the 60 hp cap and some dipping into "??" territory while the mini-bosses are stuck with laughably low stats which don't even reach caps like many regular enemies. 

When using a shortbow+ on Glen and trying to attack from 1-range the game hangs (Maybe there isn't yet a 1 range animation for the shortbow+), I haven't tried with other characters so I don't know if this bug is exclusive to Glen. 

When facing bishops which proc the "flare" skill, Selena still takes damage rather than being hit for 0 as her personal skill allows for all other offensive skills. 

On the 9th floor the manaketes all have attack stats of around 42-45 (nothing unusual) however their damage is unaffected by def and res (like the fire dragon from fe7's final map) and they also have the "dragon fang" ability. This leads to roughly a 30% chance of dragon fang proccing in combat, causing the manaketes to deal more than 60 damage in a single hit which isn't reduced by defense stats - this leads to an instant 1 shot for any player unit regardless of defense and resistance. The only way I could even finish this level was by using Selena against the manaketes as her personal ability allows her to take 0 damage from enemy skill activations. Though I'm not completely sure if this is a bug, it seems a little sketchy that the manaketes are designed to be able to 1 shot any player unit through bypassing defenses as this effectively means using selena is the player's single option for completing this level without using an abundance of 3+ ranged weapons. 

Finally, when a manakete procs dragon fang against selena, the game hangs as she takes 0 damage. The music continues to play however the manaketes animation freezes and the battle never concludes which forces a reset by the player. 

Not a bug but a suggestion would be to allow multiple S-ranks in weapons (I think this has been mentioned before) as there are so many cool weapons made available in the post-game which are unfortunately, locked to a specific collection of characters e.g. Valter loses out on S-rank dark, Selena misses S-rank in light and dark etc. 

Overall this is an exceptional and well thought-out hack, it spices up Sacred Stones with higher difficulty and adds completely new elements as well as a genuinely challenging post-game along with some sweet new custom animations for post-game bosses. 

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6 minutes ago, Mattyboyjr06 said:

An absolutely amazing hack to play from start to finish! Excellent job on this - the hack plays well except for a few bugs I encountered while playing through the lagdou ruins (hard-mode). 

On floor 4 of the ruins, breaking the lowest wall segment will cause several tiles to become blank tiles with glitched textures which are impassable by any units (unfortunately I didn't screenshot any of these glitches during my playthrough and don't have a stavestate of them anymore.) 

As mentioned by others before, all mini-bosses starting from the late-game through to the ruins are much weaker than the regular enemies on the map, with most regular enemies in the ruins exceeding the 60 hp cap and some dipping into "??" territory while the mini-bosses are stuck with laughably low stats which don't even reach caps like many regular enemies. 

When using a shortbow+ on Glen and trying to attack from 1-range the game hangs (Maybe there isn't yet a 1 range animation for the shortbow+), I haven't tried with other characters so I don't know if this bug is exclusive to Glen. 

When facing bishops which proc the "flare" skill, Selena still takes damage rather than being hit for 0 as her personal skill allows for all other offensive skills. 

On the 9th floor the manaketes all have attack stats of around 42-45 (nothing unusual) however their damage is unaffected by def and res (like the fire dragon from fe7's final map) and they also have the "dragon fang" ability. This leads to roughly a 30% chance of dragon fang proccing in combat, causing the manaketes to deal more than 60 damage in a single hit which isn't reduced by defense stats - this leads to an instant 1 shot for any player unit regardless of defense and resistance. The only way I could even finish this level was by using Selena against the manaketes as her personal ability allows her to take 0 damage from enemy skill activations. Though I'm not completely sure if this is a bug, it seems a little sketchy that the manaketes are designed to be able to 1 shot any player unit through bypassing defenses as this effectively means using selena is the player's single option for completing this level without using an abundance of 3+ ranged weapons. 

Finally, when a manakete procs dragon fang against selena, the game hangs as she takes 0 damage. The music continues to play however the manaketes animation freezes and the battle never concludes which forces a reset by the player. 

Not a bug but a suggestion would be to allow multiple S-ranks in weapons (I think this has been mentioned before) as there are so many cool weapons made available in the post-game which are unfortunately, locked to a specific collection of characters e.g. Valter loses out on S-rank dark, Selena misses S-rank in light and dark etc. 

Overall this is an exceptional and well thought-out hack, it spices up Sacred Stones with higher difficulty and adds completely new elements as well as a genuinely challenging post-game along with some sweet new custom animations for post-game bosses. 

Also with regards to the minibosses and war dragons, I had neither of these issues on Normal Mode, so I assume its a hard mode scaling issue? Perhaps bosses don't have the scaling applied usually, hence the weakness, and if my memory serves, I have distncy memory of ending a lot of war dragon fights at 1 HP so assume on Normal, the Dragon Fang procs bring up to 59 damage, which is pretty ideal all things considered.

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4 hours ago, Mattyboyjr06 said:

An absolutely amazing hack to play from start to finish! Excellent job on this - the hack plays well except for a few bugs I encountered while playing through the lagdou ruins (hard-mode). 

On floor 4 of the ruins, breaking the lowest wall segment will cause several tiles to become blank tiles with glitched textures which are impassable by any units (unfortunately I didn't screenshot any of these glitches during my playthrough and don't have a stavestate of them anymore.) 

As mentioned by others before, all mini-bosses starting from the late-game through to the ruins are much weaker than the regular enemies on the map, with most regular enemies in the ruins exceeding the 60 hp cap and some dipping into "??" territory while the mini-bosses are stuck with laughably low stats which don't even reach caps like many regular enemies. 

When using a shortbow+ on Glen and trying to attack from 1-range the game hangs (Maybe there isn't yet a 1 range animation for the shortbow+), I haven't tried with other characters so I don't know if this bug is exclusive to Glen. 

When facing bishops which proc the "flare" skill, Selena still takes damage rather than being hit for 0 as her personal skill allows for all other offensive skills. 

No 9º andar, todos os manequins têm estatísticas de ataque em torno de 42-45 (nada de incomum), mas seu dano não é afetado por def e res (como o dragão de fogo do mapa final de fe7) e eles também têm a habilidade "dragon fang". Isso leva a aproximadamente 30% de chance de ataque de presas de dragão em combate, fazendo com que os manaketes causem mais de 60 de dano em um único golpe que não é reduzido pelas estatísticas de defesa - isso leva a um tiro instantâneo para qualquer unidade de jogador, independentemente de defesa e resistência. A única maneira de eu terminar esse nível era usando Selena contra os manaketes, pois sua habilidade pessoal lhe permite receber 0 de dano das ativações de habilidades inimigas. Embora eu não tenha muita certeza se isso é um bug, 

Finalmente, quando um manákete procede presas de dragão contra selena, o jogo trava quando ela recebe 0 de dano. A música continua a tocar, no entanto, a animação do manequim congela e a batalha nunca termina, o que força uma redefinição pelo jogador. 

Não é um bug, mas uma sugestão seria permitir várias fileiras S de armas (acho que isso foi mencionado antes), pois existem tantas armas legais disponíveis no pós-jogo que, infelizmente, estão trancadas em uma coleção específica de personagens por exemplo, Valter perde no rank S escuro, Selena perde o rank S no claro e no escuro etc. 

No geral, esse é um truque excepcional e bem pensado, que apimenta as Pedras Sagradas com maior dificuldade e adiciona elementos completamente novos, além de um pós-jogo genuinamente desafiador, além de algumas animações personalizadas para os chefes pós-jogo. 

I fully agree, that we must be able to have all weapons rank s wanted a lot of the queen using the best bow and there will ...

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On 4/15/2020 at 5:02 AM, bløød said:

I wish I could do this, but there are two very good reasons preventing me from doing it:

1) I would need to include the female version of the war monk and the male version of the dread fighter. Extending the list of classes is the most dangerous thing you can do the ROM and tends to cause issues with the item data and the skill data. Even the creator of FEBuilder recommends not doing this at all (which I already did).

2) Even if I did include those options, this would lead to the problem of some characters losing access to some weapons their unpromoted class could use. For example, Arthur as a monk promoting to war monk would need to lose his access to light magic. As far as I know, there's no way to do that, as in the vanilla this only happens to Ewan promoting from his trainee class to shaman and losing anima (and this is hardcoded to Ewan only). I'm not sure whether this could damage character data.

Just a random thought but would changing some alternate promotions be a viable workaround to make those classes playable?

Like for example, since Moulder is the only playable Monk class unit then if you were to change the Sage alternate promotion of a Monk into a War Monk then that would make it so that Moulder would not necessarily have a promotion where he loses a weapon he used when unpromoted which is the staff.

For Gladiator, I propose changing the Ranger alternate promotion of the Mercenary class, that way Gerik would be the only potential playable Gladiator unit. I also think this makes a nice choice for the player like would they prefer lances or axes as secondary weapons.

For Dread Fighter, I honestly can’t think of a decent workaround.

Of course, all of this is in the pretext wherein if it is even possible to edit the choices for class promotions.

 

I really love this hack and appreciate the work you’ve done with it and I just wanted to throw out a few of my ideas to see if they were decent.

 

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As I repllied to @RBRNMarcello, there are two new secret shops in the ruins, which I completely failed to mention in the update. Below are tips for their location (for those who want to search for them) and screenshots with their exact locations (for impatient people).
Hints:
Floor 5: "One does not simply walk into this shop"
Floor 9: "YOU're the king? Well, I didn't vote for you"

Or, you can be insubordinate and check their exact locations here:

Spoiler

C2LxVxW.pnglN07Z2B.png

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It could leave the Pegasus and Rider Dragons evolve to Gruffor the Knights to Master Rider (Orlon) mercenaries for gladiator myrmidon for fighter dread armor for golden knights and witness for malignant dragons the archers for archers rid only one tip a third very different promotion

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On 4/18/2020 at 4:56 PM, Chairman Meow said:

I'm thinking about starting this soon (once I'm done with my FE6 playthrough). Are most of the features already implemented, or should I wait for the next update?

Yes, the hack is playable from start to finish. I'm working mostly on bug fixes, graphical improvements and balance tweaks now.

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