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[FE8] FE inheritance (COMPLETED rom hack)


Gorgonath
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Hello people, after some weeks of playtesting we finished to work on all the main things we needed for the release of our hack, so here it is "Fire Emblem: Inheritance", a original hack made by me and Vivider.

The project is completed in the sense that everything essential to the experience has been done, but this does not mean we are done with working on the hack. We’d like to receive a lot of feedback, since we are going to add new stuff in the future (mainly some more dialogues between the characters and some sidequests), so your feedback could be very helful. The same applies to the gameplay: this game was designed with the idea in mind of creating something quite different from a regular GBA FE, for this reason we are open to work even on big changes on the balance of the chapters, if many of you were to tell us about the problems they encountered.

The biggest shortcoming in the hack might be the lack of polishing in the dialogues. That is mainly due to the fact none of us is an English native. I am the one who wrote most of them, and, although I know English pretty well, it does not come natural to me. For this reason we would really appreciate some help form natives who could report and help us to polish the dialogues where needed.


We have added a feature to the game which is the Minimug, some people might not like it so we put two versions in the link, one with and one without Minimug (named accordingly), choose the one you prefere.

Minimug screenshot:

Spoiler

Oliver_minimug.PNG

 

You can download the hack here: https://drive.google.com/drive/u/1/folders/1vacH7nBlfIHWMiX6LQpB4JK0iDlF5mO-

And here is the link to the discord: https://discord.gg/dNxJMVayXt

We created a form where you can give us your feedback anonymously: https://forms.gle/sh1aMqrwimLrQVJN6
You can write anything you want, if you want to insult me for the map design or for certain plot choices, feel free to do it there. The only thing is, please motivate your thoughts
Thanks.

Also, new trailer for the romhack: 

Spoiler

 

The hack consists of 26 chapters, with 46 playable characters and it, as I already said, it was designed with in mind the idea of creating something different from most other fe games, both regarding the gameplay and the story. For this reason we’d like you to read the following information, otherwise you could find yourself really confused and have trouble going through the chapters.

Difficulty:

Spoiler

Hard mode: this is the mode we originally balanced the game on. It is meant to offer a tough challenge to experienced players. The hack is hard not in the sense that enemies are super strong etc, but in the sense that

1. there are no one-man-army units.
2. every enemy can be dangerous
3. It requires a lot more of reasoning than other fe games.

This is the most important point, to play in hard mode you’ll have to do a bit of reasoning, since it is complex and requires understanding of units’ skills.
If you find most of the regular fire emblem games easy, this is the right mode for you.

Normal mode: this is for a more laid back experience, for those who may not be as experienced, or prefer to do a playthrough without too much thinking.

Maddening mode: do not play this mode, we were basically forced to put an harder mode in, and we do not recommend to play it. Maybe only if you want to play the game a second time and you’re mad enough. Also, most importantly, this mode has never been tested, so you probably shouldn’t play it for now.
Edit: We've now tested the maddening mode up to chapter 17x.

Vivider's thought on difficulty:

Spoiler

Fire Emblem is probably my favourite series of games.
GBA FE are, in particular, the ones I like the most when talking about gameplay, and my absolute favorite is FE6.
Why FE6? Because, compared to FE7, it is much more complex.
Maps are bigger, you have more units, enemies are more dangerous, hit rates are lower and everything makes you use much more strategy and reasoning than the following FE.

That being said, FE6 is a game I used to play when I was 13, FE GBA games are almost 20 years old and I think it would be impossible to increase the difficulty in a way that makes sense without greatly changing the game mechanics.
What I wanted to create was a tough challenge for experienced players, who see these games how I see them.

What to expect? Very big maps, where you are required to think and understand where is better to go and why, to beat the chapter efficiently.
Learning to deal with bow and anima magic increased ranges , with skills and team optimization is key to play this hack.

I am also a fan of permadeath in FE. Long, hard maps will punish resets for deaths.
There are a lot of characters in this hack so even if someone dies along the way (even to an average of 1 per chapter) you’ll be fine.
Obviously in case an important unit dies it’s always advised to restart, but in all other cases, especially when you’re at the end of a long chapter, it’s just better to lose a unit than having to restart.
From our experience, on average, it will take 2-3 attempts for an experienced player to beat a chapter with no deaths (from chapter 9 on, at least)

Initially we didn’t want to implement a difficulty selection, but the playtesting showed us we needed an easier mode than the “base” one.
I recommend to anyone who’s not looking for a demanding challenge to start the game in Normal Mode. In this hack the Normal Mode isn’t a joke as in the other FE games, but it should still be around FE6 Hard Mode difficulty.

Remember that before chapter 8 the game is a big introduction to the mechanics and the design of the hack. From chapter 8 on the difficulty will increase regularly till the endgame.

 

Gameplay notes:

Spoiler

Here are some gameplay notes(some of these are pretty obvious). Before this though I want to tell you something: please, trust the game design, the hack has been tested thoroughly, so there should not be major balance issues, if there’s something that seems too much don’t jump immediately to the conclusion that there’s something wrong with the design (although you should keep an eye on enemies’ magic stats, cause they might be wrong somewhere)

Also, very important, read the dialogues! They often convey important informations on what you’re supposed to do in a chapter, to make it easier to understand the right strategy.

The first 6 chapters might seem a bit weird considering what happens, but don't worry, they are the introduction chapters, and after them everything should be more linear. Also, almost everything you do in those chapters will affect the later chapters too, so no useless gimmicks.

In case you need it, we added here a list of all the charcaters that can join your army, and how to recruit them. It should be almost always clear from in-game informations, but here is it, in case you need it: https://drive.google.com/drive/folders/1O1t5Oi_JWjfF9Y--gBFWEbqAXoCLTU4c?usp=sharing

And now, here are the notes:

General thing:

-Canonical games and many hacks usually push the player
to play aggressively and not to turtle by inserting
rewards that could be lost if you play too slowly.

This somewhat happens in Inheritance too, but it is less common.
Usually playing slow or turtling does not cause you to lose
rewards, it makes you lose the chapter directly.

The enemies are much more aggressive: in most maps, at
a certain turn, the enemies will start moving all together and giving them the
possibility of grouping, almost always leads to the death of some units.

In normal mode everything is easily manageable, but in hard mode we recommend
 you to play as efficiently and quickly as possible.

-The game is balanced on the assumption that the player will try
to optimize their units as much as possible.

As usual, normal mode is not very punitive but, in hard mode, not
thinking about unit optimization (equipment, experience etc ...)
is a behavior that is usually punished.

Effective weapons:

-Silver weapons are not stronger than steel ones, but they are effective against monsters.
Wind magic is effective against flyers, lightning magic is effective against draconic creatures,
fire is effective against undeads (only undeads, not all monsters), daggers are effective against magic classes.

-Effective weapons deal x2 damage, however, those that are effective against monster, those that are effective against wyverns/dragons (except Thunder) and daggers (against casters) deal x3 damage. (Note: ALL bows deal x2, even those effective against monsters and dragons).

Overall changes:

-Press Select to see the overall range of enemies on the map.

-Press select in the character stats window to show growths.

-Str and Mag split is in the game.

-Magic weapons take the damage bonus from Mag and not Str.

-We added the possibility for you to change difficulty mid run, To activate the event you’ll have to hold SELECT right after the chapter title is shown. A dialogue will pop up where you can choose what to do.

-Weapons, magic and generally the game balance is very different from the standard FE games, always check damage, precision, weight and especially RANGE of weapons/magic (bows and anima magic in particular have longer range than base FE games). Also, always check Skills, since they are present in the game.

-In addition to the normal GBA games magic triangle, there’s also a anima magic triangle. 

-Most of human enemy units when under 50%-30% will usually try to flee and heal. You can use this to your advance.

-Stats boost items can be kept in the inventory and they’ll give the boost anyway, otherwise you can choose to use it to get a permanent boost.

-New devil weapons have been added, but the effect has been changed for various reason, now they have an innate skill (black magic) and they are almost exclusively used by monsters. The devil effect was removed first of all because often it is the enemy using it, so it wouldn’t make much sense. Furthermore maps are usually quite big and complex, and risking a restart because of a unit dying from the devil effect is too much.

-Vulneraries heal for 20 health.

Dialogues:

-Piece of text between () are to be considered thoughts of the character who’s speaking.

-There aren’t and there won’t be support dialogues, however each chapter there are dialogues between some of the characters. Checking in the character stats will show whom a character can speak to. These dialogues usually give rewards.

-Maps are always oriented with the north up, so when they are talking about cardinal points in reality they are just talking about up-down-right-left.

Level up:

-Master seals are the main item of promotion.

-Character levels work this way: the first class levels up until level 20, then when changing class it reverts back to level 15 and then it goes up to 30 (so, if you see a level 20 enemy promoted units, it's actually a level 5 in the standard FE level up system) . Most of the characters can promote to two different classes (like in base FE8), growths are are independent from the Class, but Skills and Stats Caps obviously are not.

Story notes:

Spoiler

 

We prefer not to give spoilers regarding the story, since it is something different and really, we could not give you information on the plot without giving big spoilers, so you’ll have to get in without too many informations.

There’s one thing, though, that we want to point out. Being the story quite different from a regular FE, and with many characters who appear in game, we decided we wanted to find a way to make it easier for the people to understand the dynamics of the world without too much effort. This is why you’ll find in this game many places and characters with the same name/same appearance of the standard FE GBA games. Actually, you can consider this world as a distorted version of Elibe, like a sort of (very different) parallel universe. You could actually visualize everything that happens in this hack on a Elibe map. For this reason many names will be similar, and you’ll find some of the characters from those games. This is, as I said, to make it easier to understand the story, and for the memes.

Another important thing to point out is that this game is the part 1 of the whole story. Originally the project was meant to be much larger, but we realized it was too big and we decided to split it in two separate games. We’ll be starting to work on part 2 as soon as possible. (For this reason you'll find that not everything regarding the lore will be explained in this hack). We’ve been working on part 1 for a year and a half and we hope we’ll be done with part 2 in a similar time span.

Screenshots:

Spoiler

1.PNG.352a549c5338f9440d2b869d8493d400.PNG3.thumb.PNG.56d4e637b1e40f7c6159b621d155e3a3.PNG5.PNG.9b7500a2a5e39e7fa8886364924fe52c.PNG4.PNG.bdc3ddaf3cb3b67468415cc54a034b1a.PNG2.thumb.PNG.45602583ebf97e045938ec95a5c016a9.PNGendgame_yna.png.16ffba29fc030fdf83b86bdfafbc027d.png

Credits:

Spoiler

 

First of all I think it’s fundamental to thank the person that made all of this possible:

Thank you 7743.

From Vivider: "FEBuilder is truly fantastic. Easy and intuitive to use, always updated and very convenient. Without such a powerful tool I would’ve never had the will to work on a FE ROM hack. FEBuilder, instead, made the whole thing quite funny.
You efficiency and willingness, first in helping us with the rebuilding, and then in the correction of many bugs, left me really positively surprised. I can’t say anything else than thank you, thank you for FEBuilder, thank you for the help and everything."

We’d like to thank Crazyggo, our first playtester since the beginning, who helped us to balance the game and to find all the initial bugs.

Thank you to all the playtesters who helped us giving a useful feedback, in particular: Thank you elec96; BlazingHero657; Telos; Sleed; Skiy for helping us with dialogues polishing and corrections, bug reporting and feedback on maps and the game in general.

We have probably forgotten someone, if you notice it, please report us here or in the discord server, in the apposite channel. Here is the rest of the credits.


Writing
Nicolas Birbeau


Music
FE2 - Alm Enemy Phase (hypergammaspaces)
FE6 - Trial Map, Alm_s Map 1 Remix (Tristan_Hollow)
FE2 - Final Map (MrGreen3339)
FE4 - Fateful Showdown (SaXor_the_Nobody)
FE4 - Vs Arvis (SaXor_the_Nobody)
FE9 - Clash (SaXor_the_Nobody)
Final Fantasy 9 - Boss Battle (A_Reliable_Chair)
 

Engine
Patches:

Patch name:16 Tracks/12 Sounds Fix
(credit Agro/Brendor) https://feuniverse.us/t/fe7-fe8-16-tracks-12-sounds-patch/895
Patch name:Switch:Animation on / off with L button @FE8U
Author / Source:aera
Patch name:Battle Transforming (Installer) @FE8U
Author / Source:Tequila ,UNKNOWN ,Aera, circleseverywhere. Transport by 7743 https://feuniverse.us/t/teqs-minor-assembly-shenanigans/1655/77
Patch name:Boss Animation ON @FE8U
Author / Source:aera Transport:7743
Patch name:AddEvent: ChangeChapterObjective @FE8U
Author / Source:Zeta / Rewrite:7743 https://feuniverse.us/t/zetas-asm-c-spellbook/4824/18
Patch name:Convert Chapter Titles to Text @FE8U
Author / Source:circleseverywhere
Patch name:Actions After Support (Contemporary Style) @FE8U
Author / Source:circleseverywhere Compatability:7743 https://feuniverse.us/t/contemporary-fe-style-talk-and-support-commands/912/13
Patch name:Actions After Talk (Contemporary Style) @FE8U
Author / Source:circleseverywhere Compatability:7743 https://feuniverse.us/t/contemporary-fe-style-talk-and-support-commands/912/13
Patch name:CSA_Creator_For_FE8U @FE8U
Author / Source:circleseverywhere
Patch name:DancerAI @FE8U
Author / Source:Stan https://feuniverse.us/t/fe8u-stans-asm-stuff/2376/18
Patch name:Map Danger Zone (Select: Toggle) @FE8U
Author / Source:circleseverywhere
Patch name:Multi-Class Pick Skill Installer @FE8U
Author / Source:kao Compatability:7743 https://feuniverse.us/t/two-classes-able-to-use-the-pick-skill-rogues-skill/3348
Patch name:drumfix @FE8U
Author / Source:circleseverywhere https://feuniverse.us/t/native-instrument-map/69/2
Patch name:Remove Enemy Control Glitch @FE8U
Author / Source:Brendor Compatability:7743 https://feuniverse.us/t/enemy-control-glitch-fixes/1621
Patch name:Add Event: Add Trap @FE8U
Author / Source:7743
Patch name:Add Event: Split Menu @FE8U
Author / Source:Stan,circleseverywhere https://feuniverse.us/t/fe8u-doc-guide-analysing-extending-mimicking-the-lord-split-menu/2878
Patch name:ExModularSave @FE8U
Author / Source:Stan https://github.com/FireEmblemUniverse/SkillSystem_FE8/tree/master/Engine Hacks/ExpandedModularSave
Patch name:Change combat AI to NOT attack If can't damage. @FE8U
Author / Source:Stan https://feuniverse.us/t/fe8u-stans-asm-stuff/2376/27
Patch name:FE8-Battle Stats with Anims Off @FE8U
Author / Source:Tequila https://feuniverse.us/t/teqs-minor-assembly-shenanigans/1655/51
Patch name:Add Event: Set Unit State Conditions (UNCM) @FE8U
Author / Source:Tequila https://feuniverse.us/t/teqs-minor-assembly-shenanigans/1655/80
Patch name:01command_hack @FE8U
Author / Source:Hextator Compatability:7743
Patch name:Anti-Huffman @FE8U
Author / Source:Hextator Compatability:7743
Patch name:Fix dodge to front glitch @FE8U
Author / Source:Snakey1
Patch name:fix_lz77decompress @FE8U
Author / Source:Tequila
Patch name:Add Event: Get the number of units matching a specific condition. @FE8U
Author / Source:7743
Patch name:HPBars_with_warnings Cache @FE8U
Author / Source:Circles with additions by Tequila
Patch name:Improved Sound Mixer @FE8U
Author / Source:ipatix https://feuniverse.us/t/improved-sound-mixer-by-ipatix/1107
Patch name:Deny Deployment From Preparations Installer @FE8U
Author / Source:aera ,7743 FE8 kesseki patch
Patch name:LeaderAIFix @FE8U
Author / Source:stan
Patch name:Magic Sword Rework(Installer) @FE8U
Author / Source:Sme https://feuniverse.us/t/smes-asm-and-miscellany/4445
Patch name:NarrowFont @FE8U
Author / Source:Scraiza https://feuniverse.us/t/scraizas-crazy-asm/5624/2
Patch name:Range-Animated Weapons List Installer @FE8U
Author / Source:circleseverywhere https://feuniverse.us/t/fe8-always-display-ranged-animation-for-some-weapons/3271
Patch name:Change image in upper right of the preparations(Install) @FE8U
Author / Source:7743
Patch name:Simple setting of Sacred Weapons 2(Installer) @FE8U
Author / Source:7743
Patch name:Show Heal Amount @FE8U
Author / Source:Tequila
Patch name:SOUND_NIMAP(Native Instrument Map) @FE8U
Author / Source:circleseverywhere https://feuniverse.us/t/native-instrument-map/69/3
Patch name:Melee/Ranged Different - Spell Loader @FE8U
Author / Source:kao https://feuniverse.us/t/fe8u-fe7u-spell-loader/3284/
Patch name:Staff_Heal_Exp_EA @FE8U
Author / Source:Tequila
Patch name:Stairs 20191031 @FE8U
Author / Source:Snakey1
Patch name:UnitActionRework @FE8U
Author / Source:Stan
Patch name:Change Effectiveness damage coefficient of the weapon(Installer)(with Skillsystems) @FE8U
Author / Source:7743

Sme [ASM] Free Movement (FE8) https://feuniverse.us/t/smes-asm-and-miscellany/4445

Patch name:Skill SkillSystems 20200511 @FE8U
Author / Source:Credits:

Circleseverywhere

Monkeybard & Black Mage for most of the skill icons; Blaze for Stances skill icons

Tequila, Rossendale, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1 for skills

Primefusion for the test map
 

Graphics
Portraits:

-Abel; Cain; Generic Holy Knights: Sain, Kent, Sentinel by Nuramon
-Petunia (recolored): by CapibaraInSpace
-Garb: by Toa
-Reinhardt: by HyperGammaSpaces
-Rutherford; Vherr (recolored): by Der
-Naphan; Daisy (recolorded) and a lot more: by LaurentLacroix
-Hendrick; Ferdinand (recolors): by AmBrosiac
-Geez: Geese2 by SmokeyGuy77
-Young Link: By Zorua
-Zelkami: Nysquit base portrait (edited)
-Wanda's armor, based on CobyTheGoober's NewRoss

Map Sprites:

-Wicked Flier {MeatOfJustice}
-Marshall {Nuramon}
-Grand Paladin {HyperGammaSpaces}
-Deserter {Alusq}
-Falcoknight Staff {Blademaster}
-Lich: Magic Seal {IS}

 

-Minimug: by Zane

 

Weapon Icons:

-Tornado by Lisandra_brave
-Boella; Hail by Ereshkigal

Animations:

-Thief F by Eldritch Abomination
-Soldier (Recruit) by Waleed
-Halberdier by Black Mage and TBA
-Dragoon by Mercenary Lord, NYZGamer, Pikmin1211, Maiser6
-Deserter by Alusq
-Black Swordman (Linus) by DerTheVaporeon, Nuramon, Greentea
-Trueblade by Cybaster
-Assassin (bow and F) by IS, DerTheVaporeon, Glenwing, Andy, SD9K, Jj09
-Fighter (FE9) by MK404
-Knight Salvaged by Team SALVAGED
-Marshal by TBA, DerTheVaporeon, Nuramon
-Lord: Cavalier (recolored): Team SALVAGED
-Great Paladin; Silver Knight: Seal, Arkth, Aruka, blood
-Sword Pegasus Knight: IS, MK404
-Falcon Knight (Axe and Staff) flasuban; IS, shadowofchaos, Jeorge_Reds
-Mage Hatless by GabrielKnight
-War Monk by DerTheVaporeon, Pikmin1211
-Wicked Flier by Blue Druid, Alfred Kamon
Spells:

-Meteor by Blazer, Jubby
-Tornado; Wind; Slime by Arch
-Dire Thunder by Orihara_Saki
-Hail by Mikey_Seregon

Skills:

-Pavise; Aether; Black Magic; Impale by Mikey_Seregon
-Adept; Sol; Luna by Mariode

Possible bugs:

Spoiler

-Enemies’ magic stat level might be higher than intended, if you see something that seems too weird, please report to us.

-Some magic animations, in rare occasions, could cause the game to softlock. To solve this, download this version of the hack without those animations and load your save on it, that way you’ll finish the fight without problems and then you can load the save again on the original version.

here is the version without animations: https://mega.nz/file/bYRS1KLB#rzjnX74MdHUstQW8GEIXAIUmkbAs7aQ-mleDs1r3Euc

-In chapter 17x there’s a bug where some of the chests could remain closed indefinitely, so that you’re able to get infinite items (because everytime you open it, you get the item, but the chest remains closed, so you can repeat the process). This is not something game breaking, and we’re trying to solve it, but it takes time. For the time being, we just ask you not to bug abuse.

We hope you'll enjoy the game, and we look forward to the feedback you'll give us.div widgeiv widget

Edited by Gorgonath
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1 hour ago, Gorgonath said:

 

The biggest shortcoming in the hack might be the lack of polishing in the dialogues. That is mainly due to the fact none of us is an English native. I am the one who wrote most of them, and, although I know English pretty well, it does not come natural to me. For this reason we would really appreciate some help form natives who could report and help us to polish the dialogues where needed.

 

 

 

 

 

I wouldn't say that! Everyone has hurdles they need to climb over, you try your best, and that's what counts! I think it's great that you can see that you can improve on it, but you should be proud of what you have!

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9 hours ago, lightcosmo said:

I wouldn't say that! Everyone has hurdles they need to climb over, you try your best, and that's what counts! I think it's great that you can see that you can improve on it, but you should be proud of what you have!

Well, thank you ^^ we'd like some help anyway, we want to leave to the community something well done. Did you start playing it? If yes, what do you think of it so far?

Even if I answered to lightcosmo anybody who reads this can obviously answer to that question ^^

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Alright, so I just finished chapter 3 a few minutes ago, and I just want to say, I really enjoy it so far. I really like that archers aren't useless anymore, the different range of different magic is also really good, Oliver just murders anything that he can reach! I also really (and by that I mean REALLY) like

Spoiler

Neimi and Colm... err, I mean Ceimy and Nolm,

they were two of my favourites characters in their game, and I just love seeing them here 😀

Spoiler

Chapter 2 was pretty unforgiving, even on normal, and while I usually don't really like "fog of war" maps, I enjoyed this one.

And yes, I play on normal, I'm just a casual player, so I didn't want to risk not enjoying the game because it is too hard for me. Maybe I will start again in hard mode if it becomes to easy.

With that said, I do believe I have found some errors in the texts, and while they are in no way making the game any less fun, or harder to understand, I just wanted to let you know. I made a few screenshots of them, which I will try and upload here later today. As I said, they are nothing big, mostly just typos here and there, and they are by no means distracting, I just though you might want to know about them. I have a tendency to spot these things even if they don't necessary bother me, but I guess it comes in handy at times like these.

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42 minutes ago, coldhand25 said:

And yes, I play on normal, I'm just a casual player, so I didn't want to risk not enjoying the game because it is too hard for me.

Normal mode was a last minute add and I think it still requires a lot of work in later chapters.
In the future I will probably make it easier so, feel free to use savestates if you think a chapter is too long/hard.
I want normal mode to be playable by anyone so, please, if you think a chapter is too hard, let me know.
Also thanks for the screenshots, every correction to the text will be really helpful.

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1 hour ago, Vividerbruxte said:

Normal mode was a last minute add and I think it still requires a lot of work in later chapters.
In the future I will probably make it easier so, feel free to use savestates if you think a chapter is too long/hard.
I want normal mode to be playable by anyone so, please, if you think a chapter is too hard, let me know.
Also thanks for the screenshots, every correction to the text will be really helpful.

 

Ah, so far at least, I don't think it's too hard, it was just my stupidity that made Chapter 2 harder than it should've been.

Spoiler

I almost got myself killed at least twice by archers, by sending in Zhed to places I have no vision of....

Well, at least it made me realise that I should actually think through my actions and not just barge in guns blazing.

The only hard thing so far was the boss in Chapter 3. I'm not sure if he was designed that way, [story spoiler]

Spoiler

but he had high accuracy and hit really hard, but I was barely able to damage him, and had really low accuracy with most of my units (almost everyone had less than 50 hit, which isn't that bad, but was a bit frustrating to play around, as I barely had any turns left...). If it wasn't for Oliver, I think I wouldn't have won there. Which leads me to my last thought about the game - Oliver's growths are just simply godlike. That, paired with Paragon, and the fact that he can use tomes of different range, I think it's fair to say that he feels like Seth right now, at least in terms of offense. Sure, he probably can't take a hit, but if positioned correctly, he never has to, and he can one-round anyone (except for some bosses). I don't yet know how much of a problem this might prove to be later on, but I guess I will use him a bit less from now on... Well, except if he really is dead, as it was shown in the cutscene at the end of chapter 3, in which case I guess the "problem" solved itself. I know the game was balanced for hard mode, I just thought I might mention this.

And now for the screenshots [they possibly has some spoilers!]

Spoiler

Screenshot_20200608-002300-min.thumb.png.a0a7509103e266d62c7362db9728a3c0.png

I'm not sure if it already is, and it just doesn't look that way to me for some reason, but I think that should be a capital V in Vherr's name.
I'm not sure what chapter was this, but I think it was around chapter 1 or chapter 2.

 

Spoiler

Screenshot_20200608-092902-min.thumb.png.7d0f090d60319bfc474eb486814adefb.png

Screenshot_20200608-093250-min.thumb.png.e2bf4d8ffe95fc323aea0dd3bdf28492.png

Screenshot_20200608-095726-min.thumb.png.943c05a057f739896fcceb98ad07a3f5.png

These are all from chapter 2, and these are all typos only. In the first it's the word "together", in the second, I'm actually not sure if it's just the man's accent or something there, which I can totally see being the case, but still, I think it should be written "if" and not "If", as it's in the middle of a sentence. As for the last one, instead of "an" I would use "a". Also, it's missing an "r" in "hierarchical".

 

Spoiler

Screenshot_20200608-103532-min.thumb.png.9077ca4bae25ce560ef70a5ed39b053b.png

There is a "t" in "especially" that is not needed. It's from the end of Chapter 3.

So this last one is a bit tricky, since it's not a typo, and I'm not a native english speaker, but I think it's missing a "to".

Spoiler

Screenshot_20200608-001945-min.png

So that's all I have found. Once again, I really enjoy this hack, and I'm really not trying to be nitpicky or something. 

Edited by coldhand25
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8 minutes ago, coldhand25 said:

The only hard thing so far was the boss in Chapter 3. I'm not sure if he was designed that way

You can steal his elixir, so he can't heal, I will check his stats later to see if normal mode fucked them up. A boss might get buffed by the game in normal mode for some reason.
Also, [story spoiler]

Spoiler

Yes, they are dead. You are supposed to use him a lot after you see his stats. You lose some experience if you use him too much since he dies, but the more you use him the more red gems you get, and money will be really important later on.

 

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  • 2 weeks later...

New update on the way. We corrected some minor bugs and balance issues. We also tested the maddening mode up to chapter 3 and is therefore playable up to that point (without problems).

Please, we'd like everyone who played the game even partially to give us some feedback. Especially if you quitted at a certain chapter, we'd like to know why, so that we can improve the game.

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About the feedback.
You can only send one answer to the form but you should always be able to modify it.
I don’t know if it has much sense for me to answer generically about the feedback, but I will do it anyway.

Positive feedback is always appreciated but, please, even if you liked the hack, especially if you finished it, try to recall things you didn’t like or things that you think should be improved, it would help a lot.
I’m really happy if you tell me you liked the hack, but really, if you played the whole thing, your opinions are the most important for us, of course, thanks for the nice words.

Negative feedback without any argumentation is cringe but thanks anyway.

About characters building, there is a lot of text “missing”.
In later releases I would like to add more conversations between characters and write decent classes, units and items descriptions.
Right now, there is only the text “needed” to make the story work, but that should be expanded in the next months.
Of course we would like suggestion, thanks.

About the text, in general, Gorgonath is the one writing all of it, it takes a lot of time for him, that’s why the idea of having supports was totally discharged from the start.
If someone is willing to help us in that regard (writing/correct dialogues), it would be much appreciated.

Also, if you don’t feel like posting your thoughts publicly in the main post but you also want to have a discussion, please remember that you can always send a PM to me, the form is mainly for those who really want to remain anonymous or don’t want to create an account.

Edited by Vividerbruxte
my english is bad
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Answer to anonymous feedback.

Spoilers up to chapter 7:

Spoiler

As we said the first 7-8 chapters are quite weird, with all the jumping around, but we also said that, unless something in the story happens that clearly shows you the death of a character, you're going to find everyone you used later on too (there's one exeption, but it's not really important). We said these first chapters are weird, but from chapter 8 on the game becomes much more linear, and no one else is going to die for sure because of the plot.

We said this is a distorted version of Elibe, and a very different one, I don't see why in this universe the charcaters have to be the same age (relative to each other) as in the other games. I don't see any problem in dorcas being the same while Hector is older.
Also we don't really see a problem in dumping them randomly like this, after all what would have changed with a normal axe man? At least you have a known face and you have an idea of the character (although this last thing is subject to taste so yeah, I guess some people might dislike it more idk).



 

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Spoiler

 

About this part of a recent feedback Gorgy already answered, I would like to say a few things:

“I have no idea which characters I’m actually going to get to play with long-term and which are randomly disappearing or dying later on. Also while it fits story wise having random characters with stats beyond 30 in chapter 7 feels really odd and just inflates numbers too much.”

My Answer:

I mean… you can’t be sure which characters you are going to play but you should be able to figure it out… I really think that writing something like: “You will not be able to use this dead character anymore but well… of course the others will rejoin later” would be terrible, it’s an insult to the player intelligence in my opinion.

About the characters with high stats in chapters 6-7-7x, story wise you know.
On gameplay side, those chapters are there to show the player how an endgame unit should look like.
Since the balance is different, I want to give the player an idea of what his units should strive to become, that is the “gameplay sense” of those chapters (that of course are more story focused than the others).

Also, maybe we should “split” the game in 3 parts, and call the chapters before 8 "introduction… [number], I’ll ask Gorgy what he thinks about this.

About Dorcas… as Gorgy said, I think that making a portrait and an original story for a character that will have 3 lines of dialogue in all the game, would be wasting time.
Is it definitive? No… as I said in the other post, there is much text that will be added later, also, this is “part 1” of a 2 part game, many characters (playable or not) will be reworked for the second part,
As an example, I think almost every “green unit” in chapter 15 will be replaced/reworked and is just there as placeholder for now.
Dorcas will probably remain Dorcas and we will probably give some explanation, about the others, I’m not sure yet.
As I said before, this is a first release where many things are “missing”, much content will be added later on.

As always, thank you for your feedback.

 

Spoilers up to chapter 7, more about the feedback Gorgy already answered.

 
 
 
Edited by Vividerbruxte
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New update:
We have added a feature to the game which is the Minimug, some people might not like it so we put two versions in the link, one with and one without Minimug (named accordingly), choose the one you prefere.

Minimug screenshot:

Spoiler

Oliver_minimug.PNG


We have tested the maddening mode up to chapter 10.

 

If someone wanted to help us in the future with portrait, animations or text polishing we'd be really grateful.

Edited by Gorgonath
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Replying to a feedback:
"Stat-boosters like talisman and dracoshield seem to be non-functional. " I will check later but, remember that every stat booster (that does not boost hp or con) gives a passive boost to the stats by holding it in the inventory. If you use them in the battle preparation, if your unit has, as example, 7 Str. with an energy ring in his inventory, in reality he has 6 but the game shows you 6(base)+1(passive boost)=7 and when you use the item it remains 7, because the base value was actually 6.
This might have tricked you.

I hope the explanation is understandable, if it's not probably is because my english is bad, in that case tell me, I'll try to make it clearer, thank you for your feedback.

 

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About the Minimug: personally I don't like them because their main function should be to let the player play without checking every enemy inventory, but I think checking enemy inventory is still inevitable when enemy units holds more weapons. 
You can see their attack spd, but what if they have 2-3 weapons? You still have to open the inventory, see their con, weapons and do your math.
Of course it can be useful, especially in maddening where many generic units have personal skills, but I would probably prefer playing without it, that's why from now on I will always make 2 versions, one with and one without.
I see many people like it, but in later chapters remember to not be fooled by it. The A.S. shown on the minimug might trick you in bad situations.

(This is probably just a mental paturnia of mine, I don't trust calculators in general... I mean, of course I don't think that a calculator can make a mistake in the calculation, but a number shown on screen, without context and explanation, will always leave a subconscious insecurity in me and I will always check.
As example, before evaluating a logarithm with my calculator, I always try to estimate the result in my mind, when I plot a graph, same thing.)

So... probably, as I said, it is just a problem of mine, but really, I think that the minimug might trick you sometimes so, trust nobody.

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2 hours ago, Vividerbruxte said:

Replying to a feedback:
"Stat-boosters like talisman and dracoshield seem to be non-functional. " I will check later but, remember that every stat booster (that does not boost hp or con) gives a passive boost to the stats by holding it in the inventory.
This might have tricked you.

Sorry that's exactly the mistake I made. Only made possible because I stupidly relied on the simplified use item menu. I could have just checked the character's data sheet which displays your example correctly as 6+1 before and a simple 7 after usage.

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18 minutes ago, Konrad the Red said:

Sorry that's exactly the mistake I made. Only made possible because I stupidly relied on the simplified use item menu. I could have just checked the character's data sheet which displays your example correctly as 6+1 before and a simple 7 after usage.

Don't worry, if you have any question or doubt about anything don't hesitate to ask. Thank you for the nice feedback.

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So i played up to and finished Chapter 8. 

Thoughts so far:

-I like what you did with the weapons and weapon ranges alot. However, Effective weaponry neeed some kinda drawback against units they shouldn't be effective against. 16-18 MT weapons is hilariously strong. It's ok when they are strong against units they are suppossed to be strong against, but not againt 'normal' units, where they are now waaaaaaaaay too strong. Maybe make it so effective weapons have 1/4 Mt against their non intended target?  (excluding bows and Magic ofc.)

-You need to calm down with the reinforcements a bit in almost every chapter, especially chapter 8 (that one alone needs reinforcements reduced by atleast 70%. Enemy positions might need some changes as well there). The current amount just stalls the progress of chapters to a crawl. 

-Adding some text to weapons to clarify their roles wouldn't be so bad^^

Spoiler stuff:

Spoiler

-Playing as Dark Lord Wald and all the gimmicks his faction brought was hella cool ngl.

-Maybe seperate convoys of the different Lords/Factions? (if possible ofc)

-Life essence dissapearing after chapters isn't really cool. Maybe make it so the one who gets it get's insta +1 Lck? Using items during chapters is kinda tough sometimes.

I will post more thoughts when i play some more^^

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10 hours ago, Shrimperor said:

-I like what you did with the weapons and weapon ranges alot. However, Effective weaponry neeed some kinda drawback against units they shouldn't be effective against. 16-18 MT weapons is hilariously strong. It's ok when they are strong against units they are suppossed to be strong against, but not againt 'normal' units, where they are now waaaaaaaaay too strong. Maybe make it so effective weapons have 1/4 Mt against their non intended target?  (excluding bows and Magic ofc.)

Effectiveness in only x2 usually, also, you should always consider the PRICE of the weapons. 
Effective weapons are usually steel-like weapon (stats regard) a bit heavier and a little less precise, but you have to spend a lot of money to use them.
I don't like the idea in general of having these weapons that are super strong against certain units but useless against the others.

I'll make an example. Is a Zambato better than an Iron Blade in most of the occasions? Probably yes.
But you know, a Zambato is worth 65 gold per use, while an Iron Blade is 25 gold per use.
A Hammer is better than a Steel Axe? 
Yes, but a Steel Axe is worth 12 per use, a Hammer 50.
So... you will always use the effective weapons only against effective targets, because MONEY, also I don't want the enemies wielding an effective weapon to be completely screwed up like it always happens in most FE games.
A "realism" reason can be also brought up: why should a weapon designed to be better on certain enemies do almost nothing to others? A hammer is a hammer, it will crush your head whatever you are wearing.
The "realism" reasons are always the last in terms of importance, but there was no point in not mentioning it. 

Edit: I checked the to be sure all values were intended and I found a 80 hit on the armorslayer that was not intended, lowered it to 70.
Same thing for the heavy spear 70->65.

The other weapons seems ok.

 

10 hours ago, Shrimperor said:

-You need to calm down with the reinforcements a bit in almost every chapter, especially chapter 8 (that one alone needs reinforcements reduced by atleast 70%. Enemy positions might need some changes as well there). The current amount just stalls the progress of chapters to a crawl. 

Are you playing hard or normal mode? Chapter 8 or 8x?
Can you please tell me more about this part? Which units are you using? How did you played the chapter?

I need more details about this. 

 

10 hours ago, Shrimperor said:

-Adding some text to weapons to clarify their roles wouldn't be so bad^^

Yes Gorgonath will work on weapons, classes and units descriptions in these days.

 

10 hours ago, Shrimperor said:

-Maybe seperate convoys of the different Lords/Factions? (if possible ofc)

-Life essence dissapearing after chapters isn't really cool. Maybe make it so the one who gets it get's insta +1 Lck? Using items during chapters is kinda tough sometimes.

Separate the convoys may be possible but may also cause bugs, and I don't think it is worth the risk.
Life essence actually disappears because, if you use it in battle preparation, it works like a promotion item and allows you to promote any unit (I was not able to fix it), that's why I make it disappear.
Bot of these suggestion are correct and I would implement them... If I was able to. I'm sorry but I'm not.

Thank you for your feedback.

Edited by Vividerbruxte
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