After Black Friday!
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Gamebreaking Bug : Made my Rose a Summoner and when she summons, random green or blue units appear all named Judith with 0 hp, when u move them,look at their info or player phase starts ,the game freeze.
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That’s something that must have broken very recently because we haven’t fucked with anything related to classes in a while. For now either don’t have her summon or take her into Druid instead, we’ll see what we can do to fix this (she’s supposed to summon spiders, for reference)
Check what the ID of the unit she’s set to summon is. You might’ve overwritten a Phantom with a different character at some point?
We figured out what was causing the issue with summons thanks to @Tequila’s help. Some data from a bad NMM file that I didn’t think was being inserted was overwriting summon code. We excised it and now everything is working once more. Should be compatible with existing saves.
only played a lil bit and what i can say with all the other qualities of life stuff being in this hack
the hp bars on units not being there is something that is missing. way too used to hacks having it
Whoops, I had to test something in chapter 20 on the day before release and forgot to remove the debug ending call. I’ll have to remove it and upload another fix after I get home from work later today. For now, saying No should let you play the chapter as normal? I’m not sure why it wouldn’t, but if it’s always skipping to the end, just turn off the game and wait for the fix later.
Anyone else having items disappear from units inventory upon reset? For reference I am in chapter 5 and moved some of the better swords to Kate, realized I forgot to put a steel bow on Lily and reset, only to find those swords gone from Kate’s inventory. Not sure if anyone else can replicate this or knows what I’m talking about. Great game so far otherwise!
I’m having fun with the game so far! I’m playing on normal currently. On chapter 6, It would be nice to get of those tutorial hints for when the brigand spawns. I was surprised when he completely ignored my winged offering and instead trudged on to the village. He didn’t even attack anyone! Even when Nick was right in front of him!
Just got through chapter 7. That’s a difficulty spike if I’ve ever seen one! Still fun. Sad for not getting to kill the strong boss but at least I got both houses.
I believe this is a consequence of the Looting AI that thieves and brigands have, they’ll generally only fight if their objective (treasure, village, etc) is either impossible to reach (because it’s blocked off by your units, terrain, etc) or has already been claimed.
As for Chapter 7, we didn’t credit individual maps to anyone since 90% of them would go to FP, but that’s one of the handful of maps I did. This is not a hard and fast rule by any means, but the maps that ask a bit more of the player or want you to move faster tend to be mine.
Small update but this should prevent any weirdness with Chapter 20’s opening. I think if you press B during a Yes/No question it will default to the first option, which in this case is Yes, which might have caused you to skip the chapter even if you intended to say No. Either way, though, this was not meant to be visible in the final game.
This is an odd thing to hear about. Can you tell me the steps you took before it happened? Were you essentially going “Prep > Save > Start Chapter > Reset to make changes > Prep again” and that’s when you discovered the swords were gone? Kate’s default inventory should simply be an Iron Sword and a Lockpick so if it reset to that state, something is obviously up.
I’m not sure what would cause it but my first guess is that it’s something to do with the timing of Kate’s join in the pre-chapter events. But I’ve never known the system to delete items when you restart a chapter post-prep. I can try to pinpoint what’s happening here but I probably won’t have a fix right away. I hope it doesn’t happen to you again. We didn’t get any reports of something like this happening through all our playtesting.
Looking in FEBuilder, it seems that Kate’s character ID is used in the opening cutscene for that chapter for an NPC, and then deleted with DISA. That means that when she’s being loaded as a player unit later in the opening, she’s being loaded from scratch. So if you go to preps, save, reset, and watch the opening cutscene again, the save data version of Kate that got new weapons gets changed to an NPC, deleted, and then replaced with a new Kate with her default inventory.
The fix here would be changing the opening event to use a dummy unit for “Kate” for the cutscene, and only using her actual character ID when she’s getting loaded as blue for real.
We came up with the same theory while you were checking this lol. We’re gonna see if it happens anywhere else in the game before hotfixing the hotfix.
I had also another random bug but i was doing some shenanigans,
on ch17, if u killed the 2 bosses before a certain 3rd boss with glasses leaves, evry1 on the map gets 0 movement and u wont be able to seize the throne, i had to use febuilder to bruteforce end the chapter and move on.
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Thanks for pointing this out. We reached a similar conclusion right as you posted. I quickly checked all DISA commands for the rest of the game and it turns out this one with Kate and one other in Chapter 8 could cause a unit to accidentally get reset like that. I’ve simply chosen to update the previous 1.02 download link because I don’t want to post a v1.03 tomorrow if I can avoid it.
I don’t know if it was changed on purpose or not, but the 1.0 version of this you could see all the supports in the main menu options but I updated and can’t anymore
Currently got stuck at that chapter 20 debug menu and won’t be able to update my rom until later, so figured I’d stop in now to give some thoughts.
I generally have an appreciation for more vanilla-leaning hacks, so I’ve overall enjoyed my time with this so far. Map pacing is mostly solid, when reinforcements aren’t bogging things down. Most units have enticed me, even if I can’t fit them all on my team. And some of the tools like the fancy bows or buyable rescues have felt great to use.
I do have a few issues and suggestions, though. I’m playing on hard mode, and as I’m sure you’ve been made aware, hard mode promoted enemies are getting 10 extra levels compared to normal mode promoted enemies. I’ve managed to deal with them in my playthrough, but it’s probably a good thing that I got stopped where I did by the debug menu, since the enemies here looked just too strong for how many of them there are. I strongly suggest you change the hard mode promoted enemy autolevel from 19 to 9, like on normal mode. Since you boosted promoted class bases, the extra levels aren’t necessary. When I get home and fix my rom, I’m going to be doing this myself, for reference.
The promoted enemies were the big thing, but a couple other minor gripes: I noticed enemies often had low crit on my units, especially early. A lot of weapons with low crit, no hoplon guards yet, few goddess icons, and supports locked until after act 1. Consider boosting some player luck bases or otherwise making crit mitigation easier to come by.
The reinforcements as I alluded to earlier can be a problem for map pacing, especially on rout maps. The map with that pegasus boss (I think chapter 12? You get a myrm and a fighter there) was the worst of it. In general, a lighter touch with reinforcements is almost always better.
Lastly, deploy slots are so small! Having 10 or less for so long, and only getting a max of 12 well into midgame stings when there’s so many units I had my eye on to use. I’d definitely consider bumping slots up by 1 or 2 in most maps. More slots can’t really be a negative.
I’ll be sure to share my team and stuff when I finish, likely tomorrow. Congrats on the release!
this was fixed with v1.02 though ![]()
I knew we should have just left the “We haven’t really tested this so play at your own risk” disclaimer on the Hard mode. We’ll probably save getting hard mode stuff “properly” rebalanced for 1.1, but if we do have to push another hotfix tonight (and I think we do because there’s another debug popup in 24) we’ll do a quick and dirty fix on the promoted enemies level bonus.