Breaking the Limits of FE1 (Thoughts and feedback welcome!)

Was gonna say, I think making the removal of battle animations mandatory to even use the utility at all would be… undesirable, but maybe put an option in to disable them for a specific hack if the hack creator deems it necessary? That way people who want to add new classes at the cost of battle animations before the FE1 battle animation format is figured out have the option of doing so, but hacks that don’t change the class roster can keep battle animations if desired.

While I at least feel there’s something more going on if I was taken off guard at all since I was expecting reinforcements, I don’t doubt that I could have misunderstood when the music actually changed.

In terms of suggestions, there’s a lot I don’t mind with FE1. Though something I thought would be nice to have would be a way to view terrain stats outside of battle. Like, maybe a small window on the map menu (where End Turn is) showing the avoid and possible defense… How feasible do you think that is? Doesn’t need to show the sprites or anything since there might not be graphics memory for it.

FE1 UPDATE!

I’ve been a’working. Most of it has been ASM code stuff that’s hard to show off, or minor tweaks to the editor.

Battle Forecast at last!

It’s officially the end of an era…
…you can actually see your stats in battle… :open_mouth:

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And it seems to be stable this time!
There IS still one line left in the box. The code makes it blank for now. If you’ve got a good idea as to what could go there, let me know.
I do worry adding stuff there could make it harder to read…

Battle Text Improvements

I added text compression to messages in battle. This should allow you more space for death quotes. There’s not much to show for this. Just a new dictionary file for your Basilisk projects, which is automatically populated by the new button.

While I was at it, I also made “(S)” a control code that adds an “s” if the number of hits is plural.

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Passive Item Effects / Light Orb Buff

Part of my goal in reworking items is to make it so item-specific effects are NOT tied to item ID. This way you can “reslot” items, and even stack certain effects!

I just added the ability to check inventory in battle for items and subsequently check for effect flags. For example, I’ve added an improvement to our friend, the Light Orb.

The Light Orb in base game, isn’t a very exciting item. Consequently, there’s very little reason to throw it into the item pool in a brand new hack.

To fix this, the Light Orb now halves Defense and Resistance, based around its function in Monshou of allowing you to penetrate the barrier of the Dark Orb.

Here’s Kain attacking the thief again, but with the Light Orb in his inventory.

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The thief’s DEF is 1 instead of the usual 2.

Not super exciting yet, but this code is going to be re-used for other effects like an Iote’s Shield.

All new/reworked items will be available in the released editor from the start.

And lastly for now, something I discovered today as I began to rewrite the attack damage formula.

FE1's Damage Cap Oddity

In vanilla FE1, damage inflicted in battle is capped for all weapons at 40. You can never deal more than 40 damage critless…

…except the Falchion. For whatever reason, the code checks if you are weilding SPECIFICALLY the Falchion, and skips the damage cap. I guess Kaga thought it needed to be even more busted for some reason.

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This oddity will be removed. The damage cap will be raised to 127, or 255, for all weapons, whichever highest value the game will support.

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