[COMPLETE] [FE8U] Fire Emblem: Shackled Power (33 Chapters, Version 1.334. Easy Mode Available)

I want to know when will the final version release.

The game is ā€˜technically’ complete. However, the author is still occasionally releasing bug fixes and other minor updates.

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Apparently 21x comes on its own but is 21x the one with peirhok or is it an extra one after that cause i went from 21 to 22…also i dont use darrel so i dont know if that mattered for getting 21x

21x has no prereq, darrel just recruits the right most paladin.

21x

21x is the second part of Chapter 21 that triggers immediately upon completing 21. It has no lead-in, but checking the status screen will display it as 21x. Sorry for the confusion.

Ok, I finally finished playing this one so its time for the review.

Characters and Story

This one actually is a really good one, that had me actively want to keep going. Each character has a distinct personality that works for them. The supports were also pretty well written.

As for any particular things i liked. Rita and Eileen’s supports actually got to me. Like, really got to me. I also found annie’s support strings referring to having an abusive father and an emotionally damaged mother was handled really well. Cyrus and Demi actually compliment each other really well. Grant was also a rather well handled character, being a tough guy who isn’t smart but not stupid either.

Overall just about every character is written to be consistent between each support partner, even if I’m not exactly thrilled with some units having dead supports due to their partners either being unrecruitable or being a boss later on.

Gameplay

On the whole maps are pretty good, with no particular maps being outright bad.
However a few maps can be irksome and a few have status and siege overlap a few times too many, but these can be dealt with without too much trouble.

However special mention to chapter 24, that maps gimmick is just annoying. Had to reset a few times due to how the sleep and bolting users moved and not having a spare restore staff in the convoy.

The grenades were an interesting idea, but i feel like they all fell into one of two types.

  1. Way too strong and accurate.
  2. Too few uses to be worth using.
    This coupled with enemy bomb throwers having way higher skill then they should made them honestly a pain to deal with. I mean a few of em I noticed had 27 skill in the last few maps. They basically got free damage whenever one got close.
Mugs and Animations

Considering it seems like you made a decent chunk of them yourself (with help) i felt I should go over this one myself. I like the portraits on average, each one is fairly distinct and look unique.

As far as the animations go. I feel Prosel’s unpromoted animations are a bit jank, I think they just need a little smoothing out or like they aren’t actually animated enough. I really liked Kassandra’s animations as well as Nestrix and the altered Berserker animations on Fulshir. Honestly I liked all the new animations except for the aforementioned issue with Prosel’s base animations and honestly feeling like the Lieutenant animations feeling a little rough as well.

Final Thoughts

Overall this hack is exceptional, only really held back by some issues with certain maps, a few characters growths being slightly sketchy (for my taste but that’s just me), and a little confusion on a few secrets being slightly obtuse.

I give it a ā€œplay it at least onceā€/good.

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ooof i killed him thought there d be another unit to recruit…also i used orville to enter the cavity but no viceroy for me…

If he reverted it to the original event then ironically only darrel seems to proc it, granted I only checked it with darrel and Kassandra and she didn’t trigger it.

Well i am not gonna waste a space in endgame for darrel so there goes the viceroy aswell…tis what it is thanks tho

Hey, thanks for playing and I’m glad you enjoyed it overall.

Your issues with bombs I can understand. Amidst making this, I realized Guerillas felt more suited to being enemies than player units and their weaponry having to stay limited to keep things balanced for the player. My implementation seems to still have a few things to work out, but it’s something I wanted to try.

On Prosel’s animation, I get it. His animation was the first time I attempted to do battle animations for FE, and it was from following the old Ultimate Tutorial rather than being able to use the learning resources available in other circles. Even to me now it felt sketchy, but I had to focus on finishing new stuff over completely redrawing that because I couldn’t justify delaying the completed game any longer. Perhaps in the future I’ll be inclined to bring it up to my current standards.

Thanks again for playing all the way through.

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Just discovered a huge bug: When Ray dies on chap 23, the chapter ends as if it was complete. Can’t upload an mp4 but I can send you in other ways if needed.

Also, to what class is k. broadaxe meant to? I can’t equip it on Ray., yet some other Hero Knights (npc) can

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Just fixed the Ray bug. There was a leftover flag in his death quote that could trigger some map scripts. I’ll put it out with the next patch.

The K. Broadaxe is exclusive to units from Kainis. In terms of playable units, it is only usable by Eliza.

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Well, on the whole bombs work fine in both player and enemy hands, it’s just some of the lieutenants near end game have really high strength and skill while a chunk of the player units I was able to field reliably at that point had low res.

Which considering FE A.I goes for damage over accuracy with multiple targets, caused me to see a lot of units take 27-29 damage when one slipped through. Its mainly some of the stronger bombs just have a bit too much might and hit.

Oh, and this is a minor tangent on the KBroadaxe, chapter 12 the enemies levels were fine, but I did the math taking trample into account.

The broadaxe on foot units (which most of your army is at that point) has 18mt and better hit then a silver axe. Its a good player weapon and a really threatening enemy weapon.

I also miscounted, two of them have Gold Axes. That’s why I recommended just swapping a few of them with steel axes, so the exp curve doesn’t get shooken too hard.

Just finished the hack and i have to say its one of the most well made hacks i ve played,the story and the maps were great .
My only ā€œcomplaintā€ is the class promotions being mundane when the hack is quite awesome to say the least.
Overall very very nice hack well done and thanks for making it!

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How can I ā€œtransferā€ my save files over to the newest patch? I try to patch over my current version but it doesnt work

To play a save on a new update, you will need another clean ROM. Patch that with the update UPS. Run that, then in file there should be an option called ā€œBattery Transferā€. Use that to find your old file and select that. It should bring over your old file to the new patch.

For a future big update for this/other hacks, the transfer may not work if too much of the game was changed. For this hack i will note if an update would affect that.

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Perhaps my ups update isnt the same? I can’t seem to find battery transfer

For me on VBA-M, it’s listed under Load Game and should say ā€œImport Battery Fileā€.

I’ve noticed that the Theif AI is a bit… odd, at least in the early chapters that I’ve played. They don’t seem to actually go for the treasure, and instead immediately book it for the nearest exit to leave. Very funny to watch a thief in Chapter 6 appear, then escape the following turn with absolutely nothing on him. (Probably a bug)

This is a bug that I’ve finally found the solution for. I’m putting it in the next update, likely sometime before next weekend.

It will be the last polishing one I put out unless something very game-breaking/intrusive pops up or I change a significant amount of content.

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