Duty Calls – [COMPLETE] 25 Chapter Hack

There are 45 total units in the game (44 on a first playthrough), all but three of which can be taken to the finale. Tight deployment slots are a consistent feature, though they do rise slightly in later chapters, peaking at 13 in the finale (plus two other characters you can get in the finale itself, bringing the total to 15).

As for promotion, it depends on difficulty. On Normal or Hard, you can afford to wait, but on Lunatic, with the EXP reduction, perhaps consider promoting earlier for a mid-game power spike. I personally prefer to promote earlier, but that can later cause units to fall off, I find. Regardless, the pre-promotes can beat the late-game, so there is room for personal preference.

Got it, BIG cast so i shouldn’t worry about taking out units who have been growing badly. Thank you.

Does Dudley promote? Is it worth deploying him just for his level up? If I’m not using his supply feature

Incorrect damage in what way? In vanilla fe8, light brands don’t halve your POW at 1 range but still pierce Res; is that what you’re referring to?

Was wondering if there was a class excel sheet or something, for promotions and stuff. Since there are few trainees, i’d like to know what I’ll get them into! ty :slight_smile:

No.

It was diverging from vanilla behaviour and dealing damage using 1/4 of strength.

There isn’t, but I’ll list the trainee promotion branches for you here:

Trainee Promotions

Brandon:
Journeyman > Fighter or Pirate
Fighter > Hero or Warrior
Pirare > Warrior or Berserker

Roland:
Fledgling > Archer or Hunter
Archer > Sniper or Ballistician
Hunter > Ranger or Arbalest (flying class with bows and lances)

Durban:
Rookie > Mercenary or Myrmidon
Mercenary > Hero or Ranger
Myrmidon > Swordmaster or Assassin

Avery:
Recruit > Soldier or Cavalier
Soldier > Halberdier or General
Cavalier > Paladin or Great Knight

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Is there also a treasure map for the ch 14? Desert map

I’m gonna say it while I’m playing it; unless I’m missing something, the map is terribly, terribly designed. Left side is full of desert tiles, the movement is clunky. On the left side, you have a narrow 1 tile guarded by a FORT. There is no specific thematic with the story why the map is like this.

On the right side, there is an indoor room, but it’s not enough to compensate the movement. You have the same problem as left side. There’s also a breakable wall accessing a top right region which I’m unsure it’s purpose.
About Jarad, you NEED the Melvin to play Clarus on turn 1, or some rescuse drop with 2 fliers (there’s already 2 soldiers you have to deal with). Its impossible to catch Jarad otherwise. I think it’s bad design, because at first it shows that he doesn’t move. But once you know he does, it’s too late. Plus, if there’s no room for creativity, there isn’t actual difficulty, it’s rather forced.

For desert tiles, fliers aren’t hindered which makes sense, but thieves aren’t? In vanilla, they are only partially hindered. But more important, mages are also hindered? Which is weird. If anything, desert maps always screamed to me as “don’t use mounts, use mages”. On this map, I rng abused on turn 1 with Jaxon hitting people and Melvin refreshing. To progress, I’m just using Jason for left side, Jarad for right side. Millie to kill the cleric. Just wanted to get over that map.

Nevertheless, I heavily suggest serious rework in pathing, some roads, etc. It has to be one, or the most unfun map I’ve played in any FE GBA.

Unrelated to the map, also I’m playing in Lunatic, but I feel the main difficulty is just low hit rate. While it is important to have balanced the risks and all, I noticed the the weapon hit rates are very low and random low crit chances. Not sure if it’s Lunatic specific, but I think this type of difficulty is simply frustrating and bad design, because there’s no player agency. Also, is it using RN1?

On the bright side, I keep playing it because the hack is light in terms of script; easy to follow, and yet very interesting story, which is something I really love. I like the objective/gold gimmick, the numbers of trainees, and strong usage of guide.

I will write this down too. Pity i insta-benched Roland he has cool promos. Also i’m surprised at no Pupil too but it does have the awkward thing with weapon ranks.

v1.2.6:

  • Fixed a bug where Jarad would not correctly get his class skill on Normal and Hard mode (fix does not apply retroactively).

Made it to chapter 10 but i do not think i will go farther then that. This hack is ok and i will just be honest here. The gameplay and map design are pretty damn good.

The pacing of the story and the lack of dialogue is a concern for me. The main protagonist’s direct family members have like 1-2 lines of dialogue and outside of the 2 main characters everyone has no lines outside of supports. I like the character designs but i definitely feel this is a hack that could use some more. If your looking for a gameplay hack this could be for you but if your looking for a story, character development etc this ones a pass.

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