I haven’t done much in a long time because it just became way way too much of a chore and hassle to deal with all the RNG and resetting when trying to record consistent strategies and also write down noteworthy things, when so much can change depending on stat variations (both player- and enemy-wise), including how the AI decides to position its units.
However, I did finally decide to complete part of a goal I set out to do since long ago, which was to see if you can beat the game with 0% growths, every enemy having the highest possible stats they can roll, and every enemy hitting every attack. (And ofc the player can’t crit)
Well at first when I tried to do it I foolishly tried to just reset a lot by using savestates whenever I got “lucky” (more like whenever I didn’t get unlucky in practice) and eventually I got really sick of it and abandoned it.
Well I highly doubt you can actually complete the game with 0% growths and 100% enemy hit rates (and with insane enemy stats ofc), but at least you can in fact beat the prologue with these settings:
A few notes:
Turn 1: Moving Skylar another tile to the right (so he’s not adjacent to Avanni and can’t trade) and using Longbow to attack the Revenant will increase Camian’s hit% on retaliation from the Bonewalker due to support bonus.
Turn 2: If Skylar would move as mentioned above, then he could also full move into range of the Doggo, which can save an extra turn, and I’ve used that strategy in unreleased vids, but this makes the Gargoyle that will Attack Camian change it’s attack position from to the left of Camian, adjacent to the wall tiles, to above Camian, which means Avanni won’t be able to attack the Gargoyle while staying out of range from the Wight on turn 3. (I believe the AI tries to avoid player units, but it only cares about distance while ignoring pathing, since Skylar obviously can’t attack from the wall, the effective distance doesn’t change…)
Turn 2: Avanni should be placed one tile to the right, instead of between Skylar and Camian. While it’s neat to put Avanni between the two to move an extra step, and avoid the Phantom’s attack range by having Skylar bodyblock, there’s not actually any use of the extra movement and all this does is prevent Camian from moving first, which means he doesn’t give support bonus to Avanni when she attacks the Gargoyle, reducing her hit% slightly.
Extra note: Those last 2 skellies are actually insane because they get 2 levels for being level 3, and then +2 from hard mode bonus like every other unit.
And how FE autoleveling works is that regular auto levels and hard mode bonuses are calculated separately, so they become way more swingy and the difference between the minimum to the maximum is much higher.
For reference their average HP is 27, STR 12, and DEF is 10. Minimum HP is 25, minimum STR is 11, and DEF is 8.
Also something else that’s kind of noteworthy is that Bosses gain hard mode bonuses even if they’re set to not grow, and they use the class growths instead of their personal growths as Bosses normally do. Not sure if Zarg was aware of this or not.
Anyway, this Prologue map really is perfectly balanced tbh. Even in this absolute worst case scenario you can still just barely beat it. (well ofc you could miss some of your 90% hit attacks if you’re unlucky).
But at least this map could still be beaten even if there was no hit% RNG and every attack hit, even at it’s worst in terms of enemy stats. (Yeah I know I’ve said this a few times by now, but it bears repeating.)
Edit: Oh and ofc my minimum requirement to beat a map, other than not relying on luck, is that they’re ‘perfect’ wins where I get every side objective, don’t lose any unit, etc.
You could ofc beat it much more easily by forgoing some of the treasure chests.
There’s tons more I could say but I can’t be bothered to. I should still give some disclaimers though:
To get 0% growths I edited the player units growths. To change the enemy stats I used events after they’re loaded so they’re always the same (actually I mostly just changed HP/STR/DEF, since in the prologue those are the only relevant stats, and every enemy attack hits anyways.)
I also applied a patch which lets you give a universal hit% boost to every enemy. I gave them +100% so you can never avoid any attack.
For these reasons it would be very annoying and tedious to continue doing this for more chapters (though ofc still way less than resetting a million times) so I’ll probably not do this for more chapters, and like I said earlier I don’t think the game would be anywhere close to beatable, honestly I wasn’t even sure about the prologue, but who knows…
And lastly if someone want to try to do the same I guess I could make a patch file for it, assuming Zarg has no problem with it ofc. (Otherwise it’s not really THAT hard to do on your own either.)