[FE6] FE6 - Dual Lords V1.2

ngl that almost sounds like something out of a creepypasta

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I just finished it on normal, I really liked it, there are some changes that I really liked (although others felt more like just giving some lines from Roy to Lilina) but in general i like how the story mantain it self, also i like limitade but coil the extra bosses quotes, gamplay wise is very fun, but, whike i still haven’t play on hard, i think is a little to easy with the amount of buff in armorys and units, althoug idunn is stronger for sure

Also, I don’t know if it’s a bug or something on purpose, but I think some units have very high caps (like, i think both roy and lilina most of promo caps are i think 30 even in stats that make no sense like def and not just them, but i have to screenshot later to make sure i not making a mistake)

But i like it a lot in general

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I am glad you enjoyed it. Thanks for the criticism too. Always helps in order to improve.

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It’s nothing, oh, I forgot to say that the scene where Roy saves Idunn didn’t have a sound effect, but first I’m going to pass it on hard and then I’ll see if I have something else to say

Hey Yerek. I tried out your hack and finished it. Personally, I think you had the right ideas, for example increasing javelin/handaxe durability, making Lilina more important, changing units that needed it (Ogier and Cath), and removing tedious obstacles. However, one thing that I’d like to point out is that even in HM, I think the game is way too easy. I had Roy and Lilina solo chapters 1-21 with only steel weapons plus the 1-2 ranges. I honestly think both need a nerf. I think growths and caps should be lowered. Also, in my opinion, Roys shouldn’t have bows. But that’s enough criticism, as I still really enjoyed this hack. Thanks for your contribution <3

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Thanks for checking it out! Thanks for the feedback as well. Honestly, I agree I have struggled finding the right balance. I am planning a final update soon, and restoring some of the difficulty is a big part of it.

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I feel in story, is nice he has bows but as balancing, with how good they are now it is a posible problem

Maybe he could nerf the might of bows?

Thanks very much for your attention. Good luck!

Possibly. Although I’ve always been a fan of them being effective against fliers. I kinda miss that. Now if you think about it, they’re basically just physical mages since, like magic classes, their combat is locked to 1-2 range. They feel a lot less unique. I think Yerek could do that thing where if you go 1-2 range with bows, then it has the same effect as WT disadvantage, and then keep the flier effectiveness.

Thanks to all who gave advice! I am currently in the middle of another project, so the final release will be a while, but I will definitely take all your feedback into account for it.

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he/she has recruitment guide

Pretty sure it’s the same as vanilla fe6

Pretty much the same. There are a couple instances (like chapter 7) where new units start as player units, because the chapter already had a lot going on. But no requirements for those who need talked to were changed/added.

Edit: Clarification, because phasing could have been better.

Soooo, i promote them again and, yeah, this caps are kinda lol

30 in everything, is that intecional or just a bug do to they new clases?

I found this, again not sure if it as big of feture, but in chaoter 16x, one mage bolting is static while the other moves