She doesn’t have her unique animations because there wasn’t enough class slots, in regular Ember her unique animation was assigned to the four tomes she had.
oh, ok. Thank you.
Is 0% growths possible on MM?
Yeah, there’s been one run completed (Before Idunn and Zephiel nerfs) and one other is in progress.
Greetings, I have a question about Douglas’s “reinforcements” ability, I had already played previous versions and in difficult maps the green units were useful, I am playing the normal version of the hack and when I ask for reinforcements, units appear that do not contribute much to the fight since they die instantly, I wanted to know if there was a change, I am in chapter 21 and I remember that great knights and magicians knights appeared when you asked for help from Douglas pd: I am using a translator so I apologize if something is not fully understood
It’s nice of you to make a 0% growths patch, uh thanks I guess
I can’t apply the patch, can you help me?
How are you going about patching your rom? Assuming it’s a ups file, it should work fine if you’re using NUPS.
Are you using an emulator like MGBA? if so, just redo “apply patch” a few times and it should work, i’ve had the same issue and doing that solves it.
really thank you very much now it’s working
No problem, i’m happy to help out another person interested in this hack.
I have an idea for the hack, allow Roy to promote to a better version of his master lord class with a hero crest. It’ll have similar stats to a hero, sword, lance, axe access and have unique animations for the Durandal, Armads, Binding Blade, and Maltet.
if animations existed for any of that already it would be a good idea but that takes a lot of work and a lot of effort
First all, I’d like to thank you for giving a much needed new breath of life to my favorite FE game of all time, it was a bliss taking on this game with so many QoL improvements that made the experience OH so better. For all of that, I thank you so much.
But I have to say that I do have some gripes with some aspects of gameplay, so let me start:
1.- The ranged staffs formula. I was calculating their range with the normal Mag/2 formula to then feel the dread that my calculations were off because they had more range that what I though using that formula. Did you changed some of that? Because I don’t know how I feel about some druid landing a Berserk or Sleep from 20 tiles away.
2.- Magic users are Bowmen fodder. I guess I should appreciate Bowmen having more utility and being stronger but it felt cheap killing mages with no retaliation from 3 tiles away. I suggest making Thunder and Flux spell akin to the Thunder and Mire spell from Gaiden/Echoes, 2-3 or 1-3 ranged so that Bowmen don’t get as many free kills against them, it also provides more versatility for those spells when used by the player.
3.- Long range weapons. This is a minor nitpick so, feel free to pay no mind if it is not worth your time. WHAT THE HECK IS UP WITH THE DEATH AND DIRE BOLTING SPELLS? Sure, you don’t see them often but, they are absolute BS. I feel like Eclipse should be having 50 acc but like with the later iterations version of the spell, cutting half of the HP and Death 30 acc but keeping the 1 HP trait. I’m sure Dire Bolting is self explanatory but, perhaps the alternative, Dire Thunder, could be taken into consideration? (see point 2) EDIT: Also Longbows, I guess? Sure, they feel like a just addition considering the long range spells but then, what’s the point to ballistae if you could just have some Snipers or Warriors running around with some Longbows, ruining your day.
4.- I was expecting more dragons? Another nitpick if you will but besides chapter 24, you barely ever see them and they are supposed to be the looming threat over the continent. Idk, it felt like they were somehow missing, that I could be fighting some more of those taking into consideration that Legendary weapons have more uses. Also in the topic of dragons, is it possible to add more dragon stones? Like a Thunderstone and Darkstone? With similar stat boosts like that of the Wyvernstone and Magestone of New Mistery. You know, for even more variety.
5.- The Shortbow’s utility. Then again, another nitpick. Is it just me or does anyone else feel like the Shortbow should be 1-2 range? It would be more power to the Bowmen and especially Nomads with their high movility.
These are the more pressing points weighting on my mind of late, I have a bit more but I feel like they go against your creative take on the game and I don’t wanna force my opinion too hard on you. Anyways, thanks if you read all of this and I hope it gives you some insight of a troubled FE6 fan.
Ranged staff formula was not changed from vanilla FE6 (5 + mag/2), I’m pretty sure.
Is it just me or does anyone else feel like the Shortbow should be 1-2 range?
Oh, really? I guess I didn’t mind it back then because there were not druids with full capped Mag and status staffs. It makes sense considering the whole 20 tiles away BS they are able to pull using that formula. The more you know…
Ah, i see you know culture as well.
Finally Yuno have a Prf Weapon 
Hey, great hack! I’m absolutely in love with this. I’m just wondering if you have more updates planned for it or is it considered finished?
It’s been playable from beginning to end for a while, I just pump out updates based on community feedback.