BTW, I’ve been made aware that the save files I packaged in don’t work properly for some reason, I simply used the Gameshark save from GameFAQs and imported it into VBA to make the save.
Also; Emblem Seals don’t work in Lyn’s mode, thanks ltranc for letting me know. Builder won’t let me play around in those addresses currently without adding a bunch of garbage, so I will probably give Wil a ‘training’ bow (Ala Rolf) for Lyn’s part of the story to compensate if it’s a wide spread issue.
I don’t know what it is, but that patch seems to mess with the main menus. Specifically the the slot where Transfer Data is at, pressing it with the patch drops you into Lyn’s prologue but all of the units are ally, causing crashes and softlocks. That’s why I opted to give a save instead.
I’m still around, but I’ve been between a few different projects.
I couldn’t really give you a changelog in its current state because I nitpicked through basically everything over the course of two months and one dangerous illness recovery, but when I make 1.1 I aim to basically remake it to clean up and optimize the patch further, so maybe then I can log more of the minor changes. Though it might need to be marked in two logs, as some I feel are spoilers and it seems like people enjoy how ‘different’ it is in subtle ways to the vanilla game.
I’m also contemplating doing the same sort of rebalance to FE8, but I haven’t put the same kind of time into that game as I have 7, so I don’t know if, say, the weapon balance would do as well there.
Awesome! Can’t wait to give this a try and I’m really sorry if I sound stupid but can you explain to me exactly the differences and how to get the different branching chapters? I wanna be 100% on them before I play. Thanks for all you’re hard work!
Credit to Vesly for making the self randomizer code.
Some Notes:
Lyn, Eliwood, and Hector are not randomized, and are impacted less by auto levels.
Arena combatants, (most?) generic Green units, Zephiel, Athos, Nergal, and the Dragon will also not be randomized.
Fodder classed units (Bandit, Soldier, Corsair) will stick to their class.
Unique weapons will not be randomized.
Matthew and Legault have the Thief flag so they can always use Lockpicks, Lockpicks are also not randomized, so Matt will always start with a set.
Earth Seal works on Thieves and Pirates.
Member Cards, Emblem, Heaven, and Earth Seals will always be in their set locations.
Generic Player palette changes and fixes from regular Version 3 to be consistent with map sprites.
Antidotes continue to not be present in the game.
Most of these changes were done to have something of a stable ‘core’ around the randomizer experience; even if balance is thrown completely out the window there should at least be enough of a foundation to get through the early game in about half the seeds.
The other half will still give Devil Axes with 130 hit to all of the Bandits who will just oneshot you (or themselves) if they’re in range on Enemy Phase.
I didn’t change any of the structure, so yes, a vanilla save file should work just fine.
I recommend the Ranked Run save from GameFaqs personally; it has no current saves but is otherwise a 100% save file with minimal scores for all routes/difficulties.
Just started playing this last week and it’s exactly what I’ve been looking for! All the changes are really fun. Beat Lyn Mode (promoted Sain in the last chapter) and now I’m a few chapters into Eliwood Mode. Excited to see what other twists are in store!
I was actually hoping to find more rebalances for FE6 and FE7, as there are only a few available. Whoever revived this thread. Thank you! While there are thousands of rebalances for FE8, it’s much rarer to come across rebalances for FE6 or FE7.
Mostly a graphical update, though there were some minor enemy level tweaks involved too. I just didn’t want to bump this topic on just that since it’s been so long.