[FE7] Blaze and Thunder: a FE7 Unbalance patch

Thank for playing until the end, and sorry about the final boss bug :frowning:

Do they really open 2 each turn on the japanese rom? The wiki says that they open 2 at once on the odd turns( 1, 3 and 5) on the japanese version.

In any case, I know I said I was gonna hold the next update until the 12th, but a non working final boss is not something to left unattented. So I’ll push the update later today.

Huh, guess I was wrong about the doors then.

Also, forgot to mention earlier, but the Runesword still uses the FE7 formula with FE6 stats. Remember FE6 Runesword is a physical weapon that hits DEF and can crit (would make CoD much harder if anything).

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Edit: Changing how the rune sword works has some unintended effects, I will just leave at it is for now. :frowning:

Update 2 is now live on itch.

Changelog:
Balance:
Lowered Hard Mode Bonus Scaling to start after Whereabouts Unkown and reduced the unintented extra high values after The Dragon’s Gate.
Shop Rebalance, you now get access to more weapons and tomes, Blades are no longer Secret Shop exclusive. More surprises on Secret Shops.
Knights can now use Axes, and Generals gain Sword access. (Wallace and Oswin weapon ranks unaltered, they start with E axes.) Enemy Knights and Generals don’t have inventory changes yet.
Pirates can promote with Earth Seal
Sonia and Limstella now properly use their own Sage class in Hard Mode (renamed to Sorcerer to make it easy to check)

Content:
Matthew and Legault get unique sprites when promoted to assassins.
Corrected various documented translation errors.

Bugfixes:
Farina’s recruitment works on Eliwood mode if Hector isn’t present. But if Eliwood doesn’t accept her offer the first time she leaves.
Fixed Fire Dragon HP overflowing on Hard Mode due to the higher Hard Mode Bonus.

Credits:
Matthew and Legault Assassing Sprite by GreenTea
Axe Knight animation by TheBlindArcher

So what’s the HMB progression per chapter? Like Lyn mode for instance. Do the HMB stay the same, do they grow? What’s the curve here?

For Lyn mode HBM go from +3 to +10, basically staying at +3 the first chapters and then increasing by 1 per chapter.
The enemies in the last few chapter of Lyn Hard mode are actually dangerous now.

For Eliwood and Hector mode, HMB starts at +5 and ends around +12, and they follow a similar curve to FE6, increasing by 1 every two chapters, since now both have the same amount of chapters their HMB curve is the same.

This sounds like a really cool idea. I love FE6 and it’s one of my favorite FE titles, yet FE7 has so many glaring issues, especially in the map design department, and is unfortunately of my least favorite.

Will try it out later and leave my initial thoughts : )

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Last update is here, with this one, I will stop working for this unless I have to fix bugs. There wasn’t a lot of changes left to do since this was the planned date for the previous update that I pushed due to the final boss bug.

With all this changes, I think I have make the FE7 experience a fair bit more interesting to play while keeping the thing most people like the same, that is the characters are untouched.

Update 3 Changes

New title screen with Blaze & Thunder subtitle.
Nerfed Luna to: 80 Hit and 10 Crit
Buffed Fenrir to: 1-3 Range
Support growth points increased x2 or to a minimun of +3 Growht per turn
Support growth range increased to 3
All reinforcements appear on their own turn, allowing them to act, turn of appearance hasn’t been changed. This includes the few cases of NPCs appearing on player turn too, now they appear on the NPC turn.
Merlinus promotion gets a buff, +1 MV (6 Mv total) and he can trade and rescue. Other units cannot give or take units from him, but he can give or take units with no problem.
The tactician gives Eliwood all the Emblem weapons in chapter 11 if present, and gives the Emblem seal on chapter 12 to Serra.
Emblem Weapons get +2 MT, same hit as Iron weapons, and +5 Crit (+10 for the bow).
The Emblem Seal now disables Criticals as the Iron Rune.
Skipping Lyn mode and starting Eliwood or Hector mode without a tactician makes this items inaccessible.
Bugfixes:
Reverted Dragon slayer weapons to x2 effectiveness, they were like this in the Japanese version, the 3x effectiveness was unintended.
Lucius unpromoted animation fixed.

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I know you said it’s the last update but wanted to ask, would it be hard to implement different animations for everything? I wanna play but I’ve been spoiled by all the hacks with all the great animations from the repo lol would you mind if I used this as a base to do that myself? Wanted to get permission before any changes. Thanks for this unique hack! I love all the changes you’ve made to it! Hope to see you’re next project come to fruition!

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Outside of the animations for Mathew and Legault promotion I didn’t bother much to add new ones, because I wanted to keep the presentation as vanilla as possible. Mathew and Legault being special becuase I feel their promotions is by all means a “secret” promotion and deverses the special treatment.

With all that out of the way, feel free to use the hack as a base for your own if you want.

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Just played Lyn Mode of this hack. Sounds like a really good hack for Lyn and the other sword fighters.

Thanks for giving this a chance, please don’t doubt in leaving further feedback, I have been itching some reason to give some further love to this hack.

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Anytime. Though I was sad that you removed Casual Mode from this hack, I then remembered that I have save states on the mGBA emulator. This one serves as a huge wake up call for axe users cuz they can’t get away with this one due to the hit rates from FE6. Raven is getting a lot more stronger and Lyn & Guy are really evening the plane field in this hack too. Who has the balls to stand up against Rutger :joy::joy::joy:

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Alright I couldn’t resist and just started messing with this again… and I finally got the Jugdral Crits working.

So now there is a new version availible on the Itch page:

FE7: Blaze and Thunder EX

With the following changes:

Eliwood is now a Lance & Sword lord, with C Lances and D swords at base, and a new personal weapon Torm Hast instead of the rapier.

*Lance animation by Spud (I think, the repo doesn’t has some explicit credits, it just says Spud om the file name)

Thrones fixed to be +3 Def and +30 Avoid

Jugdral Critical damage, say goodbye to lame 3 to 9 Dmg crits.

Doubling threshold lowered to +5 AS

And Hit capped to 5% to 95%, no more absolute certainty.

Some other small adjustments to Bosses.

The original link now has this new version and the previous version for download so people that want the “purest” FE6 flavor can still enjoy that. This one is for extra wack adjusments. Enjoy.

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Sounds really promising. I’d recommend creating a Microsoft word guide file or something to help beginners or casual players who played the vanilla fe7 or fe7 rebalance romhacks to help them stand a chance in this romhack. At least in my perspective. Gonna try this out.

*looks it up*
Aaah, defense is calculated after crit. That explains both why you’d want it, and why it gave some trouble.

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Awesome! We definitely need more FE6 and FE7 rebalances. While FE8 has hundreds, if not over a thousand of them, it feels like FE6 and FE7 only have a handful by comparison.

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Thanks for the kind words, then I’m sure you will be glad to know I am reworking this project to add even more stuff.

While the EX version is an experimental and optional update. The new version will replace what has come before. The vision is the same, bring the FE6 goodness into FE7, but now I will try to double down on FE7 unique points.

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Its been a couple of weeks reworking this, due to some changes I made to the original version that I don’t know how to reverse or fix without breaking the rom I decided to start again from a clean rom so just getting to same state I released this previosly has taken a bit of time… but I took the chance to implement things better and dive some more into asm hacks.

So for the next version there are a couple of changes to look forward for the ultimate unbalanced experience.

Coming up next:

A fully reworked Lyn Hard mode, with different enemy arrangements than normal mode, more weather and fog, and other painful surprises for hard mode lovers.

1RN Hit, with 1% minimun and 99% maximum, just like our good old FE5.

And the thing I’m most proud, Thracia-like Stealing

As one would imagine this enables to steal everything from the enemies, with some restrictions.

As usual the speed check to steal, then a Skill check, where the thief skill has to be equal or more than the weapon’s weight. And lastly to no make this too useful to cheese bosses, you cannot steal weapons from bosses.

Why Skill vs Weight instead of the old Con vs Weight, or Strenght vs Weight?

The reason to avoid Con is because is an “almost” fixed stat, and neither of the availible thieves has high enough Con to steal more than swords and some bows.

On the other hand, Strenght is already a core stat related to Combat, and it doesn’t make a lot of sense that being good at stealing would also make thieves good combat units, so the last stat that made sense was skill to avoid repeating using speed.

That way a High Skill Low speed thief can steal a lot of stuff from few enemies, and a low skill high speed thief would be the opposite being able to steal from most enemies but limited in weapon choice. And max speed max skill gives access to stealing everything.

In any case, I’m pretty happy with the implementation of stealing, and in an interesting twist, I removed all dark tomes from shops so dark tomes are only availible as treasure or by stealing, making Matthew and Legault the best friends of Canas.

In any case, I want to finish reworking some events to have a slightly reworked Eliwood and Hector mode before publishing this, so look up for the following weekend for more updates on this revived/reworked project.

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Inb4 someone says The Blazing Thracia. Will it have a Casual Mode to make it accessible for newcomers and casual players while also easing the stress as well.

Another week has passed and further progress has been made for the new version.

This time I focused on reworking some treasure distribution and events.

Previously I made the Warp and Rescue staff accessible early in the secret shop. But with the stealing improvements a grind dedicated player could amass enough money to buy a lot of them.

So now, the Warp staff village has been moved earlier, as well as the the Rescue staff treasure.

So now you still get only one of each, but get them early to actually have more maps to use them. The same was done to the wind sword and dragon axe, making only 1 of each availible per run (in line with their disk-bonus limited availability)

The Wallace/Geitz, Harken/Karel choice have been reworked too, as in the current version Wallace and Harken only appear on Eliwood mode, and Geitz and Karel are Hector exclusive but the route splits are still on both modes (I feel bad wasting the existing enemy arrangements and interaction making maps mode exclusive)

And lastly, new character specific animations from the repo are slowly being implemented.

It’s been a slow week really, so it will be bit more before the release of the new version, one of the changes I have been avoiding is making Eliwood exclusive enemy arrangements for Crazed Beast mostly because It would need various rounds of play testing :face_with_peeking_eye:

Anyway, until next week for more updates.

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