[FE7] [Unreleased] Project Triblade - FE7 Rework

Nah. I’m a 1-Range Bow hater, if anything I think I’d rather make the Short Bow a training weapon that just gives a lot of WExp, or maybe a mini Killer Bow

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Back from a hiatus due to the insane work schedule I have rn to say FERB I KNOW WHAT WE’RE GONNA DO ABOUT THE JAVELIN-HANDAXE PROBLEM

Long story short I’ve been playing Dark Stone (really fun but really difficult hack, good lord I’ve had to reset a lot) and realized that having 1-2 range be a limited resource makes it a lot more interesting. So basically, I plan to just make Javelins and Hand Axes more limited in availability; I’ll probably remove them from most shops, and then just have a few droppable/lootable ones throughout the game to make them feel more special.

With this in mind, I shouldn’t really have to nerf the weapons at all, they’ll probably be just fine with their vanilla stats

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That’s an interesting idea. Only bosses would be ideal or you could a bit of challenge and add to units where exists fog.

Just curious about the Afa’s drop, I believe I have tried to hack an unlimited afa’s drop before in one of my vanilla FE7 runs and it only retains the 5% growth to the last unit. Since there will be 3 drops here, I’m curious if it has been tested on whether it will be effective on three different units at the same time.

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Haven’t actually tested the hack at all yet, aside from the first few chapters, as I’ve been pretty busy. I’ll definitely try to test that though, thanks for bringing it to my attention

Worst comes to worst I can just give one close to the start of Eliwood mode and remove the other two from the hack

It gives the character a flag for Afa’s Drops and doesn’t remove it from others- having multiple growth boosted units is perfectly okay in the code. The weird part to me is that there’s flags for ‘cutscene unit’ and ‘used last chapter’ which don’t seem to do anything right next to it. Maybe they do and someone’s already answered that somewhere in this forum though.

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Ugh, even though it’s not necessarily taking all my time, as I still have two off days per week, work is sucking every last drop of energy out of my body. I’ve been finding it hard to sit down and just work on the hack, though I have been able to spend 30 minutes to an hour here and there working on the battle sprite recolors.

Progress is being made, though, just really slowly. Once January rolls around I’ll hopefully have more time and energy to spend working on the hack; for now I’m just focused on getting my finances stable, especially since my mom doesn’t currently have a job and we have a mortgage to pay off.

Once I’m done with the recolors (which will apply both to generic units and named characters of course) I’m gonna be overhauling chapter 6 of Lyn Mode. I’ll just make it a Defeat Boss map and make it a bit more interconnected (plus I’ll make it a bit bigger to the right), that should fix most of the aspects that make the map feel so boring

Then after that I’ll have to do my research to see if it’d be possible to add a player choice at the beginning of the game that affects the Tactician’s class. From what I tested I don’t think it’s possible to have their chosen name show up on the unit, so I’ll just keep it as a generic “Tactician” title I think

ALSO:

I’m just gonna assume this is true and I can have three different Afa’s Drops throughout the game without any issue, which is very good to know. Still gonna try to test it at some point to be sure (though I’m not sure how I’d test it, considering I haven’t found any patches for FE7 that let you see character growths)

Oh yeah, I’m also using Red Bean and Leo_Link’s Tellius Warrior animation. It’s the only vanilla battle sprite that I’ve outright replaced, mostly because I think the vanilla Warrior design is… Really weird? Idk it always felt off to me somehow

Honestly I’d love to replace the Shaman animation as well cuz it’s always been like, annoyingly slow to me, but it doesn’t look like any animators agree with me enough to have bothered making a better animation. Sad.

What I did was adjust the frame timers to speed it up, you can either do it in Builder itself, or export the battle animation, and change the numbers in the text file and re-import it, which is much faster.

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Uh

Oops!

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“I shall now explode into pixels.”

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But it’s considerably FASTER, I say it’s a win.

RIP Mark

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I’ve got some bad news

Basically, my computer is currently no better than a brick. It does not boot. I wasn’t going to bother mentioning it here, I figured I’d get it to a repair guy and have it fixed within a week or two, but it’s already been two weeks and the repair guy in question kept changing plans on me; I was only able to get the computer to him as of yesterday.

But to keep it short, I haven’t been able to work on the hack at all since then. I do have a laptop, but no way to get the project files from my hard drive. Dunno what’s wrong with my computer, but hopefully it’ll be fixed soon.

So for now, the hack’s on hiatus. Hopefully I’m not dealing with a corrupt hard drive. I don’t think that’s what’s happening, since that would normally just lead to BSODs, rather than the PC refusing to boot period, but let’s just pray I haven’t lost the whole entire project, yeah?

Calling it a minor setback for now, and praying it’s not something much worse

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Oooof

I really hope that hack survives! It sounds awesome and I can’t wait to try it out!

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My computer is back, the only thing I lost was my downloads folder which thankfully the hack was not stored in so we still have everything intact. It’s gonna take me ages to recolor all the battle animations, so I probably won’t have any updates for this post for a while, but I will be dedicating a lot of free time to this chore

Also yeah I cannot for the life of me get the sped up Shaman animation to work. I’m gonna try a bit more but every time I edit the frame timers it does that weird corruption thing, even if I literally just edit the first frame of the animation and nothing else

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Yeahhhhhhhhhhh, whenever I try to save or import the Shaman animation I just get this

If I click ‘No’ then it just cancels and doesn’t update the ROM, but if I click yes and install the relevant patch then it just bugs out like that old video I posted

EDIT: Figured that the “Fixed” version of the animation on the repo might work, aaaaaaaaaaaaand yeah it did. Not really sure what was broken with the original but hey we got it

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Maybe the frames?

Didn’t really feel like working on recolors this morning before work, so instead I got the enemy growths (mostly) finished. Pretty much every class has an increase of at least 10% to their HP and Speed, plus a buff to two or three of their other stats based on what I perceive the class’ identity to be (or what I want it to be, I guess). In theory this should make enemies harder to slaughter in the millions on enemy phase, but of course I’ll do testing once I’m done with phase one to make sure I didn’t go overboard

It is lowkey wild how low Knights’ DEF growth was in vanilla, apparently the devs wanted that class to coast off of bases cuz 28% DEF is crazy :sob:

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