Thanks for the report. Does it happen during cutscene or during gameplay? If gameplay, enemy phase or player phase?
The start of the first player phase, straight after all the dialogue. I know it happens more often than not when you are going straight into it from the previous chapter. I also skip dialogues and cutscenes, just want to get straight into the gameplay, so that also maybe a cause. I wanna say it also happens sometimes when you restart the map, but it has been awhile, I wouldnāt put to much weight on that one.
Hello, i have been following this project for some time and decided to have a go.
Is chapter 33 (kishuna on the boat) the last chapter? If so is there is a way to go back to camp?
I have been compiled some notes and was looking to be in the final chapter to do a little brainstorm.
Awesome job and best of luck.
Hope you enjoy it. Yes, thatās currently the final chapter but Iām working on an update that has three new chapters as of now. Thereās a test build in the Discord channel, but it has bugs that Iām ironing out still. The full update release will be posted here when itās ready, of course.
I honestly did to a point that the even current notes that i wrote might be a bit long.
How did did you make those tabs (additions, game balance, etc).?
These are bugs that i found so far.
Some promoted arenāt droppable. Is intended?
23x: Teodor did move from the throne.
27: Couldnāt find Ocean Seal. From the treasure map i saw seems Merlinus is on top of it.
28: If you step on the forts that shouldnāt stop the spawn? Or am i mistaked?
31:Wyverns on the bottom were using land path finding instead going airborne through the mountains. They literally didnāt move. Same as archers and cavalry. The reason i had Oswin on small choke point.
I saw about your post of enemy units wonāt hit because of 0 damage still is worth mention.
32:Units who are hidden by doors and reinforcements only move while visible units wonāt.
Considering you have a mage with Bolting, he just stands there doing nothing if you go to far left.
Suggestion:
Is % hit fixed rolls?
In order to combat lack/surplus of promoted items, i played a project that at lvl 20 automatic lvled up the units.
Giving the choice to the player āshould i use the itemā because i canāt past the chapter? Or try to bruteforce it.
Or like me to max lvl to get all stats.
Buying in the shop between chapters shouldnāt rotate. Put them like X time buy same as FE:Fates.
Main complaint has to do with promoted items. Gives a fomo(fear of missing out) vibe.
Reduce some enemy stats overall. Example On chapter 10 a shaman lvl 8 had almost the same stats as Erk lvl 17.
I think adding learnable skills to enemies is preferable to buffing stats.Imagine that same Shaman having Shadowgift. Only on Lunatic mode.
Enemy:
Darin: Change his personal skill. Unyielding Treachery: 1 Str/hit for each 6x friendly units dead.
Basically when a friendly unit dies he gets 1 Str and 1 hit. If my math is correct there are around 60 units. So around 10 str. and 10 hit.
Spells/Conditions:
Poison:The problem that i have with poison is if a unit dies from it, the loot/xp is gone. If a boss is killed because you were stealing (e.g: Linus) the chapter is completed.
Suggestion: Hp canāt damaged below 1 (best solution) because lower units can farm kills or poison be treated like Enfeeble.
Characters:
Kent: The personal skill should be given to Sain.
The new skill- The diligent Knight: Can use sword, axe and spear.
The reason for this skill is to differentiate (to be different) for others cavaliers.
Fixing (for me) the problem being sword cavalier and gives a more flexible option who player can bring.
Added a suggestion for cavaliers promoted classes.
Merlinus:Can he be added a villager unit instead a goddamn tent?
Sain: Giving Kent previous from Kent skill since fits him.
Giving 5+ avoid to ladies because of "him". Yea, fits him.
Bartre:I think the personal is a bit punishing. Keep the buffs but if he gets hits lose half the buffs and gets a debuff for def and res for 1 turn.
That way he can dodge and still needs to be hit.
Making him a War Monk doesn't fit him. Berserker sure.
Dorcas:Warg Rider is odd. Maybe add Centurion since Raven is the only who have it.
Matthew: Remove the pass from Stillness since we have from Pass skill. I added to Trickster in the class suggestion.
The New Skill: Deep Pockets: If an enemy with gold dies within 5 squares drops the gold. The Promoted would if Mathew is Deployed enemies drops the gold if killed.
Canas: Is he supposed to have only 3 spells for shaman ? (Nevermind, i read the patch notes.)
Anna: Her personal is way op in my mind. Giving her blossom turned a money generator but siphons all xp/kills.
Profiteer: Chance to receive 150(300 promoted) if an ally kills a foe. Trigger on ally luck.
Is hard to implement her to be a choose your class char? Just asking.
Skills:
Pavise and Aegis: Switch Paladin and General skills. Paladin can have more res overall stats and gives General more survivability against mages.
Underdog: Maybe adding āequal and higherā¦ā? It would be a nice buff and if was too powerful it could be 10+ and not 15+.
Acrobabitcs: Does work against archers/mages?
Armored blow: Maybe change to add 1 damage/4 def?
Disciple: Instead of weapon xp maybe give 2x weapon prof. buff?
Classes:
Knight: Replace Weight for Shove.
I never liked a unit could use 3 different weapons on gba games so changed a bit on the classes. Plus you have reaver weapons to counter.
Paladin: Only uses Sword and Spears.
Great Knight: Only uses Axes and Spears.
Is trample an AOE attack?
Malig Knight: Spear and dark magic.
Archer: Bow range +1 at lvl 15 and steady aim at lvl 5 with a small change.
5+ hit plus 10 more hit if unit didnāt move. Still 15 hit like vanilla but adds that small buff and early on (to me) often archers struggled to hit.
Thief:Add the low priority target skill at lvl 15 instead Poison. Low priority for Thief is great because Assassin and ninja can benefit.
Assassin:
Trickster: Stillness+ (where enemies ignore unit) should be first and loot enemies weapons should second.
Iām not a fan of Foul Play. I understand you want to give Trickster versatility but you have rescue and ReWarp not to mention while you go around
stealing and open chests you basically have 1 less unit until he steals everything.
The best example i can give you was chapter 28. He was running to villages and when i had to deal with have the waves near the startpoint and it was something.
10 units for each turn for 4 turns while Eliwood and Hector at the forts holding the Myrmidons.
Change Death blow to Prowler(just an example).
Prowler: Deals 5 or 7 more damage( needs testing) if unit is in a terrain bonus. Example forest/ pillar.
Centurion: I really donāt feel about this class.Feels like a mobile Knight than a promoted unit.
If keep Centurion maybe change General to have on axes and spears while Centurion have spears and swords.
Instead Shield wall - Shield Bash: Bash the enemy 1 tile away. Stun Trigger Skill/2. The important of this skill is to remove from trees and/ blocked passages.
Mortal Savant: Dark Shroud: Absorbs half spell damage. Add that damage to your next attack. Recharges on combat. (similar to Mage armor).
Sword Range+1 and canāt follow up. Basically itās itās damage would come for absorbing spells.
Iām not sure what term to use to describe āFE7Lexā. Iām thinking of āfan remakeā.
Itās not a rom hack, as it doesnāt use a game rom as a base. Itās also not a fan game, as itās a modified version of an already existing game.
Though Iām not entirely sure if FE7Lex is different enough from Blazing Sword to qualify as a remake. The visuals are slightly enhanced, but not to a generational degree like most remakes do.
@soulitter Bartreās personal is punishing? Maybe early, but every playthrough Iāve done heās been my most OP unit. If you promote him to hero, Soul fixes his hp loss and w/ the satori sign, even on lunatic there is no enemy/ group that can kill him. If you also give him the skill that ignores skills that mess with the turn order for attacks, you donāt have to worry about attacking after the enemy if you initiate.
I do think your suggestion for his personal is a balanced nerf though as well as switching the war monk, Berserker fits more towards his character.
I see your point, but to me promoted class shouldnāt fix a personal quirk. If it was something like Wrath( more damage if hp is below 50%) then i would agree. A personal skill should adapt to any promoted you should choose. I have 2 examples:
Florina (from this project): 15 avoid and +10 hit against males. You could promoted her to any class and sill works.
Peri: +4 to some stats in this turn if it engages and kills and enemy. Even changing her base class stills works.
Just wanted to bug report but my game softlocks during the cutscene after dragons gate, with the camera stuck in the left hand southern corner. great game so far great work.
Thanks for the report. The camera soft-lock bug is fixed in the latest testing build thatās pinned on the Discord channel.
I am currently on hiatus from dev work but will be returning before the end of the year to push a giant update to FEU. In the meantime, the current testing build is pretty stable. I suggest trying that out if the camera freezing recurs.
Units with accurate feh voices please and fe8r skills
Hi just wanted to say this is fantastic and I hope it gets finished c: Iād love to play the whole game like this
Thanks. Itās definitely going to be finished with time. I had to take a break last semester due to a crazy irl workload, but will be resuming dev work soon.
Take note that there is a testing build on the Discord channel with a few extra chapters and features compared to the one posted on this thread. Once Iāve made some more progress, a large update will be posted here.
I recently downloaded the 1.70.2 update. Iāve gotten to Chapter 18 and noticed Wil (lv8) lost Bowrange+1, Serra (lv14) lost Miracle, and Lyn (lv15) lost her Anti-Brigand/Fighter Skill.
Serra made me wary, but I now have 3 units that donāt have their lv5 skills.
Somehow Sain (lv8) kept Savior.
I did check Serra as soon as I was able to to see if Miracle had been moved off her, but itās just outright gone.
I assume the same for the others.
I actually just implemented a fix to this bug, which has been bothering me for quite some time. The pinned test build on the Discord channel has the fix. Once Iām done working on the current chapter Iām making, it will be merged with the main version here.
Once itās merged, do I have to restart from scratch or is updating the game after the fact good enough? (I am aware it wonāt be for a hot minute)
Huge new update posted! See the v1.80 changelog in the main post. Four new chapters and a lot of fixes and content.
@Cyussu You do not need to start from scratch: you can copy your save file to the new folder and resume the game. Iāve taken care to try to make this version as backwards-compatible as possible for old save files.
Excited to get into the update. This is a stellar project.
A few questions:
1 - is there a way to read all the new supports short of replaying over and over?
2- can I get a hint for who Isadora-be-Gone swaps her out with?
3 - Other than Dorcas, are there other events tied to Supports? havenāt found any so far.
Other Comments:
- Bow range expansion feels good, but does make specific chapters stupid difficult. Iām impressed people can beat Talons Alive and The Dread Isle on Lunatic difficulty if this is switched on.
- Support pair up attacks goes a long way towards making certain units feel really good. Oswin and Dorcas make such a good front wall, espeically with personal skills turned on. Eliwood and Hector actually feel like a great pair of friends. Rebeca gets a lot of mileage out of the wide range of characters she can support.
- All of the work for animations, crits, voicelines⦠all of the modernizing feels good in a way that is strictly addatives, and feels like it has no downsides.
Just overall, really loving this project.
Thank you for all the hard work.
To answer your second question, hint: itās another character from the other GBA games