[FE8][WIP][25 Chapters][+11 Gaidens] Fire Emblem: Restoration Army (Attempt 3)

Yeah that chapter is optional and you can evac if you want, so I found having no time pressure detrimental to the level.

I’ve played prologue - chapter 2 at this point, will play more soon. Here’s my issues so far:

—Gameplay—

  • Tutorial is optional but feels too useful to pass up, as it gives an extra vulnerary and XP that is very likely to make Ryne double prologue and chapter 1 enemies

  • Nature Rush seems to give +2 move even on plains, so enemy outlaws have almost full map coverage which is annoying

  • I noticed a lot of enemies are using attack within half of range AI, most people including myself hate this AI because they show full movement range, but don’t attack when you move into it, so everyone assumes they don’t move. It also wastes time when you think an enemy is going to attack you and then they don’t, and nothing happens for a turn.

  • I don’t mind the player units starting with 4 move, but why do all the enemies start with 5 move? When you have less movement than all the enemies you tend to be forced to turtle.

  • A number of enemies have Resourceful and I don’t see the point of it, nor do I properly understand what the skill even does

  • A house in chapter 2 gives you a hand axe, people don’t expect houses to have loot

  • Chapter 2 reinforcements appear for much longer than they need to, the southern wave isn’t needed

  • I assumed Spur Strength would give 4 strength, but it only gives 2. I couldn’t know this because the skill name is all I can see on the description of Fate, and almost lost a unit because of it

Most of these aren’t a huge deal, so what I’ve played feels pretty ok so far.

—Less important non-gameplay stuff—

  • Some item names are too long

  • The imported music from FE7 sounds bad and has beeps, boops, and otherwise strange instrumentation

  • Animations play slowly for some reason, I’ve never seen this issue before so I don’t know what the problem is

  • Writing needs a general touch-up, there’s a lot of weird grammar, typos, and a few scenes I just couldn’t understand

  • Loner map sprite has a glitchy AP setting

  • Iron swords and slim swords have the same icon and I think that wasn’t intentional

Overall this is a decent start, the game being unintentionally similar to FE Gaiden is pretty funny.

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Thanks for giving the hack a try and for the feedback! :slight_smile: I’m working on a big update to change a lot of the skills and classes (and the difficultly after chapter 4) in a new build, so many things will be changing. Below will be a response to your feedback and questions about what you encounted).

Summary

Quinn does get a vulnerary regardless of whether you do the tutorial or not. I do need to check if she gets a second one if you do the tutorial, which would be unintended. I don’t personally feel the XP from the tutorial is game breaking but I definitely understand the sentiment. I may make the tutorial enemies give 0 XP.

:sweat_smile: Oppps. I had just put that skill in instead of resourceful since I was informed how resourceful works, which ties neatly into

From what I have been informed it doubles bonuses from the Skybreaker and Slayer skill. When I first implemented it I had thought that it doubled effectiveness bonus on weapons, making bandits with the resourceful skill become quite scary with horseslayers and the like. Resourceful not working the way I thought is part of why I’m in the process of reassigning all the skills in the hack.

I’ll have to double check how many enemies have this AI since I thought I changed most of them to no longer have it. I think it’s interesting for some enemies to have this AI, but I think it should be less than 5%.

I’ll put a note in my description of the project saying that most houses contain loot.

What turn did you finish the chapter? I find the southern wave of reinforcements is only relevant if you are moving through the chapter slowly.

I did change the text of the skill description, but in order to see it you have to press select on the stat screen and highlight the skill.

  • I will be shortening some item names, but I feel items like the rings are fine.
  • Do you know a way to fix this? I thought I did fix it, but clearly I did not.
  • What animations do you mean in particular? Walking animation or combat animations? Do you know where in particular this happened
  • Which scenes in particular could you not understand?

  • I will try to fix the loner map sprite

  • I was in the process of removing silm swords from the hack

Thanks again for playing!

My main reason for disliking attack within half range AI is that it’s set for the AI to attack anything in an enemy’s full range as long as something is within half their range. Just thought I’d mention it in case you didn’t know. It’s one of the gotcha AIs in that regard.

The rightmost fighter in this gif has attack within half range AI for demonstration purposes.

Next time I talk in here it will be with actual feedback, I promise.

HalfRangeAI

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Thank you for the demonstration gif! And damn that sucks. I was unware that that was how the AI worked in practice. It is more like “activate if enemy is in half range”. Yeah I’ll definitely be changing things around.

The western group of reinforcements had appeared on the turn before I was about to beat the boss. I turned around to beat them for extra XP and gold, and then the southern group appeared. I think the western group is fine as a hurry-up sort of thing to avoid a pincer situation, but the southern group was just extending the map length when it felt like it was finished already.

I’m not sure what this means. The skill is on the weapon, it doesn’t show up in the stat screen so I can’t check its help text.

How did you import the music? From what’s in the game I’d guess it was exported from FE7 and then imported straight into FE8 with no edits. The instrument tables of the two games are different so music will sound off. I recommend looking at Sme’s guide for this: Music Insertion Guide for Beginners

It’s the battle animations playing slower than they should. All of them are slow and it was happening every battle. As I said, I’ve never seen this issue before so I don’t know what the problem or the solution is.

Most of all I couldn’t understand what was happening in the wagon scene. Was colin trying to lift himself up? Why was he stuck? Why was the wagon destroyed? Maybe I was just tired and didn’t read the context or something.

Since it sounds like you have a significant update coming out soon, should I wait for that to play more?

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I would continue as the next big update will be a while off.

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An update is coming… eventually. I have been tweaking things here and there, redoing some maps adding items (like greatlances so that knights and other armors have a special offensive niche) and adding and removing characters, adding skill scrolls to the hack, and reworking how skills on enemies work (so that certain unit types of enemies have skills rather than all skills being based on class alone) for the last couple of months. I will eventually push an update when everything is in a better spot.

Also with how busy I am, I am thinking of calling the project at 10 main chapters with a lot of paralogues otherwise it’ll never get done, and I would prefer a finished project to an abandoned one.

6 Likes

So I Managed to get to chapter 1xx, and it seems pretty clear you are escorting misty to the house across the map, but as far as I can tell the house is a gate and not a house or a village and doesn’t seem to trigger any kind of event, and the parcel is stuck in her inventory as treasure after the fact

As food for thought, it doesn’t really seem balanced to bum rush for the boss, so the drop is a trap I guess, which is a shame considering how much it would give a certain member of the party a leg up

Edit: I popped open the hood in builder, and it seems all the proper flags are set up for whatever is supposed to happen at 1x should happen, proper tile, set to 0. I’ve tried putting the parcel in everyone’s inventory and having them interact with the tile, so I’m at a bit of a loss

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Thanks for giving it a try!

1x is the newest chapter in the hack (like added this week) but I had some other major bug issues with the convoy I have decided to address first. This has resulted in it not being as tidy as the others, in terms of balance just because it hasn’t been playtested as much, so you feedback about the boss in particular is very helpful.

I’ll do a quick fix for where I change the house type.

Edit: I just pushed an update and it should work now. You will have to restart the chapter though.

3 Likes

So with a bit of a break from life due to a mysterious illness making me be unable to do anything but sit down, I have been working on the hack with my abundance of free time.

Describing all the changes that have been made since October would be hard, so I’ll focus on the ones that have been most interesting to me.

Some Interesting Things
  • New Paralogue chapters have been added (with more on the way)
  • Trainees can now first promote in Chapter 4, so that it is easier for me to balance the game knowing that that the player has access to T1 units from then on
  • More Trainees have been added: The Truant (bandit trainee), the Messenger (mounted trainee), and the Sentinel (armor trainee)
  • Light magic wielding armors have been added a T1 class called the Devout
  • Calvary units have been spilt into heavy and light cavalry with heavy cav wielding swords and lances while light cavs wield bows and swords
  • The recruitment time of some units have been moved around
  • There is now an alchemist class who uses potions to buff allies
  • The “Great” class weapons has been added, allowing units who can afford to be slowed down to have access to very powerful heavy weapons
  • Skill Scrolls are present and available in the hack, use them to further customize the units as you see fit

If any of that sounds interesting to you I suggest you give the hack a try, and thank you to those who have already tried it!

See ya next year

9 Likes

I just made a minor edit to the alchemist class giving them a random chance of starting a chapter with a mine, antitoxin, vulnerary, elixir, or (holy) pure water.

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Trainees surpassed level 10

In which chapter, and which trainee? I’ll give it a look later today.

All of them in chapters 3 and 4 and Ash steals from allies

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Ash stealing from allies is a known bug. It is due to the fact that there are some maps where green units can be hostile, and I would like for the player to be able to steal from those green units. Unfortunately this makes it so Ash can steal from his allies.

Any chance for a recrument guide?

Yeah I can definitely put one together, what format would you like it in?

What ever is easiest for you.

Here you go! I threw it together quickly, but later tonight I’ll put in the levels and stats of each unit when they join as well.