[FE8] All Hands on Deck [21 Chapters]

By the way, I found a bug; when a Vulnerary is used fully, any Tonics in said unit’s inventory (or at least Magic Tonics) disappear. I don’t know where they go. Also, HP Tonics seem to be glitched: the HP temporaily gained disappears when a round of combat is started.

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IIRC, HP bars use your original HP, not your tonic’d HP. Are you certain the unit actually lose the max HP they gained from that tonic?

Yup, I checked their explicit HP Amount multiple times. It always reduces by 5, to their unbuffed max when you enter combat or use a vulnerary.

PS Loog: in Hub 3, the conversation between Kurt and Matteo is bugged.

Another bug: Promotion items sometimes have 2 uses when they should have 1; you trigger this bug by having a unit have a promotion item in their inventory, deploy them, start the chapter, then restart it. This bug can also bug out other item uses. I tested this on Valeria in C-2 after using the Strength tonic.

EDIT: Valeria’s 3rd inventory slot (in her join at least) is bugged: After saving and loading, it sets whatever item is in it to 2 uses. Her 1st and 2nd give items that start with 0 uses.

EDIT EDIT: Valeria’s inventory in her join chapter is bugged: this can be used to duplicate items, or at least her strength tonic. To replicate it, use her strength tonic, don’t save, start, then restart.

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I can’t replicate the random 2 use items on my end with those steps, but the Valeria bug sounds familiar.

Edit: The Tonic issue where it accidentally deletes and HP Tonic issues have been added to Known Issues. Tried debugging them myself and ran into a wall, so for now, that’s where they’ll stay.

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With Valeria, it only occurs on her join Chapter I think.

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I wonder if the best solution might be to just cut HP tonics; I think def/res tonics and shields would be able to cover their niche adequately, and being unable to stack HP tonics on top of them might be a good thing.

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It would fix one of the issues, at least. Tonics have plenty of other ones though, so it wouldn’t be super high value.

Turn 6 on map C-3 The Traitors locks up on the end of that Enemy Phase. For context, Salman had already left through Bolton and Rescue Staff on turn 5. It seems to have to do with Salman not being on the map on turn 6.

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Hi please let me knoq when when this is complete as I have played till the the final hub act

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I’m in the same boat (hehe). Hoping to play this again once it’s fully complete

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I just started this rom hack today and I’ve been really enjoying myself. It’s very unique with the setting, unit balance, character design and lore. I’ve only cleared 3 maps so far, but I just had a few questions before I get fully invested:

  1. How worth is it to wait till the full release? Can I just play through right now and update the game when the full game is released? Or are there some big changes planned for the next update?
  2. Will there be support conversations and endings? If yes, how will they grow, automatically, side by side or just by fielding units together?

If supports are being added, I’ll prolly wait till official release. I like delving into characters and their stories.

Glad you’re enjoying. Answers to your questions: There are some big changes planned, but Hub A and B are mostly final. There won’t be any supports.

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Okay that’s good to know! I’m already on hub 3, finally promoting units while training the ones I got at the end of hub 2 (Lexa and Noa) and the newbie Windy.

I noticed that Savior is pure staff. Are there damage staves or is that class purely support?

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That class is purely support, yeah.

So I have finished All Hands on Deck v0.69 and I have so much positive to say. I wanted to wait till the game was complete, but clearly I couldn’t help myself so here are my thoughts:

Story & Setting

Sky pirates on the search for treasure while doing good, recruiting new sailors and avoiding decimation is such a unique premise for Fire Emblem. It reminds me of Xenoblade 2, but with more of a premise of traveling the sky seas. I found myself really enjoying the freedom of the world.

Characters

Of the main four, Lua and Desi are definitely my favorites. Your team managed to masterfully balance Lua’s kindness with her practicality. She’s not cruel and is not against helping people, but she’s not a saint looking to go out of her way for free. It’s the perfect, believable balance for a pirate captain lord where she’s likable without being the typical pure selfless lord. Meanwhile Desi’s a great bro. I do like all four main characters and the two sub main characters are nice, everyone else I mostly love for battle reasons. Everyone has vibrant personalities and conversations, but no supports means I typically don’t delve into them too deeply.

Map Balance

I love how each map has a unique win condition and enemies have lots of HP sure, but our units also have a bevy of ways to do immense damage. The pivotal chapters can be challenging, but that’s the point, they are significant moments in the story.

Game Balance

This might be the BEST balanced FE game I have ever played. With the Break system lending more importance to the weapon triangle, each movement type having very specific niches and all weapons having a clear role. I adore it. ALL infantry and armor having locktouch and steal gives them such a huge niche over mounted units and it makes SENSE.

Mounted units would have more trouble stealing or picking locks when they’re busy riding mounts. Armors actually having amazing stats and Break immunity making them legitimate tanks. Cavaliers with canter allowing them to freely move to advantageous positions and fliers with free move and pass, yet weaker combat.

I also have to commend how all classes feel purposeful and there are units designed for them. Units that can become hybrid classes actually have stats suited to become these classes. The way promotion works with specific items is clear and sensible too. Also love how you managed to differentiate pegasi, wyverns and griffons, while including wolves for dagger wielders.

The secondary weapon triangle is so good as well. Bows being able to slay dodgy dagger users, dagger users being able to take down fragile mages, tomes being able to hit resistance and target mages up close. Guns I did not expect, but they fit as an extra weapon type.

Unit Balance

I hesitate to even try games without units having skills or str/mag split. It adds so much flavor to games for me. This game has managed to do so much with just one personal skill for each unit, that single skill really tells the story of their whole gameplay. Then by adding additional ones, you can either cover weaknesses or further their strengths. I absolutely love. Everyone is useful which is not an easy feat.

Art

Player characters look absolutely phenomenal and unique. Lua especially is a highlight, a black woman lord with such a snazzy, striking design is what I live for.

I like how Razvan holds his staff. Estelle, Lexa, Juan, Triana, Jaime, Suzanne and Carmen the best. I don’t love Leonor’s design, but I respect giving her a massive scar.

Problems

The game isn’t complete, so I assume they will be fixed in release, so I will be lenient. In Hub 3 and 4 sometimes the text boxes during conversations get crazy. The promoted griffon sprites and animations are inferior to the base griffon sprites. Lua and most gun users lack animations. The chapter where you recruit Fidel and save Ravzan’s hometown appears to not have the good ending written. I saved all the towns and the main town hall was saved, yet I was told everyone died? Then Fidel ends up in my party anyway. So I assume that’s unfinished.

Units

Lua: Serviceable support lord. She’s stronger earlygame and mostly a well rounded support fighter than anything, especially with her prf weapon. I don’t trust her to frontline, but with access to the convoy, charm and diverse weapons she fills the most unique niche.

Razvan & Estelle: I bring them every chapter as each offers their own niche. Razvan has infantry perks and better magic, but he definitely wants to promote (I chose Sage). Estelle is a canter healer, so really she’s serviceable with that alone, while buffing everyone randomly each turn.

Desi & Noa: Finally reliable armors. I made Desi a cataphract because mobility allowing him to tank further ahead felt best, I also gave him Lifetaker and Forester. One of the most reliable and strongest units in the game. Noa is a nice tank, but mostly chill.

Indio: Easily my strongest unit in the game. At first I found them weird, but their strangeness worked out for me. Gave them Keen Fighter & Last Word, promoting them into Runeshield and with Nosferatu, they are essentially invincible. A crazy unique unit whom was definitely needed to solve the tougher maps.

Ximo (Griffon Archer) & Ondeh (Adventurer): Bow users are very useful, but Ximo is obscenely good. His massive range especially as a flier allows for so many safe interactions. Ondeh works as a support archer with her high magic allowing the shining bow to get use.

Juan (wolf rider): A thief who goes all in with stealing. Deserves kleptomaniac.

Triana (malig knight): A great all game mage, even better once she can fly.

Jaime (Seraph) & Windy (Sword Knight): Both fast, mobile and magical sword users. Jaime requires a lot more work, but working in tandem has proven to be very effective. I gave Windy the second growth booster, Lua got first.

Theana: I just needed another unit I could throw at problems to be solved. She does that extremely well.

Lexa (swordmaster): Took me awhile to commit to a sword user (I got Hermen’s secret promotion, but I don’t like him so he went back to the bench), but her disarm is really nice. Synergizes with her brother, but I didn’t feel like using him.

Suzanne (Marksmen): Main gun user. Her stats aren’t that amazing, it’s moreso her personal skill and guns being useful. She does her job well.

Fata (trickster): Personal skill is great, but she is quite squishy.

Ernest: I wish he was better for Desi’s sake especially since his personal skill has a lot of utility, but he’s definitely not a main combat unit. Great chest getter though.

Biko: His personal skill is hilarious. Mediocre battle wise, but his movement is awesome.

Leandra: Free will reverse WTA is great.

Conclusion

I cannot wait to see this game’s full release. Keep up the great work, there are so many phenomenal balancing decisions that I wish other fan projects and even the main series would take inspiration from. I am tired of ‘everyone is a flier’ emblem.

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I’m back and playing on my phone, using MGBA on Retroarch. The Bombs on 1-6 on latest patch had move, and used it.

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Strange. I’m not sure what exactly changed to give them base Mov since the table still has 0, but I changed their AI and uploaded a hotfix patch, v0.7 (which has some other things but nothing major besides an updated C-3 and probably some other odds and ends).

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Thanks for the kind words! I’m glad that you enjoyed it and hope that the final version will be as enjoyable as this one. Some of those problems are def on the radar, and I’ll try to fix them in the next patch.

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