[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.