Glad you enjoyed the hack! I largely agree that Estelle is weak, though I’ll likely keep Savior as it is unless it’s viewed as broadly weak. I’ve buffed her in other ways on my end (+1 to her skill’s stat bonuses, has more Mag), so I think that should help.
I can take a look at Indio and see what would make sense for buffs. They’re definitely not great currently, and I don’t tend to use them in my testing runs.
On promotion items, I think 2 sets of the promo items via Steals/Chests is enough for freebies, but I’d be willing to add promotion items in the Hub C Vendor, which should help players that either miss some or want to go for more than 2 promotions of a given type.
Just as a random thing that happened to me when I played. In Hub A when you would get the Silence staff in that one house, I got it with like 98 uses. In turn I was able to powerlevel Razvan by silencing all mages on every map, and in turn powerleveled Carmen cause of the many times I had from stealing them. I have no idea what causes it, not was I able to replicate it on a different save
Alright, this patch won’t have as much in the way of updates as I’d like, but it fixes a variety of bugs and does have some significant gameplay impact, so I’m posting v0.59 to the main link. I recommend only updating to it once you’ve completed/restarted a chapter, since debuff data was shuffled around which could result in strange stat boosts. Changelog:
Map Updates and Palette Changes
Thanks to Mufflebuns for the map changes and Kyrads for the palette updates.
Hub A, A-6, B-3, Chapter 3, and D-3 have all seen visual updates to look nicer.
Generic classes now have little to no errors and properly have red/green palettes.
Unit Changes
Juan: Primarily a buff to base combat so he’s less of a wet noodle.
New items: Steel Knife and Stiletto. D +10 → C +10 Knife rank.
Estelle: Increased Mag and other stats she nominally does well with. Reduced Dex to compensate since it’s not a very relevant stat for her anyway (until promotion, maybe).
Mag: +3/10%. Res: +2/5%. HP and Spd: +1/5%. Dex: -6/-25%.
Astral Blessing: +1 to all effects (now +3 Spd/4 Dex/5 Eva).
Indio: Shifting Indio’s evasiveness into accuracy. This should help give Indio a more defined niche among the mages in hitting hard and accurately.
Dex: +6/+35%. Eva: -6/35%.
Yodsen: A pretty sizeable nerf, since it’s correcting an oversight.
Liquid Courage: No longer a full refresh. Operates like Deft Hands, where you can refresh but not move, and the stat bonus is now 1/1/1 instead of 2/2/2 for Str/Skl/Spd.
Medwyn
Hangover: Now reduces Mov for every 2 Tonic effects (Rainbow Tonic, for instance, drops him to 1 Movement).
Tonic and Buff Staff Updates
Tonics now operate in the Debuffs table, which should fix a variety of the bugs that have shown up with them. However, they now can’t be used on map (rip Yodsen).
Buff staves like Take Aim, Barrier, etc have all had their durations extended to match the length of status conditions, 3 turns. Some effects have been changed slightly to match this:
Take Aim/Assist: -5 Hit. Assist now only works on damage units (to avoid a No Damage popup, largely I only wanted to use it on damaged units anyway).
Rush: -1 Mov.
Barrier: Standardized to work like other buff staves. +5 Res, doesn’t decay (Pure Water still operates like vanilla Barrier though and is unique, meaning they stack).
Aegis: Now only +10 Def.
Other Gameplay Changes
HM Difficulty Autolevels now start at +3 (since HM seemed a little too Hard early) and scale up to 5/7/9/10 based on Hub. Easy scales down like -5/4/3/2/1.
Slight change to display order of stats in the statscreen.
Promotion items are now for sale in Hub C and D, if you want a specific one and are willing to spend for it.
Bugs Quashed
Fixed Biko and Medwyn displaying incorrect Movement stats.
Fixed a crash in Windy’s recruitment in Hub C.
Fixed an issue where new hub recruits couldn’t be spoken to in certain Hubs unless you completed a chapter and came back.
Fixed various text display glitches (difficulty select menu, talks, etc).
Fixed various bugs/oversights in Hub A and in the Guide.
Fixed Gryphoknight dismounted counting as a flier.
Fixed a bug where bosses wouldn’t get Hard Mode Bonuses if they were on the first map of a given Hub.
Fixed Suzanne being unable to promote.
Fixed Equalizer applying to player units that couldn’t counter.
Fixed Sidepierce not giving the correct amount of Canto tiles.
Question regarding teachable skills: I assume there aren’t any that directly boost stats/grant WTA? I’m planning to put Imbue and Canter on Indio, and would hate for one of them to go to waste if I get a teachable skill later that could boost their Atk to meet thresholds.
Hub 2 was indeed a lovely experience, the maps are Very interesting and unique, i especialy loved the village one and it’s little gimmick fun
Still, i’m kinda struggling with the chapter 3 on normal. I understand it’s suposed to be hard, and maybe my team Just sucks, but i can’t really reach the middle in time, the enemies are too tanky to rush through, and you can’t Just cheesy It with fliers with all the archers everywhere
In fact, i managed to cheese It by killing the bosses with the Mortar and Jaime’s personal + statuette combo, but killing the Boss with Jaime’s skill caused the game to bug. Not only did the Boss din’t say anything when they died, by the time i reached the turn limit with both bosses dead, the game Just softlocked, and i couldnt progress
Glad to hear you liked Hub B overall! Chapter 3 is a bit of a spike: I would recommend using any promotion items that you have, tonics if necessary, and using up strong items as needed to get through it. Not sure what the cause of that bug would be, besides a potential odd interaction with Dogfight: I’ve updated the patch to generally fix jank around Jaime’s skill (and a bug where unit spd could go negative on promotion), but I don’t know if that fixes this particular issue.
I felt that fliers were somewhat weak, both as players and enemies, so all fliers now have slightly higher stats (for enemies, this was +HP and Spd). Then, though, I felt like cavs’ 1 point of Mov wasn’t enough of a trade for flight and better stats. So, cavs now have Canto+ always. Monoweapon mounts get 1 point of Mov more than other cavs, instead.
Unit Changes
Fliers: Following up on the changes above.
Tangyuan: +2/10% Str.
Jaime: Now joins with Light Brand as intended. -2/10% Res, +5/20% Eva.
Ernest: +2/5% Def, -4/10% Res, +6/15% Eva.
B Rank Guys: Given B rank for skill/item reasons, but nerfed stats to compensate.
Durgham: Lances buffed to B rank. Now has a Silver Lance in inventory. +2 Levels. +3 HP, +2 Skl, +1 Str/Spd/Def/Res. -1 Eva/Mag. -5% Str/Eva/Mag.
Leonor: Staves buffed to B rank. -3 HP, -1 Str/Res. -10% HP, -5% Str/Eva.
Skill Changes and Misc
Pilar: -2 Con. Surprise Attack now works with magic weapons.
Ponte: Boarding Party now costs 50 less gold.
Indio: Catching Up now deals Enemy AS - Indio AS (effectively, +5 Damage).
Yodsen: Liquid Courage bumped back up to +2 Str/Skl/Spd.
Lua: Suppressive Fire now has a maximum range of 8 tiles.
Ondeh: Now joins with the Ash Quiver (an equip that increases bow attack range by 1). Was supposed to do this already, but didn’t due to a bug.
Matteo: +1/5% to HP/Str/Spd. Kinda stinky sometimes, so just a slight bump to his important stats.
Not sure if this is a glitch or not but in Chapter A-6 Race Against Time i cannot disarm the bomb on the very right with Suzanne. Unfortunately she is the only unit within range to deal with it but im pretty sure i read that guns are ok to disarm at 1 RNG?
Probably have to restart the chapter if i am incorrect.
Uses Vesly’s patch (with modifications) to show when an enemy unit has something that you can Steal. It should show only when they have an item or an unequipped weapon: seems to work smoothly with the testing that I’ve done.
Unit Adjustments and Skill Changes
Dmitr: +5 Levels. +3 HP, +1 Str/Eva, +2 Skl/Spd/Res, -1 Mag. -5% HP/Str/Spd/Def/Eva, -10% Mag. +50 Axe Rank. Now joins with a Wild Axe.
One too many underleveled growth units, so Dmitr now has more base usefulness.
Disarm (Lexa): No longer reduces Def, Spd (unintended), and doesn’t work on Unbreakable units (like armors).
Pulverize (Adrian): Has 66 Crit (26 more than before).
Nonconforming (Leandra): Its command, Reverse, now displays as Reverse and Unreverse to make clear whether the weapon triangle is already reversed.
Contrary Winds (Passarola): Kites can now access the convoy, be summoned on any tile that they could occupy (like Sky), no longer have weapon ranks, and shouldn’t underflow on Mov.
Shade: Now properly gives the lowest possible priority in all cases.
Eyepatch: +3 Crit, -3 Hit. For fun and standardization with other sources of Crit.
Quick question about kites: Do they return their inventories to the convoy at the end of the map, or do I have to manually empty them? I assume they don’t return their inventories to the convoy on death?
On a side note, it’d be nice to have a way for Passadora to remotely destroy her kites (or recall them to an adjacent tile?) so she can make new ones closer to the front lines, especially since they properly decay to 0 mov now. If you add that, though, you should probably cut the 10 exp for summoning a kite, especially since it doesn’t even take her action.