[FE8] All Hands on Deck [21 Chapters]

What about pushing back the turn they charge, but also making them charge early once you start the countdown?

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Also, since having started hub 2, I’ve noticed that basically every enemy is equipped with a C-Rank Weapon. This make’s Durgham’s trait much worse, because the only lances I’ve seen at B rank are the Silver and Reaver. It seems like the rank curve is slightly unbalanced, with only a couple weapons like iron and javelin equivalents at D, almost every single weapon with an “effect” (like the effective weapons but also everything like the peacekeeper, high crits, can’t double,) are all at C, plus the steel.

I also don’t know if this is intentional, but I tried taking A-1 as my first mission on a new game, and Biko has 14 move on his joining map.

Not intentional, thanks for the bug report.

Does he actually have 14 mov, as in you can do this on the map, or does it only appear that way in the statscreen?

Edit: Can’t replicate it in either case, so I’d consider updating your patch if it isn’t already: otherwise, may be an emulator specific issue.

I generally got around this by using silvers with him. IIRC, they’re buyable in hub 2, durnham comes with one, and I was able to steal one off of the death reinforcements in the gunsmith map in act 1. I think there’s also a spear somewhere in act 2?

It was legitimate 14 move, on patch .65

The actions I took were skipping every cutscene, once free roam was enabled, going to the bar to recruit the deserter, then going directly to Biko and starting their mission.

Did the same thing and got 6 Mov as usual. I don’t think I really did anything that changed this since 0.65, so could be down to emulator.

I’m using MGBA. Shrug.

Hm, strange. To clarify, you did take Biko’s mission first, right? What I did to try and replicate the issue was taking a Hub A start save, skipping all cutscenes, recruiting Bartz, and then talking to Ondeh immediately afterward, but everything seemed normal.

It’s possible that the version of mGBA matters, too: from my understanding, everything after the version that I use (v0.8.4) introduces new issues due to VBA compatibility being added.

That’s possible. I’m using MGBA 10.5 because it makes playing pokemon romhacks less of a sprawling catastrophe. That is the sequence of events I undertook. I’ll try to replicate it on current patch later.

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I finished my playtest (up to Hub D) of the current build, and I’ve enjoyed the hack greatly so far. The skills are unique, the stealing system feels fun to use, the map objectives are unique and varied, and the Mega Man hub layout works well. The team has been responsive to the feedback I gave over the course of my playtesting, while also knowing when to say “no”.

The music can get a bit repetitive due to so many maps using the same tracks, but I think that’s just a consequence of the Ahoy/Avast system requiring custom tracks and will be alleviated as more music gets added to the hack.

The convoy only having 100 slots makes inventory management a chore, but that will be fixed in the final build (it can’t be bumped up to 200 slots now without breaking current saves).

Getting Lua to Mortar rank is pretty critical for midgame and lategame accuracy, even after the nerf to her personal skill, and I think not realizing that interaction could make fighting certain enemy types hellish. Loog said he might tweak the hit/avo formulae in a future update, IIRC.

Split promotions are neat, but there are multiple units who have one promotion that’s very clearly better than the other. Some units (Indio, Fatah) kind of get screwed by both of their promotion options being mediocre hybrid classes that don’t significantly raise the stats they care about.

Enemy armors get really, really bulky in the mid to lategame, and around 2/3 of the cast (including multiple magic users) can’t touch them without dedicated anti-armor weaponry. Lategame armors can survive even being doubled by armor-effective weaponry. It’s not a bad thing, necessarily, just something that was difficult to get used to.

I used misplay-insurance savestates pretty often in my run, and I think the hack would greatly benefit from some sort of mid-map save system. Something like SotF’s save points or Faces of a Stranger’s start of turn autosaves would work well, I think. There are a lot of important stealables throughout the game, and needing to restart a long chapter because you fumbled a theft feels awful.

tldr; hack good

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D-3 Issue

I just completed D-3, and the crew is talking about how everyone is dead even though I saved every house and the town center was untouched.

Huh, strange. Possibly a counter issue: I’ll scope it out and see if it it isn’t properly cleared.

A suggestion I have; if possible, when an enemy becomes broken during a battle animation, display “Break!” in the same way “Miss” is displayed.

When using VBA and beating chapter A-3, you get a black screen. This can be fixed by exiting the emulator, and then resuming.

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I’d like to, but since I don’t know how to add a mid-battle popup like that, it’s been put off until later.

Thank you! By the way, in A-4, why do 4 people look like Khazak?

I got 2 supplies from killing a thief in Chapter B-3. He took one Supplies from a chest. Is that supposed to happen? It happens every time an enemy thief opens the treasure in B-3.

What does the Flier Whip do? I’m trying to use it on Lv 11 Ernest and it’s not working.

Also, what happens if you give Herman a tome?

One more thing: at some point, could Item Combination be added to this hack?

Just placeholder portraits.

No, I don’t think so. It should only give 1.

Promo item to either become a flier or get better at it (+1 Mov monoweapon fliers). Ernest is already promoted.

Nothing, really.

Maybe. It’s packaged in with a convoy expansion, so I’ll probably add it when I do that later down the line.

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