[FE8] ANOTHER Sacred Stones Remake [Version 1.06]

This is a Sacred Stones that is meant to be very similar to the base game, but with the skill systems patch and many QoL patches enabled. I have not playtested the project extensively, but I don’t believe there are any issues with the rom hack. If this is an issue and you know how to convert it into a ups please let me know. This is my first working on the FEUniverse website, so there are likely many mistakes everywhere. For the changes to the skill system, most base classes will gain skills at levels 7 and 12. Most promoted classes will gain skills at level 5. The skill balancing is quite unhinged. Dancers have the ability to use swords, staves, and all types of magic. Eirika and Ephraim have the optionsto promote into Hero for Eirika and General for Ephraim if you don’t promote at the event at the end of Chapter 16. At least, that’s what should happen. Many growths, stats, and maps have not been changed, but will in a future update. Any feedback is GREATLY appreciated, as this is my first time creating a rom hack. Thank you and I hope you enjoy the hack.
Download:

Credits
  • Classes
    • Hero (M)
      • Animation by IS
      • Axe (+Handaxe) by Yerdek (Didn’t use)
    • Hero (F)
      • Animation by IS
      • Lance by Pushwall
      • Axe (+Handaxe) by Yerek (Didn’t use)
      • Shield Edit by tatutachang
    • Dancer-Base (F)
      • Vanilla Animation by IS
      • Sword by Circleseverywhere
      • Refresh (FE7) by Marlon 0024 (Didn’t use)
      • Refresh (Fixed) by Kao (Didn’t use)
      • Magic Animation by Saint Rubenio
  • Patches
    • 16_tracks_12_sounds by Agro/Brendon
    • AnimNumbers Damage pop-up in battle animation by Huichelaar
    • AoE Area of Effect by Vesly
    • AutoGenLeftOAM Reduce capacity by dynamically creating LeftToRightOAM.
    • Casual Mode by circleseverywhere, Vesly
    • Fix CH Fade Glitch by 7743
    • Convert Chapter Titles to Text by circleseverywhere
    • Crit Cap by Contro
    • Map Danger Zone by circleseverywhere
    • Remove Enemy Control Glitch by Brendor
    • Display Escape Menu by 7743
    • Add Event: AutoLvlUnit by Vesly
    • Add Event: Death to Player Unit
    • ExModularSave with Supply200 by Stan
    • 01/48 Command_hack by Hextator
    • Anti-Huffman by Hextator
    • FEditorMagicCSASystem_FE8U by Hextor
    • FillAIDangerMap Effiency Fix by 7743
    • Fix dodge to front glitch by Snakey1
    • Fix_Iz77decompress by Tequila
    • Use HandAxs motion as generic motion for throwing axes
    • Hp Bars with warnings and cloud fix by Circles and Tequila
    • Call the support relation screen with the L button from the status screen by 7743
    • Less annoying fog by Leonarth
    • M4a hp mixer by ipatix
    • Magic sword rework by Sme
    • Exceed the portrait hackbox by 4 tiles by tiki
    • Narrow Font by Scraiza
    • Skill Systems Patch by Circleseverywhere, Monkeybard, Black Mage, Blaze, Tequila, Rossenrade, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1, and Primefusion
    • Steal with full inventory by Vesly
    • Stairs by Snakey1
    • UnitActionRework by Stan
    • Modular Minimug Box Vision Quest Style with Item List by Pandon, Scraiza, and ZaneAvemathy
    • Whip Sword by EldritchA, Indogutsu Tenbuki, SilverRoy, and Tactics Ogre

Please let me know if you experience any bugs.
One I’ve noticed: Gilliam sometimes needs to be pressed R to gain the extra two move from keep up.

Versions
Version 1.02

Changed some personal and class skills.
Made every promotion item Master Seal, aside from those dropped by enemies in Creature Campaign and the Lord promotion items.

Version 1.03

Changed Stats and or Skills of Gilliam, Colm, and Garcia
Added the Modular Minimug Box from Vision Quest.
Added breakable wall in 5x.
Gave warriors C rank in bows.
Gave more bosses 1-2 range.

Version 1.04

Fixed an issue where Soldiers had acrobat killed villagers immediately on Chapter 6.
Fixed an issue where thieves, pirates, and brigands didn’t promote with Master Seals.
Fixed an issue where Seth’s level wasn’t correct.

Version 1.05

Increased number of supports convos to 15

Version 1.06

Added Whip Sword

Big thank you to @Semicolin and @Shadow_the_halberdier for all of their suggestions with this project!

1 Like

add custom music and more

I think you gotta fix the link

Op probably can’t post links yet so that might be the reason

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Fair enough.

I’m trying to keep the core features of the rom hack as close to original, so I won’t be changing music. However, I will change stats and growths in the future.

You have to also make a post in a topic not created by you to get full posting permissions.

3 Likes

So I was wondering if I could receive your assistance for my rom hack, because currently the game crashes when I open chests, the item menu, and likely more than just that. If you have any advice on how to fix this, it would be greatly appreciated.

change the map design to make it better and add strong enemies

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Is the game crashing for you? If not, can you redownload and see if it does?

Just tried patching to a USA FE8 rom and it said it isn’t compatible
Maybe that’s why it crashes for you? What rom should I patch?

I realized the problem, I’m fixing it currently. Thanks for reaching out though.

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Alright, I believe I fixed it. I had the wrong CRC32 value.

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I only played a couple chapters, because I realized I’m not really in the mood for another Sacred Stones playthrough right now, but I did load the ROM into FEBuilder to see the skills everyone got, so take my suggestions with a grain of salt. Honestly, I like the idea of the game being vanilla Sacred Stones, but being entirely rebalanced by giving characters skills.

This is very much a trend in all the FE games I’ve played (except 4 & 5), but I don’t think every character/class needs to have the same amount of skills. If you’re not opposed to it, I would suggest giving the worse characters and classes more/much stronger skills to balance them out. I think this is more of an issue for the classes, as some of the promotion branches seem even worse balanced than in vanilla (Paladin vs. Great Knight, for instance. Canto+ and Discipline vs. Pivot and -2 movement). I actually think the fliers’ options are really cool, though. Falcoknight vs Wyvern Knight is slightly better bulk and the ability to more reliably kill things vs. Luna & doubling a couple more enemy types. And Wyvern Lord getting funny amounts of crit seems super fun.

I do REALLY like some of the skills you chose for the characters, though. All of the trainees and Marisa, for example, actually seem usable, and even pretty good in Ross or Marisa’s case, even without changing their stats. L’Arachel still seems like a pain to train up, though, which is a shame, because of how fun she is to use once she actually promotes. Now, you could raise her level, or, choose what I would do, and give her like 5 different funny skills to make training her more viable.

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Will erika/ephiram get stoned (either definition is fine)?

Either Eirika/ Ephraim gets stoned for one turn after they attack or their opponent does :joy:

Thanks for your input! I’ll be sure to implement your suggestions, but currently I’m working on changing stats and growths. Thanks very much for compliments as well, and again thanks for your help!

Ik this is a kinda personal request but id recommend adding the War Monk class might make maps harder with healing units that have good bulk in both res and def you could add bolt axes and make that their weapon so they can use magic or str based on which would do more damage

I’m not sure on adding new classes right now, because I don’t want to change too much; but I also implemented dancers having attacks so I don’t know how much I want to change just yet. Thanks for your suggestion, though.

No problem War Monk is a fun class to mess around with as you can make them mix bulky and if you add skills make them annoying with warry fighter so you cant double them and make them annoying to remove.

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