Perhaps.
No problem! I just want to make it clear a lot of my suggestions were done based on my own personal tastes. If you want to give each class 3 skills and have each character get a single personal skill, don’t let my suggestions stop that!
Here are a couple of other notes I can give; things I do/don’t like and other things I noticed:
Suggestions
I would change all promotion items to be Master Seals. I really don’t like promotion items only being able to promote specific classes, as I feel it limits replayability and team compositions.
Making Ephraim a General just seems really awful, and Eirika would probably much rather go Hero early than wait until Chapter 17 for Great Lord. I don’t really know how I would fix this, and I think it’s fine as-is if you don’t really mind the imbalance and just want additional options for them.
Seth is still Seth. I hate him as a unit because of how overcentralizing he is, but I get it if you don’t want to nerf him.
Moulder and Vanessa’s skills are perfect. Decent skills on good units that don’t make them much stronger.
I would give Neimi Paragon in addition to or in place of Bow Range +1; I feel like with it she would become fairly viable outside of any other changes due to how easy she is to train up. Also, I wanted to mention how giving Snipers Point Blank actually might have made them something to consider over Rangers, if Neimi didn’t have the durability of wet tissue paper and could actually take advantage of 1-range on enemy phase.
Lute having Discipline is a weird choice. She already starts higher than she really needs in Anima and IMO needs something better to help her keep up with the better units. Same goes for giving Natasha a skill she doesn’t even want to take advantage of before promotion. Knoll needs a lot more than Seal Luck and the skills he can get on promotion.
Forde having Seal Speed might be overpowered, but I’ve never seen the skill in action so I can’t say for sure. Gerik getting Frenzy is DEFINITELY overpowered. But if fun is more important than balance and you like those skills on them, keep them as-is.
My L’Arachel suggestion was partially a joke. She’s fine as is if she gets +5 levels or so with the stats to match.
Myrrh is funny.
Thieves and Rogues start with Heavy Blade as a skill. I know this is default in the editor for some reason, but I don’t know if this was left in intentionally (probably not considering it will basically never come into play). Also, I would probably swap Colm and Rennac’s personal skills.
I don’t know why Seth starts with a Chest Key to get an Iron Sword instead of Eirika just having it in her inventory but it’s really funny and I don’t want it to change.
Characters/enemies that start promoted won’t have the skills from their unpromoted classes. I don’t know if that was intentional, but I personally like that being the case, since it’s less skills to worry about for promoted enemies and most of the prepromote characters are already pretty strong.
Again, thanks for your suggestions, they are very helpful. I’m not able to implement changes super quickly, as I am still in school. I’ll go over your changes by order of the post
Master Seal: I think I’ll do this, but I’m not great a febuilder so one or two that happens as a reward might accidentally stay in. I’ve played Dark Stone, which has it, and have mixed feelings on it. I do like the freedom, but I think it can shift info fe engage reclassing territory.
Lord Promotions: I don’t know how to make the promotions earlier, and don’t really want to because of its story significance. I gave Ephraim general as a means to match his father and have multiple weapons types. The other lance options all have mounts and all except great night just seem strictly better than Great Lord.
Seth: On the contrary, I love Seth. However, I have plans to increase his level without changing his base stats, and decrease his growths.
Moulder and Vanessa: Thanks!
Neimi: Honestly I have no clue what to do regarding this. I don’t want to give Neimi paragon because I think that skill is way too good, hence why even the trainees don’t have it. I might give archer the “plus 6 res and def upon receiving attacks” skill, but I just don’t think it fits the class. I might just increase Neimi’s base level so she doesn’t have to be too much of a project unit.
Magics: All personal skills will be changed regarding those three.
Forde and Gerik: I’m going to keep Forde the same skill wise, I want people to use him. I think the skill will only be broken when it comes to boss killing. Gerik’s will most likely change.
L arachel: I totally forgot she was a unit. She will be changed.
Myrrh: She is indeed.
Thieves and Rouges: So I actually thought this was a base skill because it came with the skill system. Since it isn’t, it will be removed. I don’t have my computer with me so I don’t know rennacs personal skill, but I’ll see how they work on the other. I know Colm’s is Shade, which is fitting for Rennac.
Chest in prologue: This was just there because I was seeing if chests work. It will be kept though because I think it’s a good incentive to open the chest with Seth and give Eirika some much needed exp.
Promoted Skills: This is intentional, as a motive to train up unpromoted units.
Played through Chapter 5 so far on Difficult, here are the notes I have:
Characters
Eirika: Don’t know how much Vantage is doing for her, but seems fine otherwise.
Seth: I think he’s supposed to be at a higher level, but is still set to level 1 in the chapter. Either way, I’m choosing not to use him this run, to make things more interesting for me.
Franz: Seems fine. I’m probably benching him because I want to try other people and I always forget Rally skills exist.
Gilliam: I like him having Keep Up, but his stats are still really bad. I think his level should be raised or at the very least should get 2-3 more points of defense.
Moulder, Vanessa, & Ross: Perfect as-is. Might bench Vanessa for the same reason as Franz (minus the Rally thing), but I have big plans for Moulder and Ross.
Garcia: All of the skills he can get seem really meh on him. I think he needs something more than Expertise (which, if it works how I think it does, seems underpowered).
Neimi: Really fun. Her having more strength than skill or speed is maybe a bit weird character-wise, but still fun gameplay-wise. Innes will probably just be completely outclassed by her, even on Eirika route, though.
Colm: Poison Strike is a start, but I think Colm needs a lot more help than that to be viable. I think raising his stats/growths is the way to go, maybe focusing on strength to differentiate him a bit more from Rennac. I think at a bare minimum he should get +1 speed so that he can’t get his Lockpick taken away by the enemy Thief in Chapter 3.
Artur & Lute: I like their skills a lot, they seem fine.
Natasha: Might be okay, I just don’t personally like skills based on being in range of allies, like Inspiration, so I probably won’t be using her. Again, like Rallying, that’s simply a personal thing, and it’s still probably a good skill to give her overall.
Joshua: Seems fine. This is a very personal thing, but it always bothered me how Joshua has a 30% Luck growth when his entire character is about coin flips, so it makes more sense for him to have a 50% Luck growth.
Classes
I obviously didn’t get to promote anyone yet, so I looked at the skills each class gets in the editor to ascertain how balanced to promotions seem. As such, I can’t say for sure if any of these thoughts are accurate to how they will actually play. I don’t think they need to be balanced, just, there should be some reason to pick one class over the other. Here I’ll highlight the ones I think are too one-sided:
Amelia actually has a reason to go Knight over Cavalier because its skills seem better, but I don’t know if there’s any reason for her to go General over Great Knight. I don’t know if that’s really an issue, though, and I think Gilliam has a fairly balanced choice, as he will probably appreciate General’s skills more.
Warrior’s skills don’t seem like enough to ever not go Hero or Berserker.
Swordmaster seems a lot better than Assassin to me, but I don’t really use the movement skills, so I might be biased. Still, both Joshua and Marisa really get a lot out of the crit boost, and its promotion bonuses are better in pretty much every way.
Again, Sniper vs. Ranger would be interesting if it were a choice for almost anyone other than Neimi. Opportunist is probably a better for skill for her than any of the ones Sniper gives. Vantage+ is also a weird thing to give to Sniper when they’re basically never going to use it.
Valkyrie vs. Mage Knight for L’Arachel isn’t a super relevant choice, she’s probably gonna perform basically the same either way, but I don’t know if I’d ever pick Valkyrie over Mage Knight when she gets C Rank Anima in the latter in exchange for D Light and a moderate hit & crit bonus sometimes (and from my experence, she doesn’t really need the extra hit and the crit is probably not enough to sway me to go Valkyrie when its offense is much worse otherwise).
The same pretty much goes for Colm picking Rogue over Assassin; it probably won’t matter much but I would never pick Assassin currently.
The rest seem fine to me.
Other
If you’re able to, I would recommend patching in the Modular Minimug Box, preferably one that shows units’ skills.
Chapter 5x seems to be unchanged, and I really don’t like that. If the chapter is going to stay in the game, I would probably add a breakable wall or just remove the wall to the right entirely to speed things up (or replace the water at the bottom with a normal path), and maybe make the enemies at the top of the map aggressive on top of that.
I will either edit this reply or make a new one as I continue to play.
Alot of people go breakable wall to make a choice of speeding it up or going the long way to train any of Ephraim’s group(if your gonna use them) Which I like but removing the wall makes it much harder for no boon but making it faster the water path is a nice idea but maybe make it Ephraim only so you can take the shortcut but dont expect the cavalry to help you.
Eirika: Vantage I just wanting to give to her for thematic purposes, as Ephraim gets Wrath.
Seth is supposed to be higher, I’ll change his level in unit placement and events as well to see if that fixes the problem.
Gilliam: He will get more defense.
Garcia: I’ll investigate him and change anything that seems underwhelming.
Colm: I want him to be a dodge tank, so he will be altered in those departments, including speed. I’ve also never used him, so I don’t have a personal choice between his promo options. I believe he’s like the only fe8 story mode unit that I’ve never used throughout the game.
Joshua: Never noticed the luck thing, I love that idea.
I think I’ll give warriors more bow rank.
I like sword master being better, because assassin has assassinate, which I feel balances them out.
Snipers: The idea for snipers is to make them an enemy phaser, so I might give them wrath as well. With vantage and point black, she can take down groups of fliers or weak enemies quickly.
Modular Minimug Box: I’ll look into it.
5x: Haven’t played this map in a while totally forgot how annoying it was. I want to keep it in though so the player has a reason to pick Ephraim route character-wise.
Again, thank you very much for your help and I hope you enjoy the hack!
Also the funniest thing about fe8 in general is that when you have the auto function on to go to the main hero it doesnt go to Erika. It goes to Seth even the game knows his the hero lol.
I always thought that was weird.
Also if you want a playable War Monk(if you add it) the only good choice would be Moulder(he has the con for it) but you made his str growth 10%
Actually, when I wrote that about Vantage+, I forgot about Point Blank being a thing somehow. The skill is probably a good pick, then.
Ya point blank and vantage+ on a sniper shows growth from a simple archer as they know their weak upclose and trained to have good reaction shots(point blank) and to always be ready with those reaction shots(vantage+)
Yeah, I don’t think I’m gonna add war monk.
Ah okay.
can you make this rom harder
My rom hack isn’t able to satisfy everyone, but I’ll try to implement your suggestions when you go more in-depth with them, as 6 words isn’t very helpful. Any suggestions that provide ways of accomplishing them are helpful. Because I have no clue want you want me to do with “can you make this rom harder”. You could be suggesting stronger enemies, more enemies, moving bosses, weaker player characters, giving enemies stronger skills or a variety of other things. While I do appreciate suggestions, I prefer to have more detailed ones. Thank you for your understanding.
How about giving some bosses 1-2 range so they cant be easily cheesed with 2 range I know that Neimi can cheese any boss that doesnt have 3 range but giving Neimi the right to cheese seems fair as it fits her being too scared to get in range of someone so she stays extra far away.
Ok, most bosses have 1-2 range.
The reason is due to skill system. The leader function for that patch is based on deployment order. In unit placer, Seth is first so he’s the leader.
I just like the idea that the game knows seth is the hero instead of the twins its funny that way.
If your adding weapons ive seen this weapon done before and im only recommend it because it was a very good idea
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[D] Whip Sword (EldritchA, Indogutsu Tenbuki, SilverRoy, Tactics Ogre)
Might: 6 Hit: 70 Weight: 10 Crit: 0 Range: 1-2 Uses: 20
Doubles as ranged attack.
A thank you to who made this hack for inventing it. They sadly left us so I cant give their name ;-; [FE8] [RELEASED] Fire Emblem: The Silver Wolves - Red [PME] v0.9 (Featuring: Promotable Dancers, Bards & Manaketes)
So im just putting this here to show i did grab it from somewhere and want to give credit but they went anonymous so I can’t.