[FE8] Cerulean Coast (20 chapters + 5) Act 2 Complete!

Thanks for checking out the hack, appreciate the positive comments.

I’m glad to hear ch1 and 2 aren’t too difficult, they used to be much more tight but got toned down since I didn’t want first 2 ch to be a massive struggle.

The fire tome is a tad misleading as while it has a vanilla name, its 1 range only due to high mt and splash.
The description is limited by how many letters I can fit, but as it is a savage blow edit, only enemies within 3 range of target lose 33% of max HP as damage, and it only works while initiating and splash is not lethal.

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Oh I overlooked the range. My bad. It even stands in the description xD
I was just blind and confused.

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I managed to get another chapter out right on time! As usual, link in the first post.

Battles against evil versions of yourself is a trope as old as time, but I am sucker for it. So here’s my version.
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Fixed some Pomelo cheese exploits in ch1, ch2 and ch6, thanks to Gryffle.
Minor fixes and changes thanks to playtesting by Roze.
Fixed assorted bugs, etc.

Also, great FEE3 this year, hope everyone is enjoying the showcases! Here’s mine, a trailer (again).

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Saw the FEE3 trailer and looks sick as heck. blown away with how much the gba architecture can handle.

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Agreed. The trailers of this game do everything right.

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True. This is the Hack I check out next. I am exited.

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Hotfix: Fixed a really embarrassing mistake where the lord starts with 0 magic rather than 7.
Updated patch in the main post.

I don’t think this is the end of the world for existing saves since the lord is a hybrid class, but added an event in 10x where if the lord has base or below magic, she will gain a huge boost in magic.

Besides that idiocy, some minor tweaks to ch13, minor grammar and flag fixes and that’s it.

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This looks great! I love the visual aesthetic and how it all fits together to its own thing.

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Chapter 1 Loot box
How to get it?

Loot boxes always contain stealables.
The dancer can steal, which is mentioned alongside her lockpicking abilities.
The icon is a bit misleading though.

Small question: Is the save from the first release compatible with this, or do i need to restart from the beginning? (I will play either way, just gonna need prepared XD)

My goal is to keep all saves compatible, even ones from the first release.
I can’t think of any paticular reason it might not work properly, but if anything wacky happens please let me know.

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Congratulations on the release! I’m really excited to see where this thing goes, as it seems genuenly great!

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One more hotfix for this release.
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Fixed a bug where Krynia retains -5 con from her dracozombie transformation having 25 con but max 20.

Some other minor stuff that was meant for the next ‘real’ release:
-Wight/Mogall buffed for the monster maker
-All items in crates are now droppable, stealing still has a use to save actions
-Baels nerfed slightly, ch4 now has a notice informing the player baels count as an armored unit
-Revenants, mauthe doog and bael now share weapons, they’ve also been given a boost in weapon variety
-Promotions and promoted palettes are in, but still inaccessible in this version

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I was just about to ask about this lol

Encountered a bug at the end of ch.8:

After Qiulan and Murky talk to each other, the screen just went black. I couldn’t do anything.

After reseting as the suspend point at the end of the map, i was able to skip through text and reach ch.9.

Emulator: VBA-M

P.s: The chapter/map was honestly pretty damn cool!

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Just a quick question, do they learn other skills as they level up? Cuz if so then Yvette’s gonna be doubling every one with quick rain and if ever she learns certain blow (rendering Quick Rain’s -40 hit useless

Thanks for reporting this. I downloaded VBA-M to try and replicate it, but It just didn’t happen for me. I’m not sure if it’s because different save file or maybe different version of VBA-M, so I’m chalking it up to emulator weirdness for now.

No units gain any skills. That’s because I didn’t want too much cognitive overload, and personally I zone out if a unit has to many.

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Welcome to the ‘hack is still alive’ update.
I’m still miles behind on writing, but I’m finally making some forward progress as well as some balance changes to the early game. Way, way less progress than I would have liked, but that’s what happens when you do other stuff for a few months and have to relearn your own hack.

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Thanks to Laurent for letting Vermillion have a real mug.
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Reworked a lot of weapons. You might notice some changes to weapons in an existing savefile, but shouldn’t matter much.
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Anima was the most boring weapon type due to having basically only 3 tome types, so made some existing ones more specialised.

Progress?

-Ch14 is finally written.
-I actually think I know what I want to write.
-Not much lol

List balance changes

Ellerie got a bit more str/def.
Pomelo got a bit more HP/def.
Lindros’ guidance now lets him take an extra hit.
Qiulan weapons are now siege, unable to double or counter.
Tendon cutter changed to a canto+ weapon, not prf.
Torment got ignore res and mage effectiveness instead of silence.
Secret shops involve talking to Anna instead of visiting a tile now.
Basil and Thyme lost a bit of magic.
Protopacify has been removed for being literally worthless.
Harm is now a refresh-per-chapter 5 use blasting rod.
Anima rework, as mentioned above.
Assassin has 7 move because I can.

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Vermillion really got the best mug possible, so smug :rooster:

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