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

my favorite type of change

2 Likes

Apologies for the non-progress post but had to update again for a bug fix.
I used flag EF in chapter 11 without knowing it was used for fixed growth in skillsystem, so had to update the patch so everyone isn’t given compulsory fixed growths.
Completely unrelated, but there is now an optional fixed growth mode!

Just so this post has something, John coming soon.
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4 Likes

A real update this time. An interlude chapter as well as an actual chapter that features a crapton of boats.
Also happens to be the first chapter with promoted units.
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Some funny new guys.
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Miscellaneous changes
  • Pomelo con+2
  • Ellerie now displays convoy access
  • Seahawk II and Tasel now have convoy access
  • Increased Krynia bulk promo gains
  • Gargoyles and Mogalls have mounted aid
  • Chalice skill changed from counter to malediction
  • Dicer of Dan/Slicer are now brave, less might, less accurate
11 Likes

Chapter 3 was the first one that kinda overwhelmed me especially since I lost two units and wasn’t sure if I could fight two fronts at the same time. Even had to retry due to game overs. Turns out going for the left first was a mistake, the right can be prioritised for one, two turns to recruit Telon. Who is so good he can hold out there. Though taking out this side simultaneously is prolly better. It is trickier but still more than beatable with losses.

It feels good to steadily progress and taking out the Wyverns. (It honestly is a smart idea to have them as Sky pirates. Why did no one try this before? Probably because the setting draws in ideas on what to do with classes in said setting.) I think if I could’ve used Swarp I might’ve been able to take out the wyverns at the east more easily and less stressfully too. The stairs blocked the ballistae off but I feel like that was intentional. Come to think of it I could’ve used rescue too… Luckily the wyverns went to kill the leftover soldiers first so the loot was save. And then the game hits me with a neat plottwist. Negative is, that one could potentially put a unit in danger since its unexpecting… buuuuut its so good I could look past it. While it’s probably the most common surprise in the hack it continues to show what its capable off. Sadly I had another loss. But that’s fair game since he died in my first attempt as well. It’s gonna be hard without you oh mighty Jagen Tower.

The town maps are getting more and more common in modern hacks and I do like that. It is a nice refresher between the battle maps and it’ll be easy to outmatch the orginal games in that aspect. (Looking at you - Monastery.) The events here were interesting and dialouge keeps being my humor. I do hope that the eye won’t backfire too hard for me - In general I wasn’t very smart here and basically agreed to every single offer here haha…

Being in chapter 4 now and the units are getting more and more insane and the ammount of newly introduced items and ideas is exquisite.

2 Likes

Another new chapter as well as quite a few changes to existing chapters.
A few new units, such as this guy. I think summoners are cool.
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Chapter Changes
  • Three of chapter 12’s bosses are now quite tougher, making the middle section tad more difficult.
  • All the imposters in chapter 13 now have statlines that fully reflect playables. This makes every enemy tougher. (except for Reiker’s counterpart since no skills lol)
  • For the very few people who played ch16’s stealth release, most enemies now carry upgraded gear from steel and backhalf of turn events are all a turn earlier
  • 12x now has a bunch more things to do besides just talk, making use of the fog.
  • 14x now has a secret floor, though getting there takes some sacrifice
    (I promised secrets in interlude events and 12x and 14x have none, so that’s been rectified)
Unit/Item Changes
  • Krynia now has 105% str/skl growth
  • Foxberry now has 105% skl/spd growth, guess my favourite number
  • Chixin’s iron wave def/res bonus reduced by 1
  • Defense status effect boost reduced by 1, which affects Chixin’s skill as well as reinforce staff
  • Vermillion’s astral strike now has 120 crit just in case some loser has a real luck stat
  • Frying pan is now unbreakable and no longer a prf, so its no longer immediately worthless after Gecko gets a few stats
  • Justice deals much more damage and his double boost to Acielle now up to 3 range
  • Ellerie’s promo gains for def/res reduced slightly
  • Lots of stuff I don’t remember

Zappy has a well commentated playthrough of CC which provide good feedback (and also reinforces how fragile balance is, but luckily I’ve provided a balance disclaimer in the trailer.)
Check it out here.

6 Likes

Another emergency update because thanks to Gold, discovered I accidentally deleted Ellerie’s auto promotion event while messing with something else, which was in one of the stealth updates. If this happened to you, Ellerie can promote with pay rise now.

I was hoping for a bit more progress to show off, but ch16 is in (and has been for a while as a stealth update.)
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Ch17 and ch18 are done gameplay wise, but writing not done and 17x is gonna take me like 10 years to event properly.
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Changes Since
  • Gecko has been BUFFED TO EXTREME DEGREES. +10% to growths… So she is back exactly where before I nerfed her. Woo.
  • Reiker got +2 HP +10% HP growth, partially so he can more ‘bulky’ but more importantly because Alguien’s word is law and I was commanded to buff him.
  • Ol Reliable now gives +66% crit under half HP instead of resolve. I wanted to be more unreliable.
7 Likes

Made a lot of horizontal process. Would have really preferred a bit more to show off for FEE3.
I’ve been stealthily making updates, but there’s a big list of changes since last post.

I was only able to ch17 in a ready state, ch17x and 18 have been written, 19 and 20 completed gameplay wise.
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More Renewable prfs

A few units got new prfs, and some had them reworked.

  • Gecko’s frying pan is now 5 use per chapter, but is no longer pure deadweight past early game
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  • Francisca now has a francisca
  • Murky’s dissect is now 5 use per chapter, but much stronger.
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  • Dune got a nosferatu spear because I was worried fliers can’t be too broken, apparently
  • Wisp got a 1-2 range sword
  • Oren has an overkill high mt weapon
  • Foxberry’s mini rescue is now infinite use
Misc Unit Changes
  • Promotion exp is now 3 level difference, promoted staff exp is now 75% instead of 50%
  • Pomelo has more strength, cannon has more mt, landboat now has canto+ (wow)
  • Hagendire received a massive str/magic buff and now has provoke instead of his old crit skill
  • Murky now has light on promotion so players don’t get trolled
  • Malediction range up to 3
  • Iosaf traded both his skills for always doubling before counter and rock stock now has a fixed 1-7 range
  • Marlow is more bulk-orientated, gaining HP/def and losing res
Weapon Changes
  • Magic weapons now give wexp
  • There’s a cheap D rank magic sword mainly for Raylin
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  • Secret shops in each interlude now have no crossover with normal shops
  • Fire now renamed blast so people check the description
  • Other stuff no one cares about
Quicksaves

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Trading off automatic saving for what is essentially save points that can be used at any time.

Luck Changes (the most important stat)

Luck formula has been changed to give 1 hit instead of 0.5 hit.
Enemies now have 6 base luck and 30% growths.
The end result is that low% crits is now quite unlikely and enemies can hit a little better.

11 Likes

This stuff was supposed to be done in time for FEE3, but better late than even more late, as a wise man said. As usual, same link in the main post.

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Interlude ch17x has been finished, and I’m pretty proud of this one. You get to talk with more than one trustworthy cloaked individual.
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Chapter 18 also done. I do think snow tilesets might be the prettiest.
The only change to existing stuff is that “speed up battle animations” now works off R, not A.

5 Likes

It’s occurred to me I never posted the Lowres FEE3 video in here.
Jump to 24 min if you just want to see the LTC, which is very satisfying.

Without hyperbole, I do think this is the highest quality FEE3 yet, check it out if you have the chance.

Also fixed a few bugs like ch17 objective display, Dune accidentally killing herself with her skill etc and updated the patch.

7 Likes

hello is there any kind of list of the items i need to not sell cause i sold many of the expensive ones and now the are required for side quest

Any items needed for the sidequest will have drops either after the quest is given, or be buyable.
No need to worry about holding onto anything in particular.

So I’ve been making some more “horizontal” progress, because I can’t go 3 second without touching the early game.
I figured I might as well make this small update since there are some new players, and the “small” changes have rather big effects.

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You might be wondering, why on earth would you make drastic changes to two ch1 units increasing action economy by a potential 1-5 per turn, when I’m twenty chapters in?

Anyways, some major changes:

Stat Changes
  • Ellerie is now an AoE dancer, as above.
  • Oriana no longer gains any dance exp, but now has a free action for just combat. I want combat dancer to work, damnit!
  • Joyful Jo is no longer weighed down by their weapons, acidic breath is now uncounterable.
  • Lilac II no longer has the same skill as Lilac, instead he was swarp, lunge, 1-5 range and ability to walk through walls.
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  • Avatar now gets daunt instead of rally move, which I felt was too centralising and kind of boring to just spam. Waylay doesn’t work on the flying classes so it is replaced by nature rush.
  • I felt like fast enemies like swordmasters tend to be the weakest, since player units have usually enough stats to not be doubled. They’re now faster.
  • Chapter 13 is altered to reflect unit/prf changes, green units now have provoke to make the advance more reliable.
  • Exp gains now disappear after turn 15 to discourage exp farming, all maps end by 14 anyways.
  • Other miscellaneous stat changes, like Lindros getting a boost to base magic (again).
Item Changes
  • Fengyan being the last normal prf has been changed to be like the others. It is now 5 uses, resetting per chapter and scales with luck.
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  • Harm now gives +10 magic instead of 10 Mt and has 7 uses.
  • Longbow and its upgrades now have higher MT than their regular equivalents.
  • 1 range dark tomes now have higher might.
  • Mindcrush is now a 1-5 tome instead of stone.
  • There’s now two generic combat staffs to go with the s rank staff being a combat staff.
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Dragon Veins

Unique map altering effects using dragon veins is a fantastic idea. The execution here has been rather terrible.

  • Ch 1 and 4, flat stat buffs that are unnecessary for the difficulty of the chapter.
  • Ch 5, killing the sleep shamans isn’t very important when sleep lasts for 1 turn, this was more a remnant for when the shamans used berserks.
  • Ch 9, this is literally a glorified visit event for Chixin.
  • Ch 10, probably the most relevant one cause I think 10 is difficult compared to the rest, but still doesn’t change much except boost action economy a little.
  • Ch 15, basically more visit events.
  • Ch 17, this one is necessary for the map gimmick, but its a gimmick.

I think it would be actually interesting if dragon veins altered the flow of the map, but as it is I find them not worth even checking the guide for.

I’ve gone for a different approach where dragon veins are now present on every map, but have the universal same effect of full healing, refreshing the unit’s action and giving them the +10 atk buff. I hope this is more universally useful to make easier advances or to let behind units catch up.

Chixin’s recruitment has been moved to being a wait event and ch15 now functions on visit events. Ch17 is still the same.
Dragon vein guide entries have been replaced by “history” entries, if you feel really, really bored.

Some Later Maps

Interlude maps
forestville
harbourtown3

Act 3 maps
escort
gatecrasher

10 Likes

Love the new changes to the prfs since I always found it hard to use Fengyan too much since there was no way to replace it and more harm uses is great.

Definetely gonna abuse the lilac swarp and wall bypass for chests tho

1 Like

Fairly important milestone release, the second story arc is now completely finished!
Now at a total of 20 chapters not accounting the bunch of interludes.

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Zububai’s skill has been reworked, such that Armsmaster is on a turn basis and encourages dodgetanking with it.
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Gave reoccurring generics recolors instead of just being Novala. This is the most important change because it is FE4 inspired.

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Changes
  • Mince and Ivadne now have canto, because I believe the armour identity is being a more mobile class than standard infantry
  • Tasel now has 7 move instead of 6
  • Ellerie got a defence nerf
  • Daunt reducing crit avoid by 20 + 30 crit was a tad too much crit for the avatar, daunt now reduces avoid instead
  • Additional promotion opportunity if Vermillion fights Joyful Jo in ch15
  • Fixed a bunch of shoddy early eventing not accounting for unit deaths, Telon and Chalice now join if not recruited and is alive
  • Lots of stuff I forgot
  • Nerfed? rescue staff by making it mag/2 instead of fixed 1-10 range again. Chalice can have 21 rescue range in ch3 using her prf, so it is probably more of a buff.

So, what next? The hope was that I could finish the final story arc by the end of next FEE3, but I’m starting graduate law next year and it’s not looking optimistic for how much time I’ll get to work on the hack. Who knows, maybe I’ll surprise myself.

Again, thanks to all you cool fellows being supportive of the hack, giving feedback and pointing out bugs and typos! I can’t understate how much it helps.

23 Likes

Very quick bug fix update, items not dropping correctly, eventing weirdness, typos, etc, thanks to everyone for reporting.

Main sting is that Mince cantoing causes issues with his ballista access, and ultimately I’d rather keep the canto because I think canto is essential to armour class identity.

Other minor thing, Foxberry can now get staff exp from her staff prf.

7 Likes

Is your project completed?
I really love it when i can play different race unit rather than human in fire emblem games :smiley:

Its not completed, it’s completed up to act 2. Act 3 is the final act and in development.
Huge fan of non human units too, real surprise.

3 Likes

Any Quest guile anyone?
About the old man kid with shiny thing.
The temple tourch.
and 2 hidden runners hiding under the bridge. Please help :frowning:

Hidden runners is just visiting a staircase from either side in ch4.
Old man kid is the villager Mythic Merc in ch5, just to talk with Ellerie. You have to save him again in ch7 though.
Temple torch is being torch to the temple in ch6.

1 Like

THank you :smiley: