[FE8][Complete] Bells of Byelen (24 Chapters)

Hey all, I’ve been making changes to the patch for the last couple weeks, and most of the issues I’m aware of are now fixed in the new patch, v1.4. These mostly center around removing relatively minor bugs, but there are a few balance changes in this patch as well. The full list is the following:

Changelog
  • Fixed an issue where giving items to two units in Endgame would cause them to be wiped on a restart
  • Added a conditional to Chapter 18 so that McCallum would not be stated to be dead if he wasn’t, fixed an error where some units wouldn’t spawn in correctly in 18
  • Fixed some player unit AI so that they could be Shoved properly
  • Fixed an issue where dismounted Awa would promote to an Axe Knight again instead of promoting to Great Knight
  • Fixed 12x’s events so that Pelecaye joins correctly when chosen
  • Added Con/Mov growths for a few units that didn’t have them
  • Fixed an issue where some indoor tiles in 22 were not Floor tiles
  • Another fix to Aftershock (hopefully the last one)
  • Minor stat changes to Leina, buff to Mantou, Carl Move Stars reduced by 3
  • Gave Jenny back her old personal skill, Paragon
  • Fixed an error where Def growth boosts would cut off on the stat screen
  • Removed an issue where after a green unit heals a blue unit, an unrelated weapon rank would appear to go up as well
  • More fixes to Chapter 6, including a fix to Cromar’s recruitment event so that it functioned correctly
  • Various typos and text errors fixed
  • Fixed the palette order of the unarmed Pegasus Rider/Skyseeker classes
  • Fixed an issue where a unit in Chapter 13 spawned in the wrong location
  • Fixed the displayed numbers in a few scripted battles

From here, future patches will have more changes that aren’t bug-related as I play through the game again. I’m not sure what the full scope will be, but it will likely be mostly focused on unit buff/nerfs, some chapter tweaks, and cutscene eventing, with maybe a few minor narrative changes. After that, I may look at making postgame into more than just a place to look at your units after the game’s over, but that’ll be pretty far down the road, so no promises there.

Lastly, thanks to everyone who’s played the hack so far and left feedback! It has been, and will continue to be, extremely useful in making the hack as good as it can be, and it’s great to see that people are enjoying it as much as we enjoyed making it.

7 Likes
  • Minor stat changes to Leina, buff to Mantou, Carl Move Stars reduced by 3

BUFF TO MANTOU?

Loog… My man. I am already going full Mantou Mode. I’m going fucking Mantou Maximum.

Her incredible hitrates, high base weapon rank, +4 speed on promotion, crit fishing, nigh-infinite fatigue…

This is my Mantou on ch23.
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I have no idea how you singled her out as a character who needs a buff, but I will strike you down where you stand if you dare revert it, because I think it’s really funny.

By the way, thank you and the team for making BoB – expect a really detailed unit review post once I’m past endgame.

3 Likes

mantou got buffed because, like.
Look at this

LOOK (food)

(Cook With Dana)
(Everyday Gourmet)
ZTY06-Goji-Berry-LonganSteamed-Bun-1 (Product from Wen Ho of Canada Ltd.)

5 Likes

Just beat final! Who’s up for a bunch of wacky unit screenshots?

Unit Review

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95 Kills. Ended the game at 20 build… for some reason.

Cleo spent the entire game a couple points of speed off of greatness, but she’s favored extremely hard by the game’s system mechanics in terms of canto+, lack of fatigue, and mounted aid for rescue/capture. Overall flexibility and enormously high strength made her a fantastic unit overall.

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98 Kills. I’m kind of wondering if the Break Arc is overtuned.

“Why are we still here? Just to suffer? Every night, I can feel my eye… and my eye… even my eye. The body I’ve lost… the comrades I’ve lost… won’t stop hurting… It’s like they’re all still there. You feel it, too, don’t you?”

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118 fucking kills. Slow down, girl.

Alena started one-rounding enemies around chapter 2 and never stopped. Promoted her kind of late because she didn’t need it to unleash incredible violence. She could even take a hit, too… probably the most monstrous swordsmaster I’ve used in any fire emblem.

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91 kills. Pair end with Loewe.

She was already putting in work as a foot mage, but proved very powerful post-promotion, due to her ability to delete enemies with stormbrand or tomes and canto away freely. The game piles on heaps of powerful anima magic into your lap, so having a decent mage knight would be good even if not for her insane-tier offenses.

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Used staves, occasionally tanked a hit for me. His weirdly good build was helpful for trading items off of captured enemies, then picking them up and setting them gently on the ground like a sedated cat. His vigor’s kind of busted. Didn’t bother bringing to final.

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47 Kills. A lot more combats taking hits. Paired end with Cleo.

A comfortable rock I would commonly lean on for around two thirds of the game, upon which I kind of stopped deploying him. Captured a ton of dudes for me, took a lot of hits. Aqua brand slaps, but the further I went in the game, the more my units could one-round the hell out of the enemies, and Varga eventually just stops being able to do that, so he mostly sat out the last arc.

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Used staves. When I did let him attack, he was surprisingly good at capturing enemies because his build’s insane, and dark magic usually does reasonable damage whether or not you have any stats to work with. To be honest, I could have invested in him more, perhaps?

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69 Kills.

High build for axes and her huge speed offsets her low strength quite comfortably, and she did a fair bit of niche mage-killing and lunar axe use by the end. How the hell did she hit 20 res? I certainly made use of it. Solid unit for the whole game.

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75 Kills.

Universal all-rounder with incredible flexibility. Savior is amazing for captures, and his overall stat spread gave him surprising usability and bulk. While his offenses typically lagged a bit behind, he scaled strongly post promotion due to his flexible arsenal of B rank lances and swords, allowing him to one-shot a wide array of targets while canto-ing off into the sunset. Didn’t deploy to final as he never A ranked a weapon type, but he sure helped me get there.

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I forgot how many kills. High skill/build/magic damage made her fantastic at nailing captures.

Dropped around arc 3 because I stupidly used dark magic post-promotion for the might boost, failing to gain anima wexp and scale into the dizzying array of spare A rank anima tomes I had by the end of the game, such as my 2nd brenthunder and thoron. Would have been a strong unit despite shaky looking stats due to high tome might, low enemy res, 5 vigor stars, and the ability to use staves.

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56 Kills. …What? I used Ichwep. I don’t necessarily think that YOU should use Ichwep, mind you.

Gave her a shot after gaining a point of str in her join chapter, and ended up as my exclusive A rank lancer until Boro, making her far more powerful than her stats suggested due to all of the brave lances. Doubled fairly reliability, and weapon mt often made up the difference in strength. I pat myself on the back thoroughly for big braining the Black Anklet HP drain < Imbue’s HP regen.

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59 Kills. Paired end with Ichwep. (So… has anybody BESIDES me gone for that pairing, or-)

I went fucking Mantou Mode. This is what Mantou Maximum looks like. Kneel, nay, WEEP beneath her gargantuan health pool, overwhelming offensive might, and wacky critrate. Huge kill count, given her middling join time. Anyway, Loog? Buff this character again. She doesn’t need it, I just think it would be funny, and I don’t even know why you did it the first time.

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59 Kills. Was basically a superweapon by the end.

Raising her was a bit of an experiment that paid off delightfully, eventually granting me a flier who could absolutely vaporize enemies, dealing 40 damage without crits. Weirdly bulky and brittle at the same time, some enemies couldn’t scratch her, while others would chunk off 80% of her life. I’m not sure if anyone else uses this unit, since she’s unappealing at low levels and gets fatigued by going up the stairs.

Witness the rage of a dragon!

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22 Kills. Reasonably useful thanks to flight, but why the hell didn’t he hit his speed growth? Could have scaled very well if it was a touch easier to get him to A lance, but that requires heavy combat by the time you get him, and he’s not much of a brawler, so he dipped off and didnt see final.

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41 Kills, despite joining very late. Busted stat spread, absurdly bulky and only held back by a limited selection of master/brave swords compared to my other weapon types.

I’d call her an ‘Est’ if she wasn’t literally one-shotting mages with the bold blade from the moment she joined. Extremely easy to train on account of the xp formula and her excellent weapon rank, on top of scaling into enormous stats quite rapidly. Strong, fun, and easy to use. Axes on promo was a plus, just to have something to chuck at range. I think she’s worth training despite her join chapter, but you could totally skip her as well.

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0 Kills. Hold on, don’t leave, let me make my case-

I actually think this character is strong despite her join time and stats on account of being the only reasonable A rank light magic user in a game that just FLINGS purges at you. Aura for chip, physic staves, and up to 15 uses of siege magic made her very helpful as a lategame utility mage, making her more relevant than Svet or Fangai.

Honorable Mentions:

Mira, who was really useful until she fucking died, and I didn’t care enough to reset.
Matthias, Tippany, and Ilse for using staves for me at various points of the game.
Cromar. Fuck you.
Jacinth, who’s extremely good but too boring to review.
All the Gotohs.

Other thoughts, story, gameplay, etc

I was going to write something equally long here, but, like…

I dunno, It’s 4am. I’m tired. The game’s good, chief. I’m going to bed.

Phone me up if you start another project like this and I’ll send you my Hacking Resume.

10 Likes

huge tara found

glad you enjoyed

1 Like

Can’t stop thinking about BoB. Here’s some hot takes.

Feedback for improvements
  • The game could use additional external documentation on supports – time to earn each rank, the stats granted by each rank, and the mechanics behind activating those bonuses (Sharing attack range?)

  • The game could use additional documentation on secrets. I still don’t know why I got Iskra’s prf, but I heard it’s missable…?

My Hot Takes Tier List, Unordered Within Tiers (Spoilers!)

Random notes for context:

  • Joining with A rank sword isn’t too special over B rank swords since master/brave swords are Weirdly Stingy, while brave axes/lances are plentiful and the throwable masters are 1-2 range. This is why I think Trajan sucks and Boro is cracked – that late into the game it comes down to availability of weaponry and how many A rankers you’re likely to have in that weapon type. This is also why I think Shaw is probably really usable if you didn’t train one of the few A rank lance candidates.

  • Yes, Ngondala is good. Nobody else gets A light and I had three purges, an aura, and a ton of physics to burn.

  • A rank anima is really damn strong in this game, given the 2 thorons, 2 brenthunders, bolg, meteor, etc. This is why Iskra/Mink/Volran/Iberis can all nuke hard in the late game, while either having canto or staff utility on top.

  • This game is kind of complicated and there’s a lot of subtle factors that go into unit viability like being really good at capturing, or meeting specific wrank thresholds at specific parts of the game. Also, I played the game exactly once. I might have some real hot takes on this list, or funny biases like Augur.

3 Likes

I believe the support mechanic activation is explained in the Guide at least, which as you mentioned, occurs when a support partner is in range of the targeted enemy. We do have a spreadsheet that has some of the support bonus information, but it isn’t complete. I plan to make it visible in-game at some point, but filling out that sheet and posting it here seems like a good idea.

A secrets guide has been requested before, but I haven’t gotten around to writing one. It may happen at some point, or if someone else makes one, I’ll post it here. For the example mentioned:

Secret

Iskra only has to attack Cidor in Chapter 10 for the scene in the end event to occur.

I more or less agree with the “Hot Takes” stuff. With regards to the A rank difference between swords and axe/lances, the example mentioned is funny because:

Pre-Release Stuff

Trajan used to have A Axes and B Swords, but this was changed by Kyrads very close to release to be the other way. You can see that the NPC versions of Trajan are all based on the original axe focused version, as in interludes he has A Axes and is carrying a Master Axe. I don’t actually know why this was changed and didn’t even know about it until you mentioned it, but it made him pretty good in testing since he had access to Earth Greataxe/Master Axe/Brave Axe.

1 Like
Blursed Units
  • I think it’s not up for debate that Cromar is really fucking good, but yeah, he is. He’s super overpowering because of his stats/growths, and deciding whether or not to deploy him or even when to start fighting with him is very interesting on its own. A Cromar that doesn’t fight at all until one big enemy phase at the end that he clears with no risk due to his huge bulk (or failing that, straight-up immortality) is still an extremely high-value unit, and can justify deployment in a game full of potentially high value units.

  • The closest inspiration for Mish’s design is actually Ronan (with the way they act being based on Lithis and Rickard.) I love how Ronan’s 3 movement stars and Adept can lead to extremely productive turns in the same way that his low strength and bow’s poor hit can lead to him doing like 2 damage to a guy and then becoming a liability on enemy phase. Devil’s Dagger is made to be a more extreme version of this, with the enemy phase liability aspect coming from how volatile the damn thing is. Coinflip growths were kinda just the natural extension of the joke.

You can even see the ronan/rickard inspiration in the color palette i was originally gonna use for them
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also augur good

My wife informed me that the name for thief “Buldak” means “spicy chicken” in Korean. 10/10 best hak ever.

8 Likes

image

it’s not bad for instant noodle!

7 Likes

I had actually played this hack to completion when it first released, but the game was pretty different compared to how it is now. Sooo I decided to replay Having a friend on the dev team definitely did not influence my decision whatsoever

Endgame Team

Cleo:
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Flying staffer with capped con. She actually became kind of insane after she promoted.

Loewe:
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Flying Oswin lord was really interesting; his viability definitely fell off after around chapter 11, but after promotion he took off again.

Lyre:
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Just your average prepromote Wyernlord. Her skill was kind of cool, but I rarely found myself utilizing it.(Least insane Devvy skill)

Valse:
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Valse is kind of insane? He ORKOS at base, and his access to lances is really good. I never actually used his skill lol.

Buldak:
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Prooobably the best thief in the hack. His high Bld meant that he could just casually disarm enemies. I found myself using him as a crutch quite often.

Fangai:
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Fangai was my first promotion. He was absolutely insane earlygame, and fell off slowly as my magic units started gaining more magic.

Takai:
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Takai was absolutely insane for me, magic warrior was not something I was expecting to be good, but his Fire Drive actually lasted me the entire game lol.

Matthias:
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I picked this man just so I could have a devotee that doesn’t just get fatigued after one map. He did not disappoint, and became my lategame delete button.

Tao:
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This is probably the only time I’ve used an Est in a hackrom. Taodao helped carry him until promotion, after which he became my primary bow user.

Varga:
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Whilst this screenshot doesn’t look nearly as impressive with the Bld stat since he’s promoted; Varga had actually capped Bld as an Armor Knight. It was really funny to see the Bld number ding up.

Volran:
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Opportunist is really great. Also him having a massive support range due to his base level meteor is really funny. Was probably the biggest deadweight on my team, but still contributed.

Milo:
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ITS MILO FUCKING MONDAY. EVERY DAY IS MILO MONDAY. RUN FROM HIM WHILE YOU STILL CAN.

Asha:
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Instapromo Asha is really great. She can steal Trained weapons, allowing her to disarm many mid to lategame enemies. Not to mention her combat was great. She killed a LOT with magic swords.

Boro:
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I deployed him for Endgame-2, and his master lance combat was really helpful.

Uh, I guess that’s it, most feedback I’d give is already being addressed by “Project Bell”

12 Likes

Figured I would mention that I made a quick hotfix to the current patch that fixes the behavior of a certain lategame Prf and also removes an issue that made WTD disappear from the game with that fix (which I missed while testing). Also, a lot of other miscellaneous issues, like event battles with implausible display numbers, have been fixed.

One bigger thing, that isn’t bug-related, is a general overhaul of a number of tracks in the game to make them sound better (thanks to Leche for this). Also, Cromar now has a different class when fog rolls in… (credit to ArcherBias for making the sprites):
cromming
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On the topic of “Project Bell,” a few of its gameplay tweaks have already been implemented on my end. So far, units through Interlude 1 have been looked at, with some given moderate buffs in stats or WEXP (main beneficiaries are likely Varga, Delilah, Zwieback, Awa, and Tobie). Those changes won’t be shipped until I’ve had a chance to play through the game overall and put all the new modifications in a larger patch.

19 Likes

It’s really not often that a hack captivates me enough to keep my attention all the way through, so considering this one did, I thought this was worth the unit showcase/giving my thoughts. Now I am a big Thracia fan, so I’m sure the Thracia mechanics definitely helped warm me up to this hack. I’m generally a fan of fatigue, and PCC and movement stars are super cool mechanics, so it was really refreshing to have them in a GBA hack. The whole concept of some but not all characters having personal skills but minimal class skills also felt very Jugdral which I was a fan of. I thought the gameplay generally flowed really well and the story I thought turned out really well considering how this hack was created. Overall, I’m super impressed and I hope to see more hacks with Thracia mechanics and this level of solid gameplay in the future. For context, I did a (mostly) ironman (I did have to reset once because I lost I think Cleo in chapter 3) and I did things mostly blind so I definitely missed a few secretive things that I didn’t know about.

Unit Review

1.Cleo
Of the two lords, I’d say that Cleo left a better impression on me. Her strength was ridiculous – it was actually capped as soon as she got her promo bonuses. Charisma is always useful, and access to staves after promotion on a character who doesn’t fatigue gave her a good overall utility side on top of how hard she hit. She also didn’t have a glaring weakness in any stat, so I never felt that I had to cover for weaknesses with her at any point.
2.Loewe
Loewe… honestly, I’d say his main use came from his class. His growths weren’t consistent enough to be anything impressive and I don’t know if he got the memo that strength is a stat that can increase on level up. I think he got 4 strength over the course of the entire game, and one of those strength levels wasn’t until the final chapter. That said, bows with canto plus is incredibly useful and his bow rank was easy to train, so he could still be relevant in the late game with a Master Bow, especially on outdoor maps.
3.Groto
Groto was a super fun character to use. A combination of his personal skill and the fact that he didn’t need a promotion item is what convinced me to pick him up in the third interlude, and I definitely don’t regret it. I’d say if anything holds him back the most, it’s his axe rank. It never went above C, and his weapon level doesn’t increase particularly fast considering he never really doubles and just aims for the crit one shot every combat. The one other thing of note I’d say about Groto is that his HP is so high, I don’t think he ever had to sit out a single chapter due to never getting fatigued.
4.Faolan
Classic example of “jack of all trades, master of none” but that was exactly what I needed him to be. He was never a standout unit in my army, but he was always consistent and reliable. Savior did save me from death on a couple occasions as well. He actually got some fantastic levels in the last two chapters, so that does make him look a bit better here than he actually was in most of the game for me. I don’t think his weapon levels increased a single time outside of promotion gains, so no access to A rank weapons didn’t do him many favors either.
5.Carl
This guy is nutty. His skill plus his PRF was a ton of fun to play with. 60 uses is insane – he still had over 20 uses on his PRF by endgame. By the end, I found myself mainly using the King Sword or a Hand Axe for range/weapon triangle instead of his PRF. I think I got a bit Luck screwed considering it’s his highest growth – there were a couple times I used him to bait in a Brave Lance and ended up facing an uncomfortable amount of crit, but thankfully I never got unlucky there.
6.Tobie
Here she is. The MVP of the playthrough. The savior of the world. All tremble before the might of Tobie!!
Seriously though, she was nutty. I picked her up because one of my only early deaths was Emil and I felt I needed to prioritize lances in the first interlude. I don’t think I’d have considered her otherwise, but holy cannoli am I glad I picked her up. I recognize that mine definitely got strength blessed, but my god is a strength blessed Tobie ridiculously good. She easily took out the bosses of each of the last two chapters – including taking out the final boss literally all on her own. She carried me for a long time too, considering I made her my first promotion because she was already doing so well. If she’s getting a buff in the future like you’ve said, I’ll be looking forward to that. I’d say her one downside was her lance rank. She hit A, but she hit it pretty late – the start of chapter 23, I believe.
7.Apsis
When I first saw Apsis, his whole gimmick hurt my head in the best way possible. I had to pick him up. I also think mine leveled pretty well, 18 speed is nice considering he doesn’t have the best growth in it. He was an absolute magic nuke by the endgame, and managing his tomes was a really enjoyable, unique experience. I will say I never once used the health restoring tome in either the primary OR secondary slot, but I did find some use out of each of the others at some point. If anything, I’m just a bit bummed out over how late he joined. I would have loved to have more time to play around with this really creative gimmick.
8.Sera
How is this character allowed? It absolutely boggles my mind that I’m (I think) the first person to be posting a screenshot of an endgame Sera. She is the biggest “get out of jail free” card I’ve ever experienced getting to play in a hack. Her low strength hardly mattered when she had insane speed and 5 PCC. A killing edge was absolutely all she needed. Later on, the Maiodao seemed literally to be a match made in heaven with her – a brave sword that didn’t weigh her down and had just enough crit for her 5 PCC to be guaranteeing crits on the second two attacks. There are definitely some maps that are just naturally designed for her to abuse her gimmick more, but she’s nuts in basically any chapter. I cannot wrap my head around how this character is allowed, but I’m so glad she is.
9.Valse
I dunno if Valse is a bit overtuned or if I just got extremely lucky with mine. I actually only picked Valse up because I was planning on using Hornet and he had a natural support started with her already. Turns out it was a really good idea. This guy was incredibly good, capping his Strength, and nearing Defense and Speed caps too. I was sitting on the Azurium item waiting for someone that I thought I might want to give it to, and ended up settling on Valse. Really glad I did this, as not only could he water walk, but the Res buff turned him into an all-around tank who could just be an absolute juggernaut by endgame. I’m super glad I ended up giving this guy a shot, he was incredibly worth it.
10.Svetomir
Not too much to say about this guy. He just does everything you’d want your Chapter 1 healer to do. He’s the easiest character to get to A staves, he’s got 3 movement stars, and he capped his magic. As a bonus, his high build allowed him to be great at grabbing captured enemies to take their stuff and release them. What more could I ask of the Chapter 1 healer? Just incredibly solid utility through the whole game.
11.Ngondala
What set Ngondala apart from other late game characters was pretty much just the A light and B staves. This allowed her to Purge and use nice utility staves for no investment whatsoever. She was a pretty easy pickup for chapters in the endgame where I had an extra deployment slot or two.
12.Hornet
Other than Sera, Hornet is the one other character that is going to cause me to ask: how is this character allowed? She’s basically a ballista but on a horse with canto plus. Not sure why I’d use Nahiza when Hornet exists, doesn’t require the special ballista weapons, and has canto plus. Her personal bow helped her sometimes hit the threshold to use her 4 PCC, and by the time it was running out, she had access to the Brave Bow and could just delete things from a safe range with 0 downsides. Plenty of late game bosses have 1-3 range weapons to force you to take retaliation attacks from them and then Hornet just shows up like “yeah but what if Brave Bow from 4 spaces away?” Absolutely busted, but again, so glad I got to use her. What an incredibly fun unit.
13.Longxia
I originally picked Longxia over the other earlygame axe users because she got some insane level ups in her join chapter. This helped her snowball into a hard midgame carry, even to the point where I gave her my second promotion after Tobie. But honestly, after promotion… I feel like she began to fall off a bit. I’m not going to say she was ever bad, but I think she was actually pretty mediocre by endgame compared to so many of the other ridiculous units I had. Still, she was perfectly serviceable through endgame, and apparently got the most kills of anyone in my army, so I gotta give credit where credit is due.
14.Tippany
I HAD to pick Tippany when I saw her in the second interlude. Her funky stat spread just hit all the right buttons for me – good staff rank, as much movement growth as magic growth, 0 PCC but 3 movement stars… I absolutely needed to use her. My Fangai didn’t have as much staff rank as her by her join time, so I sadly ended up dropping him in favor of Tippany, but I can’t say I regret it much because I found her incredibly fun to use. I think she’s just a super cool use of Thracia mechanics with a unique combination that to me really shows how cool these mechanics are.
15.Iskra
Iskra was a really fun early game mage. Her skill was pretty unique, though I found it wasn’t mattering as often as I may have wanted it to. I also apparently missed a PRF for her, so that’s sad. I feel she was quite serviceable in the early game, but kinda fell off just before and honestly even just after her promotion. Maybe her PRF would have changed that. However, after promotion, she started getting some insanely good levels, and that helped her snowball into one of my best offensive units by endgame. I almost dropped her at one point, but I’m glad I stuck with her, because the payoff was excellent.
16.Jacinth
She dance.

Honorable Mentions go to:

  • Asha and Mira for doing thiefy things at many points during the game
  • Ilse, Rashid, and Hans, for being temporary filler units on enough chapters to justify me shouting them out here
  • Alena, Fangai, and Leina, for being units I thought I was going to use until I stopped using them
  • Emil, Varga, Zwieback, and Nora, the playthrough’s 4 deaths, whose sacrifices were not in vain. Particular shoutouts to Zwieback for being the one unit of those 4 I’d intended to use in the long term – I’m a huge fan of Bow Armors, and I was incredibly sad when he died to me messing up enemy ranges. It was 100% my fault.
A Bug/Some Small Oddities
  • So, the biggie, I’m glad I could tell it was about to be buggy and saved a state as this was happening to me. When I redid chapter 3, I was in a situation where I had 3 units left on the map. Loewe, Varga, and Cleo who was, at the time, being rescued by Varga. If I brought either Loewe OR Varga to the escape point, it would end the map. Escaping with Loewe would, of course, leave Varga behind because the map was over and he was still there. Which obviously, shouldn’t happen, because he was holding Cleo and she was thus still on the map and it shouldn’t have ended. If I escaped with Varga/Cleo instead, I would find myself in a position where I was at the start of chapter 4 WITHOUT LOEWE! There was no way I was letting one of my lords glitch out of existence and I wasn’t redoing chapter 3 for a third time, so I just cut my losses and “left Varga behind” even though I, by all means, should have been able to escape with him as he was holding Cleo.
  • In Chapter 22, when the thief spawns in the top right corner… he’s trapped. Like, he literally can’t move from the staircase, the barrels block him. This seems… not optimal, as I had one turn of feeling pressured to move and then the thief just escaped because he had nothing to do, and I could go back to turtling if I wanted.
  • Pretty minor, maybe even intentional but I’d lean toward probably not intentional – Tobie has 1 more point of Build when unmounted than when mounted. This is true both when promoted and when unpromoted.
A Few General Thoughts

So yeah, as I said earlier, I think the gameplay in this hack was incredibly strong. That said, there were a couple chapters that stood out that I wasn’t as big of a fan of, and I’d say those were 3 and 11, and those stand out to me basically for polar opposite reasons. 3 felt too rough and not blind friendly at all. I was heavily punished for trying to get the chests when enemies who were way too strong spawned closer to my army than I was expecting them to. I feel like these reinforcements were both a tad strong AND a tad early – even just 1 turn later and I’d still feel incredibly pressured without the chapter making me want to tear my hair out. Even when redoing the second time, skipping some items, and going as fast as I felt possible, I still lost Emil (and Varga to the previously discussed bug.) This chapter left a bit of a bad taste in my mouth as just being too difficult, which no other chapter did. It was singlehandedly responsible for 2 of my 4 deaths and my only reset, and I didn’t feel like I could have “played better,” I just felt frustrated. Conversely, I didn’t think there was enough going on in chapter 11. Once I neutralized the thieves, there was nothing left pushing me forward, and the latter half of that chapter felt pretty empty as a result. Maybe this is just more of a breather chapter than anything else, and if so that’s valid enough, but I did find myself wishing to be forced ahead and challenged more at the end of that chapter – perhaps something like the boss starting to move and spawning a wave of reinforcements on that same turn as well or something like that. I do think some endgame maps were stronger than others, but in general I think endgame is a lot harder to do well since the player can have such a varied army at this point, so I don’t really have much to say overall about the later chapters. I think I just prefer early/midgame FE in general.

I also want to give a huge shoutout to chapter 6 for the arena gimmick! I’ve never seen anything like it, and I thought that it was incredibly creative and enjoyable to play.

Overall, I had an incredibly fun time with this hack! Thanks so much to everyone involved in making it, and I really hope to see more hacks with these mechanics in the future!

13 Likes

Hey, glad to hear that you enjoyed the hack! It’s good to see that despite some significant deviations from Thracia, it’s still enjoyable to Thracia fans. The low number of skills (besides Apsis) was definitely intentional, which also gives PCC and move stars more weight. I would put the gameplay being solid largely on the number of devs involved, which allowed people to put more focus into their chapters without experiencing burnout or any one developer’s habits from becoming repetitive.

On the topic of units, it’s always funny to see which of the lords popped off. Usually I’ve seen this be Loewe, but Cleo definitely can be quite strong with her all-arounder build and staff utility.
Also, that’s definitely the most insane Tobie I’ve ever seen. The buffs I mentioned are mostly WEXP related and some minor stat buffs otherwise because most of what I’ve seen indicates that people don’t pick her often. Maybe I shouldn’t have buffed her though… :sweat_smile:
Valse is typically not quite that good, particularly in his Def, but he’s definitely a high tier combat unit overall who benefits a lot from being Str focused in a class that gives a large Spd promo.
Sera and Hornet can both definitely “break” the game in their own way; they do have some limitations that hold them back (Sera fatigues every other map if she exploits her skill much, and Hornet in having essentially no enemy phase), but they’re both easily top tier.

I fixed the bugs/issues mentioned here and uploaded those changes to the main patch for future players. The escape one was a fairly quick fix that just came down to something being in the wrong order in the Escape code made for the hack, and there were a couple other Build related issues with mount/dismount classes that I noticed while looking at the class table and fixed. I’ll look at some of the map issues you mentioned while I’m playing through the game again and making various tweaks for the next update.

As for other Thracia-like hacks, Sun God’s Wrath is the only other complete one I know of, which has most of Thracia’s mechanics and a ton of other stuff as well. I’d also like to see more myself, as no matter what flaws it may have, Thracia is an incredibly interesting game (and it seems many hackers agree with this as well, according to this survey’s results).

Lastly, as a more general note: I’ve made unit tweaks and changes through Interlude 2 now, with significant buffs to 8 and 11’s units, along with a couple in Interlude 2. I plan to playtest and modify the first half of the game and then move onto the second half, do the same, and release that as one patch. Also, Cromar has grown even more glorious when there’s fog (credit to knabepicer for making these edits to the Hero anim used in BoB):
cromar

10 Likes

Thanks for the response! In terms of the characters, I do think it’s worth me mentioning that despite how insane my Tobie was, I do think she needs the small buffs. As I said, I don’t think I’d have even considered her if I hadn’t lost my Emil and been left with no lance user. This was the only thing that made her look appealing to me at all, I’d probably have grabbed Cadenza or maybe Awa otherwise.
I do think you hit the nail on the head with Sera and Hornet’s biggest weaknesses too. Those are definitely what holds them both back the most, but it doesn’t stop them from being insane units.

Glad to hear the escape bug was an easy fix! It’s good to know no one else has to deal with it. Thanks for the quick fix to that!

I do know of Sun God’s Wrath, to be fair I don’t think I’ve given that one a shot yet and I probably should once the rush of the holiday season is over. Thracia mechanics are definitely incredibly fun to play with, and I think they work really well within the context of a GBA hack.

3 Likes

Is there any benefit of saving McCullm the retired pirate in chapter 6? I landed a kill hit on him and not sure if I shoulda reload the save. Didn’t get any item after in instance I saved him by talking with the ring to Cormar. I am split because I got excellent stats on level up when my myrmidon who killed McCullam

Respect man. Not reloading when you lose a unit.
brofist.gif

What illicit drug is this dude on?

Eh, I think Cromar specifically has to kill him.

And as per buldak, the most crippling illicit substance of all, depression.

Nope. You can kill McCullom yourself or have his troubolador healer talk with Cromar while she has sister ring in her inventory. You win the sister ring from the arena after defeating 3 waves of enemies. If she has sister ring in her inventory she can make Cromar stop and McCullom will flee after expressing his regrets and thanks. But you don’t get nothing in return for saving him. Maybe down the road when story progresses?

The guide says to use mGBA for the compatibility with Bells hack. But what setting guys do you use? My default settings for mGBA have weird issues with sound getting cut off. I have no issues whatsoever when using Pizza Boy Pro (paid version) which I use when playing the hack on android.

Saving McCallum does have an effect later in the game. I can’t speak to the sound issues at all on mGBA because I tested using default settings and didn’t notice any, but if your emulator is working fine, then it should be fine to keep using it.

Small inconsistency in dialogue.

What happens with the units left behind? Can you get them back later?

Is it possible to recruit Mifan?