Reese, Teeth, Tobias, Tengu and Delemor palettes by Genuine_Angus_B33F
BUGFIXES/POLISH:
Fixed a crash which occurred when Jules promoted into a Warlock while holding an anima tome
Kai’s magic growth is now correctly 10% instead of 0%
Prologue no longer scales with difficulty at all (this map was never meant to be a super big challenge, and hard/lunatic prologue caused some legit unwinnable rolls on chaos mode)
Kristoph no longer has an incorrect palette
BALANCE CHANGES:
Luna tome: +10% hit and +5% crit
Vulneraries can now be purchased in the prep screen shop for 450g
[CHAOS MODE ONLY] The ch1, turn 2 encounter now moves 3 tiles left after spawning
Hefty balance update based on feedback and more testing, + some more chaos mode content
1.16 changelog
NEW CONTENT:
[CHAOS MODE] Added 6 units to pool B: Promoted forms of Anna, Tragan, Kira, Rella, Avery, and Densel
[CHAOS MODE] Added 3 units to pool A: “Underpromoted” forms of Helena, Erin, and Dayle
I’m experimenting with this concept as a way of increasing the diversity in both pools. It likely won’t be done for every unit, but a select few whose class or weapon type is under-represented in either pool.
LEVEL DESIGN:
The Cyclops in ch4 now drops a door key
BALANCE CHANGES:
Kristoph: +1 base str, con and mag
Zaid: +3 base mag
Skye: +1 base mag
Marina: +1 base spd
Karissa: +1 base str and res
Crow: +1 con
Rufus: +1 base str, +3 base luck, +15% luck growth
Densel: +1 base skill
Jaime: +1 base speed
Celine: +2 base skill, +1 base speed
Erin: -2 base hp, -1 base str, -1 con
Tobias: -2 base hp, -1 base str
Malig Knight promotion gives 1 less mag(2), 1 additional str and res(1/2)
Nosferatu: cost 2600 → 3000
Mage Knight and Valkyrie constitution increased by 2
Sages, Druids, Summoners, and Bishops constitution increased by 1
Iron Blade, Steel Blade, and Silver Blade: -1 weight
BUGFIXES/POLISH:
Removed leftover supports from FE8
Wrath now correctly gives +30 crit instead of +20
Fixed a bug where promoting would sometimes set a character’s weapon rank(s) straight to S
Statwise that looks correct, the Shadowkiller is a magic weapon just like the beacon bow, bright lance and fiendcleaver so 7 atk makes sense since Bertram has low mag. It seems I forgot to list ‘magic weapon’ in its description though, so I will fix that in the next patch!
Great changes, I wanted to suggest similar things as the unit pool additions you made because in the late game a lot of the units I got were very “unchaotic” (maybe just random chance), such as getting Reese after Ch5 and mostly getting the same prepromote lategame units as in a normal run (Shaelyn, Kerzil, Helena), sadly that run died in Ch8, but Chaos Mode is definitely another cool feature to increase replayability that already works pretty well. For balance considerations I’d maybe make a Heal/Mend staff droppable somewhere since you might miss out on two of them if you don’t have Anna and they’re quite expensive in this hack.
It’s important to take note of the purple carpet tiles which give +10 res. But yes, the thunder temple is a very tough chapter!
some strategies
Dark magic users are incredibly strong on this map. They have WTA against every siege tome, they can use Luna to ignore the res tiles when enemies are standing on them, and they can use Nosferatu to tank the waves of reinforcements coming from behind.
Chapter 5 has a droppable steel longbow as well as a droppable blizzard. You can use these to clear out siege mages and reduce the incoming pressure.
There are multiple one-tile chokepoints on this map; a light rune can be used to block these off and slow down the reinforcements to buy some time while you defeat the boss.
Flame Lance: Mt 9 → 13, no longer inflicts debuffs
Ice bow: Mt 8 → 9, now effective against dragons, no longer inflicts debuffs
Fenrir: price 7000 → 5800, hit 70 → 75
Aura: Weight 14 → 13
Short Bows are now available in the ch5 armory
LEVEL DESIGN:
Added a second vendor and armory to Ch7 as a workaround to the 20-item shop limit. These contain more basic weapons and items so that the player is still able to stock up on e.g. javelins and heal staves before the final chapters. (Presently, they are identical to the Ch1 shops)
The Silver Bow Maelduin reinforcements in ch6 now spawn with Tomahawks instead
The enemy priest in ch3 now drops his mend staff
BUGFIXES/POLISH:
Fixed a crash which could occur when a Mage Dragon attacked into a Great Shield proc
Fixed a crash which could occur when a Warshipper was targeted by a Sleep staff
Gorgons in the Fire Temple will no longer spawn unarmed if they are attacked before hatching
Fixed a display issue with the description of Mage Breath
How to steamroll your run then get pwned precisely at turn 3 of chapter 6
Field your Life and Death and Fury holders
I almost actually cleared it with JUST Anna left because of her dodge tank prowess as Rogue but she couldn’t do enough damage to the boss to clear before she got overrun
(Fury was 100% a mistake especially since it was on a low-res guy but Life and Death would have worked out if it was on Anna specifically LOL
Saria, Erin, Moray, Laurence, Rufus, and Marina palettes from Selk
BUGFIXES/POLISH:
Fixed a bug where Zor’tix would sometimes start with C Dark instead of E
BALANCE CHANGES:
Nosferatu: Mt 10 → 9
Travis rework:
Strength and Speed growths reduced to 15% (35% after aptitude).
Defense growth reduced to 5% (25% after aptitude).
Magic growth reduced to 10% (30% after aptitude).
Base Strength and Speed increased by 1. Base HP increased by 2.
This rework is intended to make him less polarizing; reducing his growths should make him less of an unstoppable juggernaut on normal mode, while improving his bases will help with usability on lunatic.
Thanks for reporting this issue - I’ve had this happen once myself with the droppable wind sword in the Thunder Temple, and I have no idea why. Since it seems to be more than just a one-off, I’ll try and figure out how to fix it.
New character: Orchid, a Fencer (sword trainee) with the Blossom skill. She is a 4th possible encounter in the NW village of Chapter 3, or in Pool A of Chaos Mode.
The item villages now each give 1 of 3 skills instead of the same skill every time.
Added a new Dana palette from Selk
Added new palettes from Genuine_Angus_B33F - Sergei, Mystia, Celine, Helena, and Kerzil
Playable characters now have pre-set support boosts with allies that have compatible personalities or pre-existing relationships. These do not grow or lead to conversations, but exist to open up new synergies and positional strategies while hinting at bits of lore.
[CHAOS MODE] Added prepromoted forms of Kalti, Belle, Saria, Moray, Kai, and Kristoph to Pool B.
[CHAOS MODE] Added an underpromoted form of Mariam to Pool A.
[CHAOS MODE] “Swole Units”: There is a 1/4096 chance that any recruited unit will spawn with +1 bonus constitution.
BALANCE CHANGES:
Dreadvolt: wt 18 → 16, Hit 65 → 70
Laurence: +1 constitution
Marius: +1 base defense and res
Nellie: +1 base HP and skill
Kristoph: +1 base speed
Summoners gain 1 additional skill upon promotion (1 → 2)
Master seal: sell price 10,000 → 6,000 (10k for selling was extreme and encouraged using as many prepromotes as possible)
Jaime’s skill is now Point Blank. They spawn with an iron bow instead of a short bow.
BUGFIXES/POLISH:
The portrait used by suspend-menu Anna now matches in-game Anna
Skill scrolls now have a more fitting icon in the MMB
Trace’s warp-in effect and dialogue in Ch7 now trigger properly
Deleted various leftover events from base FE8 and internal testing which could sometimes trigger and cause issues
Wyvern Knight description changed to no longer reference ‘piercing enemy defenses’
Changed Seraph and Malig Knight animations to fix some freezing issues which occurred with the old ones
“My rays will judge you wherever you flee, tyrant.”
While Fire Emblem has historically featured permadeath, I find that the series has struggled to actually make permadeath fun - which is part of why so many tend to favor resetting instead of playing on. Losing a heavily invested unit is a gut punch, as it should be, but it’s a gut punch which strictly removes options from the player.
To try and break this trend, in 1.22 I’ve added a feature which I’m calling “Relics of the Fallen.” When a promoted ally is killed in battle, their personal skill will be sent to the convoy as a scroll, usable by any other ally. With each setback comes a new opportunity as your Heroes are inspired by their lost comrades.
Full 1.22 changelog
NEW CONTENT:
New Dayle portrait by XVI
Relics of the Fallen - when a promoted ally is killed, their personal skill will be sent to the convoy as a scroll
BUGFIXES/POLISH:
Fixed a bug where Wildcard Travis would not spawn with a Trainee Seal
Fixed a bug in the Ch5 ending event which could cause Rufina to spawn incorrectly
BALANCE CHANGES:
Travis now starts with an iron lance (in addition to his slim lance)
Krun’Zak: +1 base skl and +1 base res
Final boss: personal skill is now Defiance rather than Wrath (wrath didn’t seem to be working properly with Vantage+)
To offset the power creep from supports, buffs, and now Relics of the Fallen, enemies in ch7 through to endgame have +1 extra hidden level on hard and lunatic
First off: I absolutely adore this hack. this is probably my favorite hack of all time because of how incredibly fun it is to play.
The concept is executed so incredibly well that the replayability, customization, and progression sets it leagues apart from anything else I’ve played. The balance is so good that there isn’t a single bad unit in the game due to every unit having utility and niche capabilities, allowing for insane agency in regards to customization with unit building(even more so with the update which I was just in time for), which is one of its strongest points, especially for a roguelite/ironman style game.
The map design is top tier(with the obvious exception of the thunder temple, pls nerf) where each one has a number of strategies to play with, and it’s incredibly fun to see how the gameplay flow changes based on circumstances like your current party composition, turn limits, and even an ally’s death. It feels like every map was carefully thought out and designed considering each possible player choice, which is incredible considering everything that had to be weighted in order to achieve that.
I’ve been a roguelite junkie for years and this game hits the perfect spot in every way as a roguelike and as an fe rom hack, especially with how it’s constantly being updated with balance changes and mechanic additions, so hats off to you, Len! I absolutely love this project and urge whoever’s reading this to just go play it right now.