Decided to give this hack a try, first impression feedback up to ch4.
Currently mixed feelings on the difficulty, unsure if I’ll play it through and if so how long to finish, let alone multiple times. Haven’t looked through the documentation although skimmed through the thread before posting so have some minor spoilers. Normal difficultly, not using chaos or plus mode. No save states and at least up to this point no resets. Sorry for messy writing, not sure how to better format.
Ch0: Lack of growths feels oof. Managed to lose my knight and fighter although text after an from what I’ve seen on thread make me think they would leave anyway.
Ch1
General:
Realized maps probably are all new spins on fe8 maps. +10% use javelin/hand axe felt odd. Low use, high cost heal is worrying. First time I recall seeing res in terrain display was nice. Getting xp from visiting house was pleasant surprise. Was glad to get a point blank archer. Skill scrolls are nice.
Specific:
Vendor implied village gives money or gem. Early brave weapon, 1-2 range at that is cool. Wasn’t sure if cyclops comment was serious or not. Monk is MVP at this point and gets armsthrift despite low proc. Sold off elixir, bought iron sword and shaver. Flier was able to lure cyclops around. Archer was able to bring it from full to 0 later from a double. Saved angel robe, leveled trainee to 10 with care but held off promo until prep screen for an easier time comparing.
Ch2
General:
Steal+ is something I love, no weapons to use it on asap felt a shame though. Noticed my units come with pre-supports. 200 capacity supply is always nice.
Specific:
I forgot to set up formation properly so could have gone even better.
Boss having +20 crit is a new skill to me, but also scary. Made trainee into wyvern, benched archer to field thief. 7 mov brigand is cool, spur speed on mage is a bigger deal to me though. Boss having listed mov instead of – implied he’d move, time limiting the map. Range 1-2 and crit on miniboss is scary. Risked 8% crit and used a heal to kill them. By end of turn 8 only cyclops and boss were left, I couldn’t kill cyclops without using another heal at this point and some xp with poor growths didn’t seem worth it.
Ch3
Mistakes:
Hit cancel at one point instead of attacking.Forgot to give mage Shaver or anyone the earth rune.
Specific:
Kept my new units from previous map, seeing a siege tome worried me. Was nice to see luna, longbow and shortbow for sale although didn’t end up buying. From the start figured I couldn’t finish all the objectives (chests, villages, lootable) but also that ally may join midfight or even first turn and decided to head south. Again didn’t have a target for steal+ Ended up playing defensively and fleeing to the SW boat. Killer lance foe flier was especially scary. First lost my fliers, then had to sacrifice bandit to keep rest of team alive. Didn’t visit any village, but was able to steal the talisman and loot the shine, shaver, and chest on one boat.
Ch4
General:
Dead units sending items to supply is nice, can’t recall if that’s a vanilla feature although pretty sure not. Only had 9/10 units at this point. Realized all the the old +15 crit was +20 now. Normally I wait until 20 to promote when possible but turned monk into tactician. Chosen for def gain and rally. Got one of my original “dead” units joining team.
Specific:
Initial impression was this would be a chill chapter although brave + crit on boss was a worry. Acquirable siege tome is cool despite having a bad habit of hoarding things “for later”. Dancer being armed is nice and rally def very nice as well. Warning + terrain implied to me all plains would become water. Plan was to have southern group rush north and figured a few tiles would spread from SW water or just each corner every turn. After first turn I figured 1 section turns to water per turn. At turn 3 had unit in water but connecting to land. Was able to steal fili from miniboss. By end of turn 5 I had 3 units in water suddenly but all still within land range thankfully. Turn 7 spawns worried me there would be infinite spawns with void curse. Boss text implied I was in for a softlock. Turn 10 submerged 4 of my units but 2 (one or the other) could walk onto chest. At this point I was expecting to lose and just wanted to see how things proceeded. Again I’d normally wait for promo but turned myrm into tactian. Fighter died turn 11. Softlocked instead of losing.