[FE8] [Complete] Fire Emblem: Hope's Trail (1.32)

1.29 changelog

BUGFIXES/POLISH:

  • Fixed a crash that could occur when spawning chaos mode units on non-VBAM emulators. (Hopefully - sadly I can’t test every emulator!)
  • There is no longer an errant Ruins tile in front of the ch5 gate.
  • Phantoms now have the correct unit description

BALANCE CHANGES:

  • Trading with phantoms is now enabled. Phantoms spawn with a prf “Spectral Axe” which cannot be traded to other units. On death, phantoms send all non-spectral axe items back to supply. These changes are intended to allow the player to receive droppable items from enemies killed by phantoms without enabling infinite axe farming.
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Happy New Year everyone!

Just wanted to share that @Armory has started a Lets Play of this hack over on his Youtube channel.

Also, Letalis has been streaming this on her twitch channel every Tuesday I believe - not sure how much longer she’ll be keeping up that schedule with Engage coming soon, but VODs can still be found there.

I’d like to thank them both for shining a spotlight on my work - if anyone is curious to get a feel for the hack before trying it yourself, I encourage you to check out their content!

10 Likes

Medium-sized update w/new weapons and dialogue!

1.30 changelog

BUGFIXES/POLISH:

  • Fixed a dialogue formatting bug between Densel and the final boss
  • Updated Jaime, Kristoph, Helena, Marina, Skye, Dallas, Brent, Jules, Yuri, Dayle palettes by Yoko
  • Touched-up Belle and Nellie portraits by Yoko

NEW CONTENT:

  • All playable units now have a final chapter quote
  • Dreadlord Juno and Dreadlord Diane have new portraits by Zeldacrafter
  • New Axe: Greataxe (A-rank). Extremely powerful but extremely heavy
  • New Lance: Trident (A-rank). Heavier and less accurate silver lance, but with +25 crit
  • New Bow: Silencer (A-rank). Heavier and less accurate silver bow, but with +30 crit
  • New Anima (wind) tome: Shaver (D-rank). 0 mt but has a brave effect
  • New Light tome: Eos (A-rank). Wielder reflects magic damage at 1-2 range
  • New Dark tome: Vortex (A-rank). Wielder reflects physical damage at 1-2 range

All new A-rank weapons are purchasable in the ch7 shops for ~5000g, and one of each is droppable from various enemies starting in ch5.

Shaver is purchasable in the ch1, ch3, and ch7 vendors, and Jules starts with Shaver instead of Thunder.

BALANCE CHANGES:

  • Iron Blade: +1 Mt, +5 Hit
  • Steel Blade: +2 Mt, +1 Wt
  • Silver Blade: +4 Mt, +1 Wt, -5 Hit
  • Thoron: -10 Hit
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Heard about this game yesterday, decided to dive into it this morning ; the idea is very intriguing and so far (chapter 2) I find the execution solid !
Playing on Lunatic ironman, selected Plus mode because it sounded fun but refused Chaos mode since that seemed to modify the experience too much for a first playthrough. Not that I would know for sure since the ‘explanations’ given are terrible and say nothing useful as to what these do exactly.

Prologue

Got some big Talisman of Death vibes, which is great as far as I’m concerned !
The correct choice of starter is Avery of course, given the lineage, but the correct-er choice for an iron man is a stellar unit with Fortune to avoid 1% crits. Also Resolve.

Both corridors of enemies collapsing on the central part is great design and led to a tense yet short Prologue. Too bad I forgot to steal my buddies equipment before escaping.

Chapter 1


That starting squad has great potential, but goodness me you simply can’t clear the bottom of the map without some Sure Shot or killer bow crit action - which I didn’t get and the only reason my MC’s son isn’t dead is a 60% hit dodged.

Belle is a monster. A very slow monster, so when the entire north west garrison of bandits pursued the top trio I had to (ab)use hit’n’run by sniping someone with her thunder and then rescue dropping her away with the healer and wyvern.




Lot of enemy phase-ing to dwindle their number before I could actually wipe the stragglers. Belle leveled up speed and could double the Ogre by the end but Kira Sure Shot radiant bow it into kill range anyway.

I was dreading this map during the preview, felt way too big for what there was to do, but the split party idea completely justified it and I wrapped everything in 6 turns with two more to kill the boss and seize.

Starting chapter 2 soon with no death so far, but the boss is scary.
Now I feel vindicated picking the Fortune unit !

2 Likes

The chapter 2 boss is ironically the easiest one in the game.
Hint: Go through the chests.

Also you can safely 2RKO the ogre with shining bow and Jaime or Kira, since it doesn’t do much damage. It just represents a threat because of poison + limited resources + tanky while you take down the other enemies around it.

In retrospect, what do you think the optimal strategy would have been for that spawn? I find myself utilizing the same two every time depending on who I recruit, and it pretty much never involves rescuing w/ the flier.

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Not that I would know for sure since the ‘explanations’ given are terrible and say nothing useful as to what these do exactly.

Fair enough hahaha, I tried to keep the in-game explanations short and in-character but I probably shouldn’t assume that everyone will read through 80 pages of documentation or this entire forum thread to find the relevant bits explaining those.

Chaos mode is essentially like randomizing your wild encounters in a pokemon game - instead of drawing from a small pool of recruitment options at each ‘encounter’, on chaos mode you will draw from more than half of the entire unit list. Some units are still locked to either the first half or the second half of the game though (depending on whether they’re promoted).

If you haven’t figured out + mode yet, it’s sorta like Awakening Lunatic+, in that every enemy gains an extra skill, but instead of a random skill it’s based on the enemy’s class. Unlike Awakening, your units also get a random skill to compensate, which is why your Rella has resolve.

Starting on Lunatic+ is a super bold decision, I wish you luck in the battles to come :saluting_face:

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Actually, you can’t ; the shining bow wielded by Kira deals 17 damages, 20 with infiltrator ; she also doesn’t double and the ogre has 43 HP if I recall correctly, so that’s at least three turns of combat, plus two procs of renewal forcing a fourth (assuming you don’t SS).

I think the way I dealt with the situation is perfect ! … Unlike my chapter 2.

Chapter 2

Nobody died ! Not thanks to my strategies at all. The lives of my heroes hanged in fate’s balance.

https://media.discordapp.net/attachments/842545646027407394/1123632137426444378/Screenrecorder-2023-06-28-17-11-31-133.mp4
I was sweating bullet when it came to this, but there were no other options. That SS proc saved me a second crit die roll.

Far more inconvently, the boss started moving before I could kill the ogre and open its chest !
So whatever was in that thing, I can kiss it goodbye. Much sad.

https://media.discordapp.net/attachments/842545646027407394/1123638311974604860/Screenrecorder-2023-06-28-17-36-20-352.mp4
Sorry buddy, my entire existence counters yours.

Welcoming two new faces in the family !



Oh, I had guessed as much and I commend the effort, but it certainly didn’t help :stuck_out_tongue:
Knowing what I do now though, I’m still satisfied with my choice ! Thanks~

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Also, as an illustration of what I meant when I said I had to “hit and run”:

This is what we call, an ‘oopsie-daisie’.

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spends an hour silently observing the layout of the map in preparations and mathing damages output out
“Hmm hum… I clearly can’t afford to fan out for this chapter 3 survive map, but if I hunker down I should be fine.”

narrator voice: “It was not fine.”


NOOO ANNA YOU CAN’T DIE I’D HAVE SOLD THAT SUPPLY SCROLL FOR A GRAND IF I HAD KNOWN

Chapter 3

Yeah, I couldn’t get shit done. Needless to say, none of the chest were opened, but I managed to steal money and a sword + tome from a kid and recruit a shifty fellow to my cause.

Most of my time was spent gracefully manoeuvering around the three tiles line separating the north from the south of town, as it made for a great chokepoint to defend. Anna died when those flying assholes came from the uncontrolled ocean side after leaving the southeast ship.
The ranger reinforcement I absolutely was not prepared for. Mobile, powerful, 2 range, incredibly speedy and quite tanky. A nightmare that took three units to kill.

His buddy mage knight at least had the decency to drop a much coveted Master Seal.

BEHOLD PUNNY MORTALS !!!

The silver lining is, two new folks joined !

Them people


3 Likes

16 str with CELERITY is a ridiculously blessed Bertram start oml. Gonna be an absolute ICBM of a unit

Also re:the ch1 Ogre discussion, I sorta glossed over it earlier - player units actually have a bit of variation in their starting stats depending on how the autolevels pan out. It’s sometimes possible for Kira to double him with the beacon bow if she rolls enough base spd

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Oh, this game is full of neat surprises ! I had never even consider you could handle things like that !

Also thanks goodness for dead unit’s inventory being sent back to the convoy. … Unlike the mark up on the preparation armory - I hate when games do that :frowning:

Chapter 4 !

The first one I’d consider genuinely easy since the prologue: with the power of a tactician promotion and Divine tome combined, plus that angelic robe from chapter 1, Rella killed a general, eyeball, dog and archer north all on her own on turn 1, and from there left a bloody trail toward the boss.

Fortune Rella completely countered the boss.
Sage crit boost ? Nullified.
Decent speed ? Still doubles.
High magical damages ? 12 res.
Throne evasion boost ? Resolve gives 8 skill or something.

It was a slaughter and the dracolord holding the key conveniently suicided on a unit close to the chest. Speaking of Master Seals…

Preparations stuff


Pirate you become !

Now’s the time for promotions, and I have to say, great job making every path feel distinct and equally valuable ; promoting Belle is a genuinely tough choice.
I think I’m going to go for the superior tanking though.


Which means that, while I’d love to promote Bertram into a hero for the axe, speed and defensive stats, and 18% Sol proc in a hack where healing is a (good and interesting) problem, I’ll likely prioritize Warlock Dallas to get some use out of armor march instead…

2 Likes

Chapter 5 was way easier than you’d think ! The rough terrain is scary at first, sure, but then you realize they it impedes the enemy as much as it does you and basically hands you control of the pace of the map. Nothing to report there.

… Unlike chapter 6, which destroyed me, like damn.
People on Discord were reeeaaallyyy looking forward to that, so I recorded my gameplay.

Hey, Ironman friendly features ! I love this hack, was pleasantly surprised to see that character's bio come into play !



That and promoted characters dropping scrolls of their personal skills as a small comeback mechanic really elevate the hack.

Also, this somehow bugged ?

2 Likes

I cannot for the life of me figure out why, but yeah, items which drop in the Thunder Temple sometimes gain hundreds of uses. If you want to keep your run pure I guess just use it once haha.

I’ve spent hours trying to consistently reproduce that bug and I cannot find a pattern so if anyone knows the answer pls let me know :sob: :sob: :sob: I’m watching your video now to see if I can figure it out from that…

3 Likes

iirc it doesn’t even matter if it dropped in the thunder temple? Like someone’s convoy ended up with a bunch of bugged uses for items that were already in the convoy. Wild.
This hack was made with FEBuilder, right? Might have to check the PLIST for ch 6

I’ve only ever seen it happen with items which drop in ch6 - usually the wind sword but occasionally the master seal. If it’s happening to misc convoy items as well, that’s news to me :face_with_spiral_eyes:

Yup, it’s an FEBuilder hack. Also, chapter 6 is the only level in the game where “skill scrolls from chests” functionality was used, so my theory is that it has something to do with that. But in Gryffe’s footage they didn’t even open any of the chests…

This question might expose me as a complete fool, but what the heck is a PLIST and how do I check it? I found the PLIST editor on Builder but the only option there is “PLIST split” and it sounds scary

the PLIST is the event pointer list - think of each chapter as a structure containing elements, one of which is the PLIST
You can check which event pointers are present and then debug each one as to whether it’s touching the convoy memory.
Not that I’d know how to check that specifically LOL might have to ask a wizard

2 Likes

A few small changes targeted at smoothing out the balancing in both the earlygame and the lategame:

1.32 changelog

LEVEL DESIGN:

  • Ch1 - the Eastern enemy mage now has Fire instead of Thunder.
  • Ch1 - the Western enemy mage is now lvl 4 rather than lvl 6.

BUGFIXES:

  • The ch8 “droppable” brave bow somehow reverted to being undroppable at one point. This has now been fixed.

BALANCE:

  • Laurence: +2 base HP and Skill.
  • Various weapons have received cost adjustments. In general, the non-brave A rank weapons are now priced in the 3500-4500 range, making them a slightly more affordable (if slightly less powerful) alternative to Brave weapons.
  • Silence has 5 uses instead of 3.
2 Likes

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.

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You make a very good point about super low growths feeling bad. There’s something deeply satisfying to our primate brains about getting multiple dings and +1s on a level up.

Ultimately, I think slow unit scaling is necessary to make an ironman-friendly project like this, so that units can be taken on and off the bench to replace losses without ruining the entire run. But I think if I ever make something like this again, I’ll opt for higher growths and instead turn down the EXP rate to achieve the same design goal.

I’m glad to see people are still picking up and trying this hack :smiling_face_with_three_hearts: thank you for the feedback! Ch4 can definitely be a killer on a first run, between the flooding gimmick and the boss which presents a fairly specific threat.

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Played some more, I don’t dislike the hack but find myself needing breaks. Sadly won’t be able to fully appreciate it without playing through at least a second time.

Ch4

Turn 1: lost dancer
Turn 2: lost my new myrm
At some between these I landed a 10% Purge crit on miniboss for a kill before I could steal fili shield.
Turn 5 stranded 3 of my units, including mvp Tactician although was able to assist with Purge chip on boss.
mage promoted to mage knight (mainly for mov/canto), and with holy water at full power reduced boss damage to 0.
Noticed a display bug: Rest of units have black and non-bold text for weapon.

Ch5

Lots of categories to make this less of a text wall!
Player units:
Dancer replacement asap is great but don’t understand why they have Galeforce without weapon ranks.
New lv10 Pupil made into anima/dark shaman. Monk promo has better gains imo but love Summoner and +3 def doesn’t hurt.
While checking promos noticed Trickster has 1 mov less than Assassin/Rouge, wondered if that was meant to be balanced around Powerstaff.
Promoted starting merc to ranger for mov/canto.

Inventory management:
Bought iron bow for new Ranger, Lighting for my tactician and gave them sea rune. Still haven’t used any Light Runes, stat boosters or the skill scrolls Fury, Life or Death. Figure they can be sold or broken out if unable to otherwise proceed.

Pre-fight map observations:
Map looked like it would be chill aside from Great Knight with Charge. Droppable seige tome is appealing too. Finally spied a used for steal+ over steal in form of healer with staves. Noticed again I was at 9/10 units. “Boss” has an odd 27-2 con


Wondered why there’s void curse units again. Plan was to play carefully even if losing a village or two.

Turn 1: Text suggested boss would turn green at some point, also realized I was on a timer again :frowning: Rally spectrum (all but 1 ally in range), and then Ranger to kill and take longbow.
Turn 3: Ranger enemy-phased General last turn for Master Seal and quickly is becoming new most useful unit. Stole Mend. Went to east-most village although noticed descprtion says “Dragonstone/inner fire” whereas skills for new unit were vantage/fiery blood. 9 base def/res and able to swap a +6 is huge though.
Turn 4: unexpectedly landed a pair of 58% Purge hits to take out Blizzard enemy. Had to use a heal, still being sparing but +14 effective uses (trainee, stolen) is great. Beacon bow helped take down cyclops next turn.
Turn 7: Realized why there’s a short range Silence foe, thankfully gate heals status. Was able to pick them off after first use with longbow, and got middle village which allows sending non-ranger to handle the 50 crit sniper… Enemy proceeded to land a 31% crit and then finish off my objective with their Ranger. Disappointed timer remained with new objective.
Turn 8: Western village visited, noticed lack of Steal skill on new, Shade theif but unsure if innate. Enemy was able to land a 25% hit Vortex on Ranger. Enemy phase proceeds to kill off my Steal+ thief, point-blank archer and anima/dark shaman via mauthe doogs.
Turn 8: Lose dragon on enemy phase and suspect the map was lost at this point. Following turn rescued troubadour to save them.
Turn 10: Ranger dies, and troubadour the following turn.
Turn 11: remaining units stood no chance with reinforcements, reset. Without I think it would’ve been possible to push through.

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