[FE8] [Complete] Fire Emblem: swordrequiem V1.4(20 main chapters)

In ch.5 when swordmaster Chulainn appears in the upper right corner, his mouth (or eye) animation is also broken.
Of the thousands of players you mentioned, did no one ever notice these obvious flaws? Very strange…all of them very careless. :thinking:

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I took a closer look at this portrait, and you’re absolutely right; there was an oversight with transparent colors not being properly filled. This resulted in imperfections when the mouth changes. I tested it on the VBA emulator, and it’s indeed not easy to notice unless you look closely. Thank you for bringing this to my attention.

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Did you check that character’s eyes as well? On closer inspection it looks more like a problem in the blinking of the eyes. I don’t know about an emulator, but on DS lite (GBA slot) the defect is clearly visible and easily noticeable.

I’m truly sorry, please forgive my carelessness. The issue has now been fixed. Thank you for your patience and feedback.

dropbox

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Hi. In the introductory dialogue of ch.11, about halfway through, Beth the seer’s mouth no longer moves as she is talking (no, she is not simply thinking). Agreed, it’s a trifle, but if you want to make your hack perfect these oversights are best corrected, or not? :wink:

Thank you for your feedback, but I’m sorry. I looked into the introductory dialogue of Chapter 11, and it turns out that it’s not just Beth who has this issue. Siegfried also experiences the problem of his mouth not moving along with the dialogue. This is the first time I’ve encountered this kind of situation, and I haven’t added any unusual commands. I’m not sure why the dialogue behaves correctly at the beginning and then encounters this issue later on. Consequently, I’m unsure how to fix this problem. Perhaps I should seek assistance from friends, but for now, this is how it stands.

By the way, congratulations on reaching Chapter 11. The setup for the next chapter might be a challenging one, and I hope you can escape smoothly while being pursued.
I welcome any suggestions and feedback you may have. Wishing you an enjoyable gaming experience.

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Cough So. Let’s take stock of the situation. This map is absurdly difficult and frustrating. Nothing like the previous maps, which were about all balanced and pleasantly playable. This one, on the other hand, is completely out of place. I don’t understand, is this a joke?
At one point reinforcements arrive in the upper right, shortly after in the upper left, finally in the center left: all very agile units (assassins), with wider movement than mine and often with double turn attack.
Many of my units are extremely slow, with movement of only 3 or 4 spaces: these quickly overwhelmed.
Then as soon as I entered the walls I was swept away by the new enemy appeared at the back and lost the few remaining units.
After several attempts I threw in the towel. If you play on real hardware, as I do, without abusing save states (as everyone usually does) it is really not only difficult, but impossible. And that’s a shame, because up to this point the plot was engaging, and at times entertaining, and the gameplay interesting, not at all frustrating or repetitive. I can’t believe the thousands (so you said) of players have passed this map and I am the only one incapable to do It.
What is the point of such a map out of the blue? Perhaps discourage a player from continuing? Well, you succeeded perfectly with me. Bitter. Journey ended. A real shame!
Cough

I’m very sorry, but this chapter is an escape mission, and there’s no guide available because nobody knows the exact reinforcements trigger. This makes the difficulty quite challenging. After all, nobody can handle sudden reinforcements. Would you be able to share your SAV file with me? The game has just started, and this is my first project. Everything is not very refined. As I mentioned earlier, this chapter can be quite tough. So, I hope you can provide me with suggestions and feedback. For example, should I modify the number of reinforcements? I apologize once again.

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I apologize once more. Many players of the other version primarily use VBA emulators, and they typically have numerous opportunities to understand the trigger mechanisms and can easily backtrack. Therefore, the feedback I received was mainly about the initial difficulty, which becomes more manageable once they become familiar with the level. I’m sorry for not considering the experience of players using real hardware, where they can’t save as freely. In most cases, failing means starting from the beginning. The pursuers in this chapter actually follow a pattern. They only appear when we reach a specific location, and if we capture their reinforcement spawn points, they won’t appear due to a lack of space.

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Regarding the settings for Chapter 12, the escape chapter…

Summary

This is the reinforcement trigger chart for Chapter 12. Reinforcements are only triggered when our army reaches a specific location. Most of them are assassins and knights. Clare’s Fortune skill can handle the majority of these enemies.




V1.4
Chapter 12’s pursuers are too formidable. Perhaps we should provide the protagonist with more chances to escape. As a result, I’ve reduced the number of pursuers.

(Dropbox - swordrequiem V1.4.PATCH.20231017090823.ups - Simplify your life)

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Hi @peach. First of all, I apologize for my seemingly harsh and accusatory tone, but I was taken aback by the hostile features of this map. I reiterate the difficulty of playing on the real console without using save states. While in the latter case it is easy to keep saving the position and reload in case of an error, in my case if I lose an important unit I am forced to continue without it (losing it forever) or start over.
After all, I play video games to relax a bit and escape from the difficulties, stress and anxiety of daily life, certainly not to exacerbate them and cause me a nervous breakdown. :sweat_smile:
Thank you for your understanding and for making the appropriate adjustments to make it easier for me. For my part, I would have suggested you decrease the number of assailants, cut the movement space of assassins in half, or not put a limited number of turns available.
As soon as I can I will copy the modified rom back to my flashcart and continue the path abruptly interrupted. Thanks again for your helpfulness. :wink:

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I didn’t consider the experience of real hardware players, which led to some bold design choices. Given the features of emulators, some players fearlessly charge ahead, knowing they can use the instant save feature to reload even if they trigger a trap or meet their demise.

I hope that in future chapters, everyone can provide more suggestions. I’ll promptly make adjustments for any imbalances or issues.

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ch13 Spoilers

ch13.The Truth
In Siegfried’s solo chapter, after completing it, you can promote and collect valuable items from each character. Ensure you have the best weapons and items equipped.

Start by crossing the bridge and defeat Elly, but stay below the bridge. Wait for Leo to approach, then eliminate Leo. Don’t worry about Justin; he will disappear on his own. Proceed to find Hawk, and on the way, Diva will appear. Take the opportunity to defeat Diva. Then defeat Hawk and Charlotte. Afterward, take a step back, out of Cynn’s attack range.

After a while, Clare will initiate an attack. Ewaje will appear, and Cynn will disappear. Head further down to find Ewaje and eliminate her. You can ignore Oddys on the way and focus on defeating Ewaje. Afterward, After that, the remaining enemies won’t disappear.

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Actually, the explanation of this map turned out to be completely unnecessary since it is so easy to overcome, Siegfried being level 25 and virtually unbeatable.

Nothing to do with the difficulty of the previous map, mainly due to the quantity, strength and agility of the sudden pursuers.
But now that you have corrected and simplified it, everything is more balanced ,enjoyable to play and not frustrating. Thank you again.

I would like to point out two things:

  • The usual defect of the eyes, this time concerning Master Zypher, which do not blink (gee, that’s really your weak point :rofl:);

  • I had not previously pointed out that in the character description menu, only two classes are rightly written with a capital initial (Brave knight and Falco knight) while all others are written in lower case: admittedly, trifles that can be easily corrected but make this hack neater and more professional.
    Until next time. :wink:

Yes, I’m not good at this.

This is Siegfried’s personal chapter, and the challenge here is to collect all the dropped items. The enemies appearing in the beginning will eventually disappear. The key to this chapter is to strategically use Siegfried to defeat enemies and gather as many high-quality items as possible.

I understand, and I will make the necessary fixes. Thank you for your feedback. I wish you an enjoyable gaming experience. Feel free to provide me with any suggestions or issues regarding the game. If you find any aspects of the game that seem unreasonable, like excessive difficulty or overpowered enemy attributes, I’ll address them promptly. Keep in mind that each member of Siegfried’s team has their own strengths and weaknesses. My suggestion is to choose one that you like the most in the same class, as promotion items do indeed arrive quite late.

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Here I am again.
Ch.14 is very good: difficult but not impossible. As for me, I took the narrow path to the left of the castle, thus avoiding some enemies. The boss is strong, but if approached with the right weapons he is vulnerable. Unfortunately, despite extreme caution, I lost a mage, but as you know I don’t use save states, and I would have had to start over from the beginning.

Oh Shanon, you poor thing!!! Cruel fate! Died at the hands of her lover. A love still unripe, withered before it bore its sweet fruit…:expressionless:

Back to technical matters:

  • the staff in the upper left chest is not translated into english;

  • I forgot to tell you that the dying sentences of the characters I could read begin with a lower case letter: they need to be checked and corrected;

  • Another thing I had forgotten: when the narrator describes a character’s action (you put it in parentheses), usually the frame enclosing the dialogue (bubble, balloon) should not point toward the character, but remain a simple rectangle (if the narrator speaks, but not if the character himself thinks). Have I made myself clear? Anyway, it’s just a small formal issue;

  • The unit window selectable from the general menu has untranslated ideograms and is glitched in the upper right corner. Of course, it is not important; no playtester will ever have opened it, I suppose.

I’m glad you’ve reached Chapter 14. Yes, there’s always a possibility of failure if you don’t use save states frequently. I can recommend adopting a defensive formation and waiting for the enemies to come to you. Sometimes, defense might result in fewer mistakes compared to taking the initiative to attack.

Alright, I’ll make note of these and address them. Regarding the third point, I wasn’t quite sure how to express it either, so I used parentheses. Thank you again for your suggestions and feedback. Enjoy your game, and best of luck!

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Hi. Here yours truly. So the background of the initial title of ch.16 is glitched: probably because the title is too long. You could remove the “the” or change it to “Safeguarding Meaning”.

This map is very good, difficult but not unfair: as always, position yourself in a bottleneck if possible and wait for the enemy, or defend in a group and then counterattack.
Sasha is a tough enemy: invulnerable from a distance, very fast and hits hard.
Only thanks to Moon Axe, Destroyer Sword, Gaebolg Lance and two critical hits I did succeed.

At one point flying reinforcements arrive in the top and bottom side of the map, but they remain motionless and wait: is this intentional?
Otherwise, everything is okay. :wink:

You’re absolutely right, it indeed glitched because the title was too long. I’ve decided to remove “the.”

Indeed, she is quite powerful. Beating her is certainly not easy. Luckily, she won’t initiate attacks. Our troops can concentrate their attacks on her.

Yes, their setup is to attack when you enter their range. However, it seems like it’s not very effective? We can ignore them and defeat Sasha. For their leader, they are derelict in their duties. I’m not sure if having them initiate attacks would make the difficulty too high.

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