i’m in chapter 3 and the battleship for some reason has no weapons anymore
its inventory gets sent to convoy, just pull them out from there.
Oh yeah it’s there . Speaking of ships what’s the difference between flagship class and frigate?
Flagship has 1 more move and promoted caps, it’s only used for the Thunderhead.
So the thunderhead is basically the lord class version of ships.
edit: Since I think of it rn . Who controls the thunderhead?
When open animation of battle, the shipbreaker+ does not actually damage enemies. It just shows an action like other magic weapons and nothing happens.
Hey yall just going through my first playthrough and accidentally let the village get raided in ch 5. can anyone tell me what was in there, so i can know how hard to kick myself about it? Also, I am really enjoying the game so far. As a dagger enthusiast, having a dagger throwing lord has been lots of fun.
That one’s just a Blue Gem, nothing vital.
tyvm glad to know it wasnt anything serious.
hey guys, im on the prep screen on chap 23 and every time i press start, screen just goes black. any reason as to why this happens?
FELOTS Review: By MegaCowsamMan
Hey captainfisting. After playin’ through the demo before and having an excellent time, and also playin’ through the game as a semi-blind iron man post-release, I can say I had an excellent time with your project.
Alright, let’s sort my thoughts out:
Story
Overall, the story I’d say was…good, in every sense of the word. I found the early game story to be the most interestin’, with a plethora of characters having a role to play. I feel it also goes in line with Roseanne’s visions at the end of the story, wantin’ to help those big and small, like some sort of local super hero. Pretty neat really.
Beyond that, the story felt a bit, clumsy, with a lot of jumping between locations, with not much room to breathe, or to recollect what happened previously. It wasn’t egregiously bad or anything, but yeah.
The endgame I’d say, just drags, and I mean drags. I felt like the game storywise should have ended at chapter 20-22 or somewhere ‘round there. Perhaps this was done to increase the runtime of the hack, but whatever the case, it overstayed its welcome. I had a good time, it jus’ wasn’t anything too impressive.
Characters
Characters were overall, again, good, except some I’d say reach that great status. Take Gerard, someone who’s rather insensitive, blunt, but not mean-spirited. He’s very realistic, like someone I’d meet in real life. Characters like Abram, Quirina, and Cybil fit this bill as well.
Roseanne was a pretty solid protagonist. She’s something like Roy, with a bit of Hector as well. She was fun to follow, and her character arc was pretty satisfying, if a bit underdeveloped. Briar and Emmanuel follow suit as well, with Briar being criminally uninteresting in motivation, and Emmanuel just needin’ a little bit more to him to be really interesting.
Also, on a bit of an unrelated note, I would have to agree with what @Dribble mentioned. I noticed something to that affect in the A support between Gerard and Carley as well. I’d look over that, and reconsider.
Gameplay
Now, the gameplay. The centerpiece of a good project. I’d say, what you’ve got is splendid. Two things I admire from your work here is enemy placement, and anti-turtle incentives.
Regarding the former, the enemies are placed in such a way that, when a player unit is put into an enemy unit’s range, there will always be another enemy unit a square or two behind, which forces you to be conscious of the enemy placement, as otherwise could cause unwarranted consequences (as it did for me).
Now for the latter, I’m talking about chests, and villages. Chapter’s 18 and 26 showcase this the best, with chapter 18 having many sides of the map with houses to visit (which grant Exp). And if you’re using Francis (I didn’t) houses can potentially become more entising. Chapter 26 has two corridors, which incentivises the player to bring two lockpick units, despite the high amount of powerful units there are.
A negative I would bring up, would actually be the fleet gimmick within the game. I found that very few maps utilize the mechanic well, with the exceptions being chapters 10 and 23, especially the former. They mostly devolve into a small rock-paper-scissors side game, and are often not very interesting. And to be blunt, I let out a small groan when the T.Hawk gained tracks. I felt that confirmed my issues with this admittedly creative concept. This doesn’t ruin the gameplay for me, jus’ something I noticed.
Another thing would be some of the late game chapters drag on for quite a bit. Particularly chapters 20 and 23. I’m not one to think big maps = bad, but I wouldn’t say I’m for them either.
Units
Unit design was quite solid. I really don’t have too much to say about this. Most of my issues have been remedied since my last playthrough. Units bare a distinct trait about them, and don’t snowball into powerhouse units. Jules, Osman, Ardal, and Royce were all favorites. Mikelo and Stelara were pretty unique too. A support units in the early game are pretty hard to come by.
Gerard would be my favorite overall though, with solid stats, clear weaknesses, and an excellent utility throughout the game. Neat design too.
Random Notes/Bugs
FE Lord of the Seas Notes:
Bugs:
In chapter 13, when you open the chest at the bottom-left corner, inside of the room with the chest, the chest will continually open, and infinitely give you the storm edge.
Eudocia doesn’t have a death quote.
In chapter 25, when I used Millie to refresh Roseanne, a random death quote played. This doesn’t do anything game breaking, just thought I’d let you know.
Random Notes:
Is it intentional for battleships to lack an armor weakness?
I am not a fan of the map theme that plays during chapter 19. It really broke the tension I was having during the chapter.
I’m sorry, how exactly do you recruit Quirina? And where did her staff rank go? And why does she have only A rank in her weapons?
My favorite chapter would be chapter 22. I enjoy the tightness of the timer, and the scattared chests around, forcing you to make use of your thieves, ninjas, and such. Only complaint really would be the boss being really underwhelming. Overall, really fun chapter.
Final Team
Roseanne was a very solid lord for me. Wish she got that capped speed by the end, but eh, still great. Really only brought her along jus’ to fill in an empty slot. Capped speed is a nice touch, and focusin’ on her staff utility was quite fun. Moreso the same for Valerie, except she really didn’t contribute at any point in the game. I just found her bulk to be slighty too underwhelming, and her strength to be quite sad. Rina was quite a suprise when I recruited her. She was quite frail, but was still an excellent user of the Brave Bow. Solid late game unit. An interesting unit Werner is. Quite solid all around, and the transformation is very useful, especially during the late game. The support with Cybil is quite nice too. I do rather enjoy canonically supported units. After themuchneeded buffs, Jules was a very solid unit, able to tank all kinds of enemies, with a serious weakness to magic. One of my favorite units for sure. Cytherea was a very fun unit, being able to water walk, but due to her low defense and strength, doesn’t jus’ devolve into a great value wyvern. Bein’ a female mercenary is cool too. I made good use of a lot of the prepremotes due to unit loss, and he was no exception. In my opinion, the best user of the Kingmaker. Having a thief/mage hybrid was quite fun, especially since I lost all of my thieves. Speed was quite lacking, but still. Mikelo never really failed me at…anything. Excellent all the way through. He had some rough levelups early on, but nothing his promotion, and an A support couldn’t fix. Speaking of… His wife was also very solid. Due to her low con, she wasn’t making use of much of the offensive staves, but really, there wasn’t any need. Dancer, but with dark and anima magic. Honestly, there isn’t any need for any sort of offensive magic for a dancer, but she still did fine. Cybil was an excellent archer, but not a good manekete. Honestly, she didn’t need to do anymore than just snipe away at enemies, but really, how can you complain about a manekete? Royce was quite an interesting unit. Strength was a bit low pre stat boosters, but everything else made up for that. Wished he capped strength, but nevertheless, he made good use of my axes, especially my tomahawks. This man did everything I asked of him, and succeeded. Staves were a huge boon during the runtime of this game, as well as anima magic due to its many options. Gerard allowed me to make use of them in spades. The lower magic didn’t matter much thanks to high might tomes, and the Ravager tome. Excellent unit.Conclusion
I had a lot of fun with your project. It wasn’t without its flaws, but with the little tweaks to the gameplay, like the variety of items and such, it made up for those issues to a degree. I’ll be checking out your other projects as well based on what I’ve played here. Thanks for the project!
Till next time.
-MegaCowsamMan
Just completed the game! I enjoyed it quite a bit, I found the ship dynamic to be unique and entertaining even if I used it less near the endgame.
I like how many units within the army have speaking roles. Makes it feel like a proper council rather than Roseanne and a couple folks.
Mikelo and Ciera have to be my MVPs. Ciera for being surprisingly tanky for the early game and Mikelo deleting everything for mid to endgame.
Gave the hack a swing recently and compiled up some of my thoughts and critiques. Spoilers abound.
Things I liked
Multi-step maps
There were only a few of these (ch3 and the Lucette map iirc?), but I really loved the maps with shifting objectives. They helped the story feel more like it was progressing organically throughout the course of the map in response to my decisions and accomplishments in the gameplay, and that helped make the story more enjoyable.
The Royce map falls under this as well to a lesser extent. It’s quite neat, although I was a little disappointed in it as I’d gone in expecting it to be designed around not getting into any combats with his faction. I think I would’ve enjoyed that a bit more than the approach the chapter took, where a bunch of greens feel like they are there just to die on turn 1-2. But even despite that I found myself enjoying the concept.
Boats
The boat units were fun and novel to use and the sea combat was really well crafted! I think there was a lot of deliberate polish put into the water segments of the game. This is undeniably one of the highlights of the game as a whole and the part of the game where the attention to detail shines brightest.
Vibe-related stuff
I really like the BGM as a whole. I’m not sure if it’s a custom soundfont or just direct import (I think it’s both) but I think it gives the game a really distinct and unique audio identity. The new sounds fits really well with the naval theme of the hack too, and it creates a really cool atmosphere and vibe that makes the hack stand out.
The map aesthetics were on point! They were really pretty and well drawn, especially the river and island maps, and it was a pleasure how consistently nice on the eyes they were. The dragon archipelago and the ch3 island come to mind as being especially memorable.
Cool story stuff
While I have a lot of critiques for the story, there were a fair few parts that I enjoyed—mainly individual characters having charm and nice vibes to them. I adored Gerard’s character voice, and every scene with him was a delight. I liked Royce being reasonable and wanting to hear out Roseanne instead of just going full murderhobo. I really liked getting to see Hiram the prologue boss again as a recruitable unit. I liked Ardal, even if he was a bit underbaked. Abram is by far the most memorable villain: I really liked how his dialogue in the church chapter recontextualizes earlier segments about him, specifically that it’s the weaponizing of the nuke against civilians that he’s so uncomfortable about in ch17. If Reynard was given the focus he deserved from the story, I would’ve loved him. And there are some banger chains of dialogue speckled throughout the game, especially in some of the battle quotes—and I ate that up. The Briar ones with Ardal and Valerie are hilarious.
Things I didn't
Story pacing
The majority of the plot feels like visiting places and starting fights without Roseanne or other characters really getting breathing room to make any decisions that feel weighty or meaningful—not outside of the standard FE fare of recruiting people and stuff, at least. I think part of this is because a significant chunk of the early/middle story feels like a fetch quest that keeps getting steps added to it. Like we go find Edmund to see if he’ll help us and he gives us some troops and then we go find Gerard to see if he’ll help us and then he tells us to go find Erland who gives us some errands to do, and then Cybil shows up and gives us more errands. During this time the villains kind of idle away without really doing anything major, as we don’t really get a chance to see much of how Briar and Emmanuel are messing up Hasana, and Quirina shows up to fight every now and then but it doesn’t really feel like her presence actually changes the trajectory of the story. This makes the pacing feel quite slow as a whole.
This problem also trickles into the lategame. The segment involving Quirina and the chapel left me a bit irritated because I felt like the story’snpace was starting to pick up for real… only for it to slow down again with what was essentially a random bandit chapter. This chapter came off like sequelbait given its lack of payoff later down the line, and the actual gameplay part felt like it could’ve been omitted without any significant change to the story.
The chapel chapter is similarly slow. While it made sense thanks to Quirina’s plan, it was still frustrating that the actual final encounter with her felt like it kept getting kicked down the road and delayed yet again. After that comes two maps against two new groups of villains. One of these groups hasn’t been mentioned at all before the map you fight them despite being connected to Quirina, and the other gets mentioned offhandedly by Valerie one or two chapters before. Neither feel well-integrated into the story and both feel like they kind of come out of nowhere, so it once again felt like the game was padding itself out to delay the actual confrontation with Quirina.
It feels like the game was trying to give Roseanne a tangible storyline of being lauded as a hero by her reputation among the people, but not really actually being one and not feeling like she fit the shoes. And while this does come out clearly in a few scenes throughout the game, it didn’t hit its mark for me throughout the overall story. I never really felt the sway of Roseanne’s reputation among the commoners from the script, so the “people see me as a hero” thing felt like it was told and not shown. And I wasn’t super sold on other characters reassuring her that she was a hero when it didn’t feel like Roseanne herself had really accomplished much or done much of note during the story. I think a big part of this was because the meat of the story was built around what felt like a chain of errands, without Roseanne actually getting wiggle room to make cool decisions or do cool things.
There are exceptions to this that I really liked. Gerard’s plan of attack and ch17 come to mind as good moments where non-Roseanne characters get opportunities to do cool things, and Lucette’s recruit chapter, negotiating with the ch22 filler boss, and the Royce chapter are all interesting Roseanne moments in a vacuum. I think it would’ve been very neat to see other characters cite these moments—including the sparing of Royce, if it happened—as something praiseworthy that Roseanne did when reaffirming her of her heroism.
Villains
I have a fair number of issues with the villains. I do think that they are entertaining as a collective group of loser bums, but I had a lot of gripes with each of them individually.
I wish we got to see more of how Briar was mismanaging the country. I had thought that the early scenes with Ardal and the other noble were building up to this, and was rather disappointed that they didn’t really get much focus as NPCs until Ardal pulls his betrayal. The other guy being a walking joke whose bit is that he does nothing until he shows up in the finale where nobody remembers him fell flat on me too. I feel like these guys could’ve been a neat way to showcase Briar’s incompetence throughout the midgame, by highlighting how he delegated responsibilities to the wrong people—I imagine Ardal to be lazy and self preservative above actually making the good decisions for his people (which I liked and would’ve loved seeing more of!), and the other guy didn’t strike me as particularly competent of a leader either. It would’ve been cool to see their impact on the country more directly, and I think it would’ve added some stronger buildup to the Valerie/Ardal reveal later.
Emmanuel ultimately feels like he just has the world’s slowest get-rich-quick scheme ever, although he does have some fun blackmail scenes with Briar.
I also really didn’t like Quirina, as she is portrayed as very straightforwardly evil for most of the game and then the latter third tries to cram in sympathy for her in what feels like a last minute turnaround. The way Salathiel and other characters spoke about her like she was a good person came off jarring and a little comical given that Quirina had been a very by-the-book evil antagonist until that point.
This also meant that her endgame writing ends up flipflopping between comically evil money lover and grieving wife and mother whose family was torn apart, and these halves are different enough that they just feel like separate characters. The game tries to justify this by saying the former is all an act, but I don’t think the script makes it come off as convincingly fake and not just jarring and inconsistent.
Abram is the exception. I like him. He’s cool.
Support system
I haven’t read all the supports yet, but the support system giving rewards per rank is an interesting experiment. But it also feels like it was designed around knowing what the rewards are going in through a guide, which isn’t really to my taste. While I did enjoy some aspects of the system, like Gerard’s promo item, I also wish there was a stronger connection between the actual content of the supports and the rewards. More often than not it felt like the game was just tossing out something that would help one of the units that was unrelated to the support dialogue, and I kind of just had to blindly hope that the supports I picked were ones that gave rewards that were useful to me.
Cytherea-Hiram is a good example of the reward feeling jarring when placed in the context of the support, because the support as a whole is written about Hiram. But then the reward for the support is an item that is useless to Hiram and much more applicable to Cytherea.
Reinforcements
The map pacing—specifically the many reinforcements that were peppered all throughout maps—always made me feel like the game expected me to play at a certain pace that’s faster than I usually go in hacks, and I felt like I was consistently ~1 turn behind that pace. It was like I was never where the game had envisioned me to be at the point that the reinforcements appeared—it often felt like they were placed in a way where I was never as far away from them or as close to them as I was supposed to have been. So dealing with them felt awkward more often than not. This was a recurring feeling throughout the game, although it might’ve just been huge skill issue on my part.
Player tools
In general, it feels like the game was hesitant to give me anything that felt close to strong. Promo gains are relatively small at FE7 tier, so I felt very little incentive to promote till late. High tier weapons in general felt very undertuned, often with drawbacks or limitations that felt unnecessary and stifling; brave weapons, Kingmaker, and warp come to mind as some of the gutted items. Some of the more interesting Prfs like the ranged buffing staves and Francis’s galeforce sword have scarce few uses and made me miss the Cerulean Crescent regenerating weapon system. Other weapons, like the Prf guns, the 20 crit 1-2 Luna sword, and David’s Prf that’s basically just a worse silver sword, can’t double despite not really being that dominant or oppressive as a whole.
The fact that slayer weapons are straight up worse than killers while also being more expensive and requiring a higher weapon rank is my least favorite of these decisions, and it didn’t help that it sometimes felt like slayers were more common than killers in lategame shops. Weapon rank growth also felt slow (or maybe it was just skill issue for me again as I swapped around units a bit trying to hit supports) which added to this frustration: I found it difficult to build up ranks and the payoff just wasn’t worth it anyways beyond silvers.
It almost felt like the game as a whole was too hesitant to hand out fun/strong tools to the player without watering them down or making them underwhelming in some way.
Narrative focus
I think there were some strange cases where characters who really should’ve gotten more attention from the story ended up feeling sidelined. Off the top of my head, a few examples: Edmund’s rejoining after his early relevance feels underwhelming, and Rina coincidentally being in a random village close by the Setsuko gang without actually interacting with them in the story at all outside of boss quotes feels contrived (along with her not saying anything about the gang’s downfall at the end of the chapter).
Reynard is the character who suffers the most from this. I feel he’s fairly important to the overall story as he directly enables Briar’s crap by selling out his technology to him and is closely related to Quirina and Armelle, and I think the Watchers needed more connections to the villains for that plotline to feel relevant because for a while I was lost on why the Armelle/Salathiel side plot was important. And Reynard’s initial scene made me think that he was going to be a significant supplementary antagonist presence for the remainder of the game.
But Reynard gets maybe two scenes pre-join—the betrayal, and then next he shows up as a random non-boss enemy on a map that is completely unrelated to him, and all he really gets in terms of main story focus is a monologue about how regretful he is. The characters don’t get a chance to discuss his actions in the main plot immediately after his join (though the support does help with this) and he doesn’t even get to be the boss of his own chapter or anything!
This feels like if Orson was a recruitable reinforcement on the Jehanna map of FE8 or something. There is a real lack of fanfare towards a character who has clearly established tension between members of the party who are getting screentime and could’ve been handled like a major villain, and even after his recruitment there’s a fair number of cool battle quote opportunities that aren’t taken (and to give him credit, the support he has does delve into why he changed heart which I thought was well done, but again I wish this growing hesitation was hinted at while he was among the villain ranks and not exclusively shown post-recruitment). Ultimately he’s in a similar case to Ardal where I wish I saw more interactions between him and the other villains, and I wish I liked him more going off his core concept alone. While it might be a lot to ask to give him his own chapter, I think a scene somewhere after his betrayal but before his recruitment to subtly hint at his remorse (and more battle quotes with the various villains who he worked with, especially Quirina given that he is probably part of why she turned out the way she is) could go a long way for him without being too demanding on the editing workload.
Things I was more mixed on
Francis
I utterly adore the concept behind Francis’s mechanic. Being able to visit locations and challenge various famous duelists with one specific unit alone is awesome and goes a long way in helping Francis feel unique. But the generic dialogue for every duelist and lack of any introduction fanfare behind hurling out a voiceless boss to kill made it feel half baked and unfinished as a feature.
I think a big part of this is because Francis’s initial dialogue sells his shtick really well. The first guy he fights gets his own custom mug and a fun hammy dialogue, and even a scripted fight! It felt cool and awesome, which might’ve made the other interactions feel underemphasized in contrast.
I found myself wishing that the various duelists got fun flashy introductions or a bit of unique dialogue or something like that just like the first one did, mainly to set them up as more than just another scary but generic enemy to fight. I also would’ve liked it if Francis’s turn was refreshed after visiting these houses, as in practice Francis himself almost never actually fights the duelists. Instead, he just kinda coaxes them out so his friends can beat the snot out of them in an alleyway, which doesn’t really strike me as a duel lol.
Boats in the lategame
I really enjoyed the boat units, but I also felt soured when the game started making me manually deploy the boats. One of the boats’ core advantages until that point had been that they were free deploy chip support units with no opportunity cost, and this was something that I felt gave them some unique identity as units. And because the support ranks are based around chapters deployed, picking a boat over another unit in the lategame always made me feel like I was being punished for it.
Abram
I think it would’ve been really neat for Abram to have a paired Stelara ending. I like the direction their dynamic goes, but I wish there was a bit more oomph to their A support and final payoff. I’m just spitballing ideas at this point but I think an ending that talks about how the two parted ways but Stelara’s encouragement changed Abram’s life might help more with that, something along the lines of “abram took stelara’s advice to heart and rebuilt his life anew, casting aside his old ties. years later stelara would open the doors to her church at the capital and see a brand new man”.
Overall, I don’t think that this one was a good fit for me as a whole. Still, there were parts that I found novel and enjoyable and I don’t regret trying it. I’m not sure if you’re still updating the hack, but I hope that the feedback here is helpful to you in some form or another.
I’ve been taking feedback and slowly picking away at the rom for the last few months, and I’ve finally managed to put together what I’ve decided to coin the “definitive” edition of Lords of the Seas. The gameplay is tighter, the visuals are improved, the dialog has been punched up; there’s a lot of changes, some more obvious than others, but I’ve outlined the majority of them below.
Summary of Changes
David, Lucette, Stelara, Carley and Quirina have had their portraits updated.
Luck stats above 30 will now display correctly.
Fixed a number of typos, bugs and eventing errors.
Crit is now determined by Luck/2 instead of Skill/2.
Reduced the SPD and DEF scaling of all generic enemies.
Solene now joins you for Chapter 2 and 3.
Added additional deployment slots to most maps.
1-2 range physical weapons are now stronger, more accurate, heavier and cheaper.
Buffed many lategame weapons and weaker options.
Significantly buffed Werner and Cybil’s transformed states.
Reworked the debuffs associated with certain daggers to improve their relevance.
Removed personal stats from the majority of generic enemies.
Changed the names of all dismounted classes to match the original mounted class.
Increased promotion gains across the board.
Readjusted the gains from some support pairings.
Visiting Title Defense Houses with Francis now grants him another turn.
Rewrote the events for Chapter 11, 12 and 20, and rewrote many other scenes.
Added additional scenes to several chapters.
Pending the rom bursting into flames if you look at it wrong, this is the final release of this hack. Hopefully it lives up to peoples’ expectations.
do you know if this will work with saves from the previous version?
It should work, but back up before patching if that’s a concern.
Glad to see you worked on this and finished it my friend! I absolutely love the aesthetics in it. Couple questions, is there a way to get the cracked gem in chapter 2 and is there lore reason for the wonky starting stats of the witch? 20 speed and 18 res seems pretty cracked on a character you get in chapter 2. Also how come the clerics and such don’t have animations when using daggers? Is it something with my emulator you think? Thanks again for making this and I’m excited to finally go through this little gem!
That gem’s not actually supposed to be there, it’s a relic from when I was testing something and I must’ve accidentally saved it. I’ve updated the patch to remove it.
As for Solene, she’s only available for 2 chapters before leaving, although she does come back with autolevels you’re basically getting a Chapter 15 unit. I didn’t see a need to nerf her too much in her temporary form since her magic is still mediocre and she’s your only staff user.
Clerics and troubadours don’t have animations for daggers because no-one’s made any, and I don’t really have the expertise to make the animations myself. They only have animations in their promoted forms.
I just got done with chapter 6 and just wondering if theres significant changes from the start to chapter 6 so i know if i should restart or not.
btw Carley looks quite better now ^^
Wrapped up my 3rd run ( first on 2.0) earlier today and as always it was a great ride. ( Don’t ask me how many maps I played in the last 48 hours) Mostly used a team of people I hadn’t used before, along with some semi meticulous planning of support partners. Though you know I gotta roll up with Ciera and Francis, especially 16 use chaos blade Francis.
I’m not entirely sure on what was changed overall, my initial feelings are prepromote buffs for later units worked out well and early game hard mode combat felt smoother. I used rina as nice filler and Osvald as a Triple A rank packing bulk god. I had about 10 rescue staves and alot of repairs so I just movement staved him into enemies. I’m not sure if gold given increased but I felt super rich, blew 20k on whatever I wanted several times easily. Though I also sold a lot of master seals. I like the addition of solene early game it’s fun. I will admit I was in for gameplay this run. I didn’t read story much so apologies on that front feedback wise. I found some boss quotes with units new to me and that was a good trip though.
Shout-out to William btw, I will never use this guy long term but he just owns with his prf for quite a few maps. Overall I really appreciate Lots Middle to lategame units largely bringing new things to the table, fun exceptions to the rule like Osvald, and flying murderballs like eudocia.
Anyway hack epic, here’s some pictures of units. Gabriel’s 20 strength Cap did kinda make me cry when he couldn’t ohko a wyvern with a silver but he does plenty still lol.



















