It’s no big deal. I didn’t actually look at the hack’s credit list; I just remembered seeing one of my mugs in a screenshot you posted, as well as knowing about your general plan of “use all the F2U stuff”.
I understand. I do agree that I would’ve like more money (not an absurd amount like F9 but just a bit more like make the red gems be 1k instead of 5 hundred. Small increases like that.) it’s not required, just something I would’ve preferred. My biggest issue is def the exp restrictions in a hack with so many characters I WANT to use and see grow, plus with a fatigue system that is perfect for shuffling units in and out, but realistically can’t because the exp gains are too low. Even with the scrolls and the more OP units I never felt like I was too strong for the enemy, if anything sometimes I felt they were stronger than me.
Again this is just my preference/opinion. The hack is creative and cool with its wacky story i just wish the exp wasn’t so strict.
I am hoping this is the last update for awhile, so I apologize there were so many in quick succession as of late.
V1.32:
Fixed bug where recruiting a unit frozen with a Dragon Vein made the recruited unit stay frozen
Removed the imbue skill from the two enemy only units that had it and gave them renewal instead
Fixed odd memory issue with an enemy only animation
Made adjustments to certain Chapter 14 enemy AI
Dexithea’s PCC was raised to 3
Wind disciple now boosts hit +20 and crit +10. Avoid boost is still +10
Battle veteran boosts stats based on every 5 levels instead of 10
Joe now has the skill Quick Riposte. It works as it does in three houses
I have also begun work on Lunatic Mode. Lunatic mode will not be designed for first time players and will be for people familiar with the game’s mechanics, characters, and events. Do not expect lunatic mode to be a mode filled with stat and skill bloat. It will be a mode that restricts resources (there will be no exp or total enemy changes though), makes certain enemies/bosses more tricky to kill, changes up some enemy positions where possible, give them different items, and hopefully make for an experience that is more challenging than hard mode, but still fair.
SGW V1.4 is now out. This update came about due to feedback I got from a wide swath of people, and for that I am truly grateful to those who provided feedback. This update is largely just balance changes and some minor QOL improvements. The balance changes are primarily for some FOW chapters, among other things.
For me, it means I can hand out unlimited exp, yet units will never become too overpowered, and you can never steamroll enemies with a single unit. (And on hard mode >=6 levels = 0 exp.)
Do as you will, but personally I think the fe8 exp formula is really bad and I’d always encourage people to look into alternatives or make their own. Except hacks where they want you to build super units to solo things, I guess.
This hack doesn’t use the standard exp formula, but the fixed one. You typically get 30 exp per kill if you are the same level, and then 3 less every level higher you are. That is a pretty cool hack, though and I recommend people use it.
V1.42 is now up. It contains a potentially important bug fix! There was no formal announcement for V1.41 as it was made within a day of V1.40 and had very minor updates. The changelog for these two versions is as follows:
V1.5 has the most changes of any release so far and is the last release I will be making this year unless a game breaking bug is reported.
V1.5 Change Log
V1.50:
CHANGED EXP FORMULA FOR PROMOTED UNITS, SEE README!
THERE ARE SOME MINOR AND RARE NEW GRAPHIC GLITCHES WITH FIVE SPELLS! SEE README!
Weapon rank bonuses have been updated. Please SEE README for exact values!
Updated Arcanist animation
Fixed bug where if you killed the sub boss lance/sword cavalier in chapter 14 before a certain turn, the game would freeze
Fixed bug with Pitfighter Bow animation
Fixed bug where, on certain maps, if you saved in the prep screen, started the map, and recruited an old character, that character wouldn’t be able to be the last one to move in the map
Lowered the cost of Dark spikes
Fixed various typos
Fixed bug where wind and tornado bow weren’t treated as wind magic
Fixed bug where Moloch’s weren’t magic enemies
Changed dialogue to further clairify how personal skills work
Changed dialogue to clarify how the boon skill works
In chapter 7, the unit that joins you on turn one now has the cursor flash over them to indicate they’ve joined you
Changed FOW theme in chapters 3, 10, and 20
Updated expertise skill text
Updated chapter 5 dialogue to make clear that certain enemies are indeed beatable
Updated chapter 16 dialogue to reflect that unit is meant to start with weapon they can’t use
Made adjustments to the chapter 14 and 16 maps
Fixed some odd enemies in chapter 17
Tried to fix double watchful enemies where possible
Made more generic enemies capturable, including some monsters
Monsters now captureable are: Worren, skeletons, Bigl, angels
Prologue: Certain enemies were unintentionally uncapturable
Lowered Chapter 3 Boss’s leadership by 1
Lowered Chapter 7 Boss’s leadership by 1
Lowered Chapter 9 Boss and sub boss’s leadership by 1
Lowered Chapter 11 Boss’s leadership by 2 and sub boss’s leadership by 1
Lowered Chapter 12 Boss’s and sub boss’s leadership by 1
Lowered Chapter 13 Boss’s and sub boss’s leadership by 1
Lowered Chapter 14 Boss’s and sub boss’s leadership by 1
Lowered Chapter 15 Boss’s leadership by 2
Lowered Chapter 18 sub boss’s leadership by 2
Raised Chapter 18 temp unit’s leadership by 1
Lowered Chapter 19 sub bosses total leadership by 3
Lowered Chapter 21 total sub bosses total leadership by 2
In chapter 22, the four NPCs are now temp units.
In chapter 24, more enemies have insight.
Raised the total Leadership of the chapter 22 enemies by 8 and gave all enemies insight to counteract the above change.
In chapter 5, Neried now starts as an NPC and you recruit everyone on turn 1 instead of turn 2
In chapter 6, you can now capture the hatchet axe colonel
In chapter 7, nomad characters are now capturable
In chapter 8, the berserker boss is now capturable and has slightly different equipment in normal and hard mode
In chapter 9, a sub-boss had a skill switch
Added a boss quote to chapter 12 between the berserker sub boss and mercenary girl
In chapter 13, made some uncapturable cultists now capturable. Raised level of uncapturable cultists by 1
In chapter 17 more enemies are now capturable. Less NPCs show up so that the total is now only 10 NPCs. Less flying enemies appear on turn 3
In chapter 18 more enemies are now capturable, however less are available for capture in hard mode. Removed a wave of reinforcements.
In chapter 19, adjusted some NPCs.
In chapter 21 more enemies are now capturable
One of the chapter 21 bosses is now magic type
Fixed minor weapon display issue with chapter 22 boss
In chapter 23, made more enemies capturable
Buffed Nicole’s base magic by 1
Buffed Ricky’s base magic by 2
Condor movement growth buffed to 5%
Clint movement growth buffed to 8%, PCC buffed to 2
Chrysler movement growth buffed to 15%
Buffed Kirin’s light magic rank to C
The third lord’s leadership was boosted to 2
Aofaye’s base sword rank was dropped to B
Buffed the speed cap of the armor line by 3 (NOTE: Generals and Doma Knights not affected)
Dreadfighters/Excutioners have C rank dark magic
As mentioned in the change log, there are minor graphical bugs with five spells after I performed a ROM rebuild to make more space be available to complete a few of the updates in this patch. As such, the next update I hope to release will fix these minor issues, but with how many other fixes this patch has (including to one game breaking bug) I didn’t want to delay the release over something so small.
The biggest changes to V1.5 is that you can capture more enemies, enemy leadership has typically been lowered, and promoted units gain even more exp than before.
I also want to take this opportunity to thank everyone that has supported and played SGW. It’s been around half a year since the first release, and the feedback and support I’ve gotten on the hack and how to improve it has been overwhelming. I can never thank you all enough for taking the time to play this hack and provide feedback! It makes all the time I spent working on it more than worth it! This has been a challenging year for everyone in some way or form, so I hope SGW was able to provide even the smallest bit of joy to you during these troubled times!