[FE8] [Complete] The Sun God's Wrath (Final release - 27 Chapters, no fatigue, 100% growth now added - 5/22/2022)

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”.

this spoilery screenshot

image

Whatever the case, thanks for fixing it!

2 Likes

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.

1 Like

SGW V1.31 is now out at the usual link. It fixes some major bugs and balance issues, so be sure to update! https://www.dropbox.com/s/ck6l6c5ri3fwhon/SGW_Complete.zip?dl=0

The changelog is below:

V1.31:

  • Fixes game freezing bug with succubus animation
  • Fixes issue where an NPC dies too fast in chapter 15 normal mode
  • Gives the mage in chapter 5 a vulnerary
  • Fixed some tile issues in chapter 9
  • Renamed civilian in chapter 11 to Elder to make it more obvious he can be spoken too
2 Likes

SGW V1.32 is now out at the usual link. It fixes some minor bugs and adds in some balance changes, so be sure to update! https://www.dropbox.com/s/ck6l6c5ri3fwhon/SGW_Complete.zip?dl=0

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.

2 Likes

SGW now has it’s third LP, this time by known FE speedrunner Vykan12: https://www.twitch.tv/vykan12

He streams almost everyday at 3 PM EST, so if you have the time be sure to check him out!

He joins Cornchip: https://www.youtube.com/watch?v=y_treUaRxk0
And Mekkah: https://www.youtube.com/watch?v=czzWylUGuwo

In the now trinity of people LPing SGW. If you do your own LP of SGW, be sure to let me know and I’ll be happy to share a link!

3 Likes

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.

As always, the update can be found here: Dropbox - SGW_Complete.zip - Simplify your life

The change log is below:

V1.4:

  • Added prep screen to chapter 4 and 5
  • Dialogue added to chapter three to explicitly mention what an enemy force is
  • Added torch staff to chapter 15 and 17 prep menu
  • Fixed issue with Odo and hezul scroll icons
  • Made dragon slaying weapons more expensive (they were 500 before)
  • Made the Fog gradually lessen every couple of turns in chapter 3
  • Weakened certain reinforcements in chapter 3
  • Janet and Nicole now automatically have their fatigue set to 0 at the start of chapter 12
  • Made minor positioning adjustments in chapters 15 and 16
  • Added secret shop to chapter 16
  • Weakened solar shine magic users in chapter 16
  • Lowered hero boss leadership by 1 in chapter 16
  • Adjusted number of flying enemies in chapter 17
  • Slightly buffed magic of non-magic units in chapter 19
  • Enemy boss in final chapter now has 6 skills instead of 7
  • Final boss had slight adjustments made to stats
  • Nihil now negates double lion
  • Lowered Camel mov and HP, and gave them a different skill than outdoor fighter
  • Lowered enemy pirate HP and str
  • Made adjustments to class movement sounds to improve on some and fix missing ones in others
  • Entombed/Mummies are now Muscle type
  • Fixed bug where enemy executioners and hell dragons had 5 class power
  • Lowered all tier 3 player class power to 4 (this means promoting to tier 3 no longer has an exp penalty)

Unless there is a major bug, this will be the last update before lunatic mode releases. Enjoy!

7 Likes

Super excited about the no exp penalty for tier 3 >>>>>>>>

1 Like

Yeah, I don’t think it’s the kind of thing that will change the overall balance enough to matter.

That’s why I use Crazycolor’s Fates Exp asm hack, which can be found in the “unified hacking dropbox”.

If a unit is 8 lvls greater than the enemy, they’ll gain 0 exp. In fe8 it’s typically ~20 lvl difference to gain only 1 exp, which is way too big.

1 Like

I think that’s a bit too much for me. 8 levels higher is probably -24 exp on average. But you really shouldn’t ever be 8 levels higher.

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.

2 Likes

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.

I could work it into my hack as well, probably.

1 Like

Something I put together for fun. Expect a review sometime soon!:
Sun God’s Wrath Starring:

1 Like

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:

V1.42:

  • Fixes some typos
  • Fixed potential game breaking bug in chapter 12

V1.41:

  • Updates chapter 3 to have one less archer enemy
  • Fixes error with chapter 14 and 15 prep shop
  • Updates tier 3 promotion text in chapter 15

As always, the update can be found here: https://www.dropbox.com/s/ck6l6c5ri3fwhon/SGW_Complete.zip?dl=0

5 Likes

i found a bug Evan staff rank doesn’t increase at all

This is not a bug. Staff rank in SGW only increases through promotion.

3 Likes

With permission of Blademaster, Sun God’s Wrath is now available on Emblemier PatchUp:

What’s Emblemier PatchUp?

1 Like

Happy early new year! SGW V1.5 is now live at the usual link: https://www.dropbox.com/s/ck6l6c5ri3fwhon/SGW_Complete.zip?dl=0

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!

Here’s to 2021!

11 Likes

My sincere apologies for the double post. There was a game breaking bug with V1.5 that has now been fixed. Please download V1.51 that fixes the bug at the usual link: https://www.dropbox.com/s/ck6l6c5ri3fwhon/SGW_Complete.zip?dl=0

V1.51:

  • Fix game breaking bug with wind, blizzard, tornado, death, and jormungandr spells.
3 Likes

We have our first 0% LP! Tez is doing a 0% growth rate LP that can be found here: https://www.youtube.com/watch?v=zg7R_OIjbpo&list=PLR0kOFrq7gs1rc7hgDBd6b4mHNljUgHmV&index=1

While the prologue is pretty simple in 0% growths, the later chapters will be sure to be more exciting, so I look forward to his progress!

And on that note, happy new year again everyone! I’m always happy to share LPs anyone wants to do and I look forward to any that start next year!

3 Likes