[FE8] [Completed] The Sacred Trilogy Reskin and Rebalance

Thanks, I’m glad you enjoyed the hack. I have not worked on any other projects so far, but I believe Project Ember does something similar to FE 6. I’m not aware of any FE 7 hack doing similar things though.

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yep project ember is one cool hack if you want to play FE6 again but for FE7 sadly there isn’t.

Hey, I know this hack has been out for a bit but what are the differences between your hack and the FE8 Redux hack by Azreal25? I’m not asking which is better, I would just like to know the differences between yours and Azreal25’s hack.

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Check both threads to see the different features.

From what I read on his thread, it looks like his project is more of a custom experience while mine could be considered an enhanced vanilla version.

Thanks man! I look forward to playing : )

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I know I said I wouldn’t work on this anymore, but… I found a few things that bothered me while playing the game and figured I’d iron them out. Here’s what’s new:
-Nerfed the liches and the Tower of Vani minibosses
-Further improvements to the AI
-Fixed the steel axe price (it was still vanilla)
-Changed the loot for a few Lagdou Ruins chests
-Fixed the animations for Hail and Rexbolt
-Elder Baels and Queen Baels had Lute’s personal skill. Fixed that.
-Added damage display during battle (made by 7743)
damage_popup1
-Added map attack animations (also made by 7743)
damage2

Data structure is the same as the last version, so saves should be compatible.

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Question have you posted it on the Dropbox or not yet?

Yes, they should be there. Why?

Ah ok ok I was just making sure before I download it.

Hey @blood, do you mind sharing the ID used for the Magic Dust statbooster? I want to boost my Dread Fighter Marisa’s crappy 2 Magic to something a bit more viable. Thanks!

I know you’ve more or less finished this but I came across a rather odd bug with Joshua, if he crits and does 0 damage it bugs locks up the fight. Thankfully just resetting that attack seems to reroll and prevent his crit, but i figured I should inform you all the same

Sure, it’s ID BC

Which animation are you talking about? Myrmidon or Swordmaster?

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It’s probably the swordmaster animation. That one is new and exclusive and I have encountered similar glitch with Joshua myself. Unlike his case, my Joshua was dealing 5 damage against a general in chapter 17 when it froze the game.

Fire Emblem 8 but it was made in 2022

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Swordmaster. Its from a prior version (one before current) so I can’t say it is consistent.

The exact weapon I had on was a wind sword in case that has anything to do with it.

Well it worked fine on normal crits, even if they didn’t kill. It was just zero damage ones caused the enemy health to underflow like if you nosferatu’d a liquid ooze unit for self-lethal.

Thanks!

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Right, I’ve finished the game. IMO this is the most definitive version of Sacred Stones to date, and I absolutely enjoyed reexperiencing the story. The classes presented were varied and unique, except the Dragoon and Halberdier classes seem a bit similar. Also, Hayden’s Bow Knight doesn’t have the +15 crit boost iirc, despite being a mono-weapon class. During my playthrough, I added a bunch of half-ass OCs and Klimt as a druid so that I could try out all the classes, and they seemed pretty balanced. I am currently racing through the Lagdou ruins and gosh, is it a challenge. I’ve already lost 2 units to the Fire Dragon, but I had fun doing it which is what counts lol. Anyways I think I made Klimt too overpowered because he got a lucky crit and OHKO’d Fomortiis haha. Thanks for making this!

A few small gripes with the ruins.

  1. I kinda think putting statuses on the dragon breath skills was a bit much considering they all have 1-3 range, a butt-ton of health and renewal+boon.I especially don’t like the Divine Dragons having 32 Defense and 35 Res though that more due to a personal disdain for overbloating a units stats with their weapon.

  2. Dread Fighters SUCK i can honestly take the “random” berserk skill and the 30% activation boost (which puts it around 55-59% depending) but you let them keep vantage which makes actually killing them beyond irritating if you can’t one round them, that actually being kinda of hard to do with their speed being 26-29 on average. You either have to sleep them in advance (again hard to do) or rig for crits. for the sake of my point I had one at about
    7 HP had 5 people attack them and all 5 of them got Vantage Berserked which ends the fight immedately. I then had to spend a few turns to cure the berserk on top of them still being attacked and re-berserked until he finally didn’t proc it, one dread fighter got 18 procs of berserk before he died.

  3. Floor 5 is just weird, there was a random brigand there with no weapon and for some godforsaken reason all the dark tome users had 100% hit that only went to 95% occasionally against light tomes.

I really just needed to vent some of this. I understand you wanted to make the ruins challenging but with how many status attacks the player has to deal with on floor 3-8 you either need 5 units with restore staves or an unbreakable latona to not go insane.

edit: further grips include: why does the “dragon” need immunity to ranged attacks, it already can’t be cheesed since it’s another 1-3 range charging attacker, it make the Mulagir and Rienfleche you have useless unless you deliberately are using innes.

For some unknown reason while you made an enemy capable of dropping the S-rank magic Sword and Lance there isn’t one who drops the Axe. There is however a Malduin on Ruins-9 who has it, but can’t drop or use it. there was also a war cleric a few floors up who could have dropped it if he didn’t have a random mend staff.

please let it be know that while I am aggressively complaining I am still enjoying myself, I just don’t personally understand how some of these design choices intended to be challenging don’t just boil down to being frustrating.