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

I think Ross and Ewan should have unique promotion just like Amelia’s also Arthur give Arthur the War Monk class

I finished the game today. And I want to write a few comments about my experience (mainly about post-games)

  • General comment: I really like this mod, the game has been improved a lot and brought many interesting experiences. I had to employ far more strategies than I did when playing the original (even getting a taste of failure when the tactics didn’t work). And most especially, you have added a lot of new animations, making the characters increasingly similar to their image (though not all).

About post-game:

  • The first thing to say is that the difficulty of the game has been raised INSANE high. Especially at Lagdou ruin, the enemy bosses from FE6 and FE7 are really too OP, most of my wins come from luck (critical or skill activated).
  • However, Lagdou ruin’s enemy bosses have a custom animation added, and I really enjoyed it (unfortunately I couldn’t add them to my team).
  • The boss’s custom S-level weapon in Lagdou ruin is even more powerful than the legendary weapon of the main game. Fortunately, they are distributed for free by opening treasure chests. However, the first stage is a nightmare when the enemy can finish you in 1 hit.

Bug report:

  • Character’s mag stat when maxed is still reported to increase when leveling up.
  • Sol skill, which allow you to restore HP when attack, not working in Arena. Instead, it makes you lose HP then lost quickly.
  • The character’s growth rate is not currently sticking to the character class system. Hybrid classes often do not have the right stats to use a combination of magic and weapons.
  • After unlocking the characters in the Creature Campaign, the image of the units will be disturbed while in the unit selection (not affect playing).
  • There is a certain error when the character has a constitutional upgrade, my character cannot go to the rescue despite having a higher constitution.
  • My character has a reduced stats when hitting a skirmish on Melkaen coast. I don’t know if it was an error, but I couldn’t complete the level so I ignored it.

Feedback/ suggest:

  • If there is no limit on the number of classes, can you let the characters upgrade in more branches? I think if there are multiple directions of development, the game will probably evolve in more directions and that’s great.
  • Is there any way to learn more skills for the character or remove unnecessary skills? I remember once saw L’Arachel have more than 6 skills, then an elimination skill screen popped up. However, the next time I play, I cannot achieve that. If possible, I hope I can view that screen all the time.
  • The sizes of the custom classes seems disproportionate to the size of the base classes. I don’t have a problem with them though.
  • Looks like you changed the “Swiftsole” movement upgrade item. I was very disappointed when I found it in the desert. Do you intend to replace it with another item?
  • Bone monster’s 20% Max HP reduction skill is quite OP, I think you can replace it with current HP or have a skill rate. And I think this skill is more suitable for boss monsters than normal monsters.
2 Likes

Hey guys, it’s been some time.

So, I’m currently dealing with a lot of stuff irl and I’ll have to abandon this project for the time being. I had planned to release a final version, since everything is basically done and I’m just polishing things up and adjusting difficulty. I haven’t been able to finish quite everything I had in mind, but I’ll release what’s been done so far. Consider this a semi-final version lol.

These are the changes from the last version:

-Corrected some cutscenes envolving custom classes
-Class bases and enemy growths have been reduced and are more similar to the vanilla values
-Phantoms can now use their weapons properly
-Some text corrections
-Fixed HP values for some bosses
-Made modifications to monster skills. Bonewalkers and gargoyles have different skillsets
-Added leadership to tower of valni bosses
-Reduced the amplitude of the random poison damage from 5 to 3
-Fixed Knoll’s dark magic rank
-Fixed basically everything related to the trickster class
-Updated some magic animations

That’d be all. Big thanks to everyone who stuck around with this project for this long.

4 Likes

I Played this 2 Days ago, I am currently in chapter 17. I really love how summoners can use axes but Knoll’s phantom is unable to fight because he has a silver axe equipped which is a Rank C weapon while the weapon rank of the phantom is only set to Rank D.

So far, I’ve really enjoyed this game thank youuu!!
Btw. I didn’t really get it but… How do I get Mansel and Hayden as a playable character?

Hayden automatic join you at the start of chapter 20. And Mansel is unlockable character from Lardo Ruin (kill 200 or more monsters in one run)

1 Like

I’m in chapter 20 now but Hayden didn’t join. :disappointed_relieved: Does he join on the 2nd part of the chapter 20?
(Inside the Temple Of the Demon King)

No, he join when outside temple (fight Zombie Dragon and Riev)

1 Like

He Didn’t Appear Oh No, I think I Did Something wrong?

Hayden should join automatically on turn 3 of chapter 20. Did you use the warp staff and finished the chapter on within two turns? If so, you skipped him forever :X

Oh so you wait turn 3?? Okie Thank youu! I didn’t use warp staff, i stopped proceeding to play because i thought I can get Hayden turn 1 of chapter 20. Thank You Very Muchhh!!

Hi, FE8 is one of my personal favorites and I’ve been absolutely adoring this hack! But unfortunately I’ve encountered a run-ending bug, twice.

I am softlocked on both Ephraim and Eirika’s Chapter 11 (Phantom Ship / Creeping Darkness). Everything plays out fine, but killing all enemies like I’m supposed to… does nothing. In both cases, I kill the last remaining enemy and the generic level theme starts playing. No enemy phases, just me wandering the map for all eternity. Replaying the map does the same thing.

My build is the fixed growths with minimug, hard difficulty. I’m using pizzaboy emulator for Android, but I also tried with VBA and got the same results.

Would someone please help me fix or get around this? I would hate to have to abandon the hack.

do I need to apply all 4 patches?

No, only one. Choose the one with your prefered settings.

Knoll’s phantom can’t use axes. T_T

Are you playing the latest version? I’m pretty sure I fixed that already.

I didn’t know there was a latest ver. Sorry! Can you please reply it to me. T _ T
I’m really enjoying your hack and knoll is one of my fave in FE8

hey, can anyone tell me the differences between this and the sacred war hack? FWIW I plan on playing both - assuming they aren’t too similar

I love this hack, it’s everything FE8 should be, though there are a few gripes i have with the hack

  1. The enemies don’t attack if they won’t do damage, it’s a small issue but it could be Incredibly punishing, especially for harder modes, i came across it when i was messing around with capped defense Ephraim, it’s a bit annoying.

  2. Eirika’s mage lord class looks rushed and sloppy in my opinion, there is a marquess lilina sprite set that could be used with a bit of altering for swords and lances, and even a special animation set for seiglinde, in my opinion it should be remade and patched becuase it does look choppy at times.

Other then that, it’s stellar!

1 Like

this hack is awesome, so many choices to bring a lot of new flavors, however there are several things in my opinion that need some reworks.

  1. Enemies won’t attack if they have 0 damage sounds good in paper, however i thought it’s a double edged blade, first since your enemies won’t attack means that you’ll have to attack them manually during player turns which means more turns needed to finish a chapter (tower of valni). Second, Gilliam’s provoke sounds good at first but become useless if you want to babysit a newly recruit because enemies tend to squish my weakass def unit rather than breaking their weapon to Gilliam.

  2. rally skills are good and all, but i think rally skills are situational and should not be on unit’s base skills such as Gilliam, Morde, Natasha, Cormag, etc. Because it will turnout to be an active skills. They should have their own personal unique skills like FE fates rather than one-turn-stat-booster.

that’s just my honest opinion though, but I really welcome any decisions you made on next update. Salute!

2 Likes

What third tier classes are in the game? Is the new flyer class option good? For Tana specifically