[FE8] FE:BR (MOBA Emblem) (1.04)

Hello everyone! I’m back with some info about the upcoming 1.02 update. I apologize for the long absence, I’ve been busy with irl stuff.

This is just a brief overview into some of the more major changes coming. Expect full patch notes and details once the update has been released.

Changes to Heroes

All player heroes now reset to level 1 upon the completion of a map

After the congratulations screen at the end of each map, all hero characters will revert to their level 1 status. This includes setting all stats to how they were at level 1, forgetting any skills that have been learned, and clearing any items that were purchased during the map. All current maps have been rebalanced around this change.

Note that weapon experience does not reset.

Level cap lowered to 10, Growths doubled

This change is intended to speed up battles and increase access to “late game” skills. The doubling of growth rates should theoretically keep stats in line with how they were with a level cap of 20. Skills are now learned at levels 3, 5, 7, and 10.

Characters of the same class play differently

Characters of the same class felt a little too similar, especially considering they would share 5/6 of the same skills. Growths and a single skill slot just isn’t enough to introduce the kind of variety I want. Each hero now has;

  • 5 personal skills (4 learned through leveling up, 6th skill slot reserved for canto on mounted units)
  • Prf weapon (tailored to complement each individual character’s playstyle, some ported over from the unit’s original game)
Accessories

Accessories are items that give heroes passive stat boosts while they are in the hero’s inventory. Their inclusion is intended to add more variety to the gameplay and level design. Examples include the Hiker Boots giving +1 Mov and the ability to traverse specific normally untraversable terrain while held and the Hero Crest giving +5 Str and +3 Spd while held.

Turn-based enemy level scaling

Previously, enemies gained levels by visiting villages/spawning additional mobs. There were several drawbacks to this approach, such as the limiting enemy ai, the enemy not properly learning skills (this was me not scripting the event properly), and a complete lack of retaining levels between deaths.

The new system works like this. When an enemy hero has been defeated and is respawning, the game checks what turn it is. For every 5 turns that have passed, the enemy hero will be leveled up once. Stats gained per level up are based on the individual unit’s growth rates. Skills are learned at the same rate as the player (levels 3, 5, 7, and 10). Some characters will “buy” new weapons/accessories/heals at certain levels. Items acquired by the enemy from leveling up vary by map.

Note that this applies exclusively to enemy heroes, not mobs or the enemy Tactician.

Other Noteworthy Changes

In-game Tutorial

At the beginning of the game, you are now asked if you would like to play the tutorial. Here you’ll learn the basic mechanics and interactions of the game. Hopefully this will provide a better idea of what you’re actually supposed to do.

Map Tweaks

Multiple maps have undergone changes to hopefully create a more fun experience.

  • 1 tile choke points have been given nearby alternate pathways. While choke points were intended to be used as a defensive strategy, they wound up just getting gummed up by mobs, making it hard to traverse the map.
  • Additional pathways have been created to make use of the Hiker Boots

Things That Still Need to be Finished for 1.02

Mint Plateau (Level 3) Tweaks

I’d like to make certain sections of the map more useful/viable. Also need to fix the paths in the center being desert tiles.

Hector has lost the Enrage skill (it’s now a different character’s max level skill).

Secret Character Acquisition Rework

Getting the secret characters is currently a little too “random”. When it happens, it seems players are more confused about why than anything else.

The new system that is being implemented is this. Currently, once a map has been beaten, you are given the option to revisit it by talking to it’s flame. Now, when talking to the corresponding flame for a level, you will be asked if you would like to activate “Challenge Mode”.

In Challenge Mode;

  • The enemy hero that spawns will be fixed (not chosen randomly during respawn)
  • The enemy hero that spawns will be the secret character for that map
  • The enemy hero will be given more favorable levels during respawn
  • The enemy hero will have a wider variety in inventory to combat the player’s ability to plan ahead and counter pick their hero

Once a map has been cleared using Challenge Mode, you will recruit that map’s secret character.

I’m considering keeping the old method alongside this new method, but lowering the chase of the secret character randomly spawning to something like 1/100.

New Content

I want to add at least 1 new map and 1 new secret character, so the people who played through the entirety of 1.01 have something new to play with. The new map could be the 2020 map that I previewed in the last post, but I have been working on a separate map as well, so who knows. Also gotta find/make some weapon icons for the new prf weapons.

Release Date

¯_(ツ)_/¯

2~3 weeks from now, maybe. I work on this project in between irl stuff so that time could go in either direction.

edit - ran into a small snag with the enemy level up system. i thought the 0x46 limit didn’t apply because i had units beyond that able to retain skills after suspend/resume, but i was actually just corrupting chapter turn count data. currently shuffling around character data and redoing events to account for this limitation, will probably effect release time. thank you for your patience, also thanks to vesly epicer and smethlyn in the feu discord for the help

Screenshots

(these + more will be added to the OP when patch releases)

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