Thanks for reachin’ out. That is a known issue. While I think the best solution would be to prevent any opportunity for this to occur, it is extremely easy for players to never encounter this bug by just not attacking event nodes. All it takes is one ruined run to learn not to do it again.
Hopefully, in a future iteration of the labyrinth, I’ll design the layout in a way that completely avoids the possibility of the bug occurring.
Having now “beat” the romhack in its current state i do want to say that it has been an addicting and fun experience. i do however have a few things i would like to mention.
Charon should be able to move infinitely or have a move stat of like 99. its just a mild inconvenience to have to make long trips broken up when i have already decided where i want to go.
It took me far too long to realize that the Adamant weapons “usable without a rank” meant that anyone could use any of them at any time regardless of class. I think a better clarification would be “Usable by anyone, Gives no WEXP” to clarify.
On the topic of adamants, i do think maybe they need a bit of a nerf but also at the same time don’t. On one hand they are basically free due to being able to last through runs and always being usable. This forms a strat where you have an encounter that your base options can’t handle so you can always get out the right adamant for the job. On top of that, each version has its own stats so you might can edge out an encounter by grabbing the Axe for damage or sword for Hit. This is good especially with weaker characters like Mist and helps get to promotion the first time to unlock more options. On the other hand they are expensive and its unlikely a player will grind out multiple ones before getting to a point in meta progression that they even out, but even just 1 covering a range or damage type you don’t normally use is a huge consistency boost per run. Overall i think i would personally rather lean towards the direction of an “Omni weapon”, something that is unaffected by the triangle and can counter at any range but can only attack at 1 filling the role of the “universal free weapon” while not being better then actual weapons in some cases due too ease of availability for triangle/range matchups.
I know you are working on maps but some maps definitely are biased against the player and certain builds. Any map that is mostly just open space with little to no method of separating enemies, especially if it contains a lot of high move multi-range options like the boat one, really hurt even when you do have NPC hires and doubly so for anyone playing a 1 or 2 unit (like a ranger being stuck on bow or sword) over a 1-2 unit. I would either redo the maps with more interference or not have as many enemies in those maps as it basically gives you no counterplay. (Can you tell Haar jumpscare is my biggest run ender yet.)
I think the starting shop pool is good for the most part but i think the wizard hat should be added as a counterpart to the shield while also being 250. If not the Hat maybe an “Apprentice Hat” that is only +3 res but no -2 str. I also could see the Fili Shield as a potential 250 item as it helps for Hard runs where you don’t know your facing an archer and if you can’t secure a kill on Player Phase but also sort of a noob trap because well, space better. I could also potentially imagine a rare variant that just sells statboosters all at 250 each but doesn’t have the skill scroll or any of the defense items, maybe as a hard exclusive since at that point you are likely a more skilled player and would appreciate the risk reward.
Items as a whole i think are fine, i don’t have anything to say about any in particular and while i have a bunch of (untested) ideas for more i think this review is big enough as is. If i was to give something i would suggest “Temporary Items”. Again i don’t know the feasibility of modding, but basically an item with a stronger effect (like a skill) but can only be used for X number of combats/procs. Or consumable utility items like a “Portable Catapult” that when you use lets you select a “+” shaped area and do AoE out of combat damage (using the landmine item mechanics maybe?). Again not versed in modding so these are just some rough general ideas in leu of an item only post.
Overall i would give this hack a 9/10. It shows great promise and in its current state is already a fun and enjoyable experience that i have put more time into then my actual FE6 playthrough. Their is some jank that comes from being made as a mod instead of an actual engine, but that does not take away from what has been managed to be done. Only a 9/10 because no Male Robin or Alm.
hetja’s quest is not cancelled or complete. due to circumstances beyond my control, i have been unable to do much of anything, including work on the game. as much as i want to resume development, i’m unsure when i will have the strength to do so. as of now i suppose hetja’s quest is on hiatus. i apologize to those who i have kept waiting.
sometime in the next few weeks i plan to release the most recent ptc patch from the rpg club games discord server here on feu, version 0.7.07.05 ptc. this build contains some unfinished new additions but is mostly bug free. i’m unsure if i will be able to update the hetja’s quest website to include all of the new changes/update old data. no matter what, i will make sure the credits are updated before the patch is made public.
thank you for spending some of the little time we have on this planet in the jumbled mess of if/ors that is hetja’s quest. i’m happy to have distracted you from the inevitable heat death of the universe for as long as i could.
i’ll be back once my body stops acting up. until then, please check out some of the other rogue-adjacent projects like embrace of the fog or illusory dungeon.
spends two weeks drafting post about going on hiatus, calls the game a jumbled mess of if/ors instead of a jumbled mess of if/elses
after a much needed hiatus, hetja’s quest development is back on!
since i have been able to bounce back quicker than i initially expected, i have decided not to release the unfinished 0.7.07.05 publicly and will instead finish work on 0.8 before it is released here.
new major changes that are finished
intro rework
labyrinth starting trinkets
randomized starting trinkets option
labyrinth starting character specific shops
hetja bane/boon
labyrinth win/loss tracking
furthest labyrinth chapter reached tracking
labyrinth related quests (currently 140 quests implemented) + quest tracking
new battleground maps
randomized battleground option
reworked how labyrinth chapters are tracked to allow for endless mode up to chapter 99
reworked enemy level scaling to allow for endless mode enemies up to lv 99
new major changes that are not finished yet or need further testing
hey, i’m pretty sure i fixed that bug, but the version posted here on the forums is pretty outdated
sometime in the next month or two, i’ll release version 0.8. if you’re interested in testing it before release, i’d recommend joining the RPG Club Games server and checking out the PTC (Public Test Channel).
Im having trouble getting the achievement But… my build! Ive used skill shop to get those skills and purposely lose in labyrinth but the quest stays incomplete. Ok so I had Rightful Arch and double lion in 1 run and also Dazzle in its own run that both did not trigger it. But a run with just double lion completed it for some reason
Thanks for the bug report. Looks like the event that checks/sets that achievement was looking for all of the relevant skills at once, not individually. This will be fixed in the patch coming out during FEE3.
Now if only that 1000g Fish would appear I would have all the achievements lol. I had to use the password to unlock Mia as she was the only one to not spawn for some reason (Tavern or Labyrinth) She might have spawned in one of my early early runs when I was figuring things out and couldn’t survive very long.