Yeah, you are free to.
What would I have to do to put back in staff usage exp gain(for personal use only, Iâm not going to distribute the mod)? I noticed thereâs a patch that sets the minimum exp gain from staff usage. Itâs set to 1, but it seems to be ignored. So what did you use to remove staff use exp?
By the way, none of the units get their stats upgraded after class-change. For example, Gordon as an archer at level 20 had these stats:
str 9
skl 6
spd 11
lck 11
def 10
After changing class to sniper, he still has the same stats, even though the base stats of the two classes are different:
archer base stats:
str 4
skl 1
spd 4
del 5
sniper base stats:
str 7
skl 10
spd 14
def 7
Shouldnât each unit full stats be the sum of the unitâs current own stats and his/her current classâ base stats?
This patch here is how I achieved the desired effect of staves not granting EXP. Also, for the FE1 quirk for the massive EXP gain for whenever a staff user is attacked.
This is true, but I was unavailable to add the patch that included the feature of promotion gains only rounding up to a class base stats, due to it being a âconflicting patchâ. I wished that I could, but limitations, limitationsâŚ
Hello, what are the tips about promotions? Itâs best to early (lvl 10) mid (lvl 15) or late (lvl 20) promotions?
It vastly depends on the unit and class. For example, if you are low on healers, then early promoting a mage to a bishop wouldnât be a bad idea. In FE1, the EXP gain for promoted and non-promoted is the same. Therefore, promoting early doesnât hurt the EXP gain rate. Different players promote at different times, so there isnât really a definite answer for what is best.
Got It, so, this one follows the original FE1 formula?
Pretty much yes, but with some exemptions such as promotion gains not rounding up to a class base stats.
Ok, thanks
Hello, iâm currently in chapter 14 and iâm enjoying the game so far as someone who loves FE1 but hates his trade system, this hack is great, but i notice a problem with the Levin sword, for some reason you canât double with it in enemy phase but you can in player phase, this screwed me a little bit in chapter 13, is this intended somehow?
eh, now my marth double an enemy archer with a levyn sword in enemy phase, the bug appears to only happen against enemy ballisticians then
Thank you for bringing this to me. I know why this happened, it would appear to be a side effect of me making the ballistae not being able to do follow up attacks. I did this as in FE1 they werenât able to make follow-up attacks. But since this causes this unintended side effect, I will reverse this, and thus fixing the issue. Looking back, I donât even remember why I made the change in the first place. Since it would be pretty rare for ballistician to be able to make a follow-up attack due to their slow speed and the weight of the ballistae.
V1.9.5 Changelog:
- Fixed an issue where during enemy phase, you were unable to do a follow-up attack while being attacked by a ballistician.
- Increased Beckâs Thunderbolt uses from 23 to 54, since this is how it was in FE1.
- Added map icons for units that have droppable items, much like how Engage does it.
Hopefully the droppable item map icons wonât have unintended side effects.
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Here is the empty Fire Emblem icon, by LordGlenn. It is part of the Archanean Icon Project and is in the Repo.
Greetings! Iâm having an issue with the gameplay using the latest version of the patch because the thief that carried the Lightsphere just escaped from the room (left the map from the left corridor) and I got rid of the option to get Starlight altogether⌠Am I softlocked? I do have both Tiki and the VIP and Silver Cards though but no Mercurius due to finishing Ch. 18 a little too quicklyâŚ
Also, Iâm using VBA to play and if I take too long on the title screen without pressing any buttons or if I select the main theme using the Sound Room option and let it play uninterrupted for a while my emulator crashes and have to reset it for it to get in working condition again.
Finally, there are two errors regarding weapon descriptions as the one for Parthia says it can be used to give +7 Res and the Ridersbane one says it does give effective damage against Paladins.
Thanks in advance for any advice or fix regarding this report.
Cool, I didnât realise this was a thing. Thanks, I will add this as a skill icon for the Fire Emblem.
No, youâre fine, itâs working as intended. But it will be way harder for you to defeat Medeus, but itâs still possible.
I tested this, and it happened to me, importing the track again seems to have fixed it? Should hopefully be fixed.
The Ridersbaneâs description was an oversight, I have corrected it. And for the Parthia, that was a placeholder since I was unable to make it like a pure water when used. So it gave it a +5 RES boost as a compromise. I will leave it still there, for whenever I figure out how to implement this.
V1.9.6 Changelog:
- Marthâs Fire Emblem skill now has a proper icon.
- Fixed a crash on the title screen if you stay on it for too long.
- Corrected the Ridersbaneâs description.
Thanks! I can confirm that the main theme doesnât crash the emulation anymore ![]()
Best regards ![]()
Greetings! Iâve just recently finished my full playthrough of the latest version and I want to point out some other bugs/issues found during it:
-
The real Gharnef in Ch. 23 uses a tome that CAN break, AFAIK that shouldnât be the case as both in the NES and the SNES his tome had infinite uses. Is that intentional?
-
It seems that if an enemy Manakete with the Magestone targets one of your own Manaketes (either Bantu or Tiki), its attack causes 0 damage and it gets doubled in retaliation then the game either freezes if animations are off or the counterattack gives the enemy temporary infinite HP if the animations are on.
-
Is Medeusâes Earthstone defense properly coded? My 19 Str Marth with Falchion dealt 24 damage per hit and it seemed way to high compared with what he usually inflicts in the NES version. It seems that the stone should really give him +23 Def.
I guess thatâs all I wanted to report, thanks a lot for the hard work and thanks in advance for your attention to this message.
Best regards ![]()
I apologise for not responding back to you sooner; Iâve been quite busy. However, I have been working on reworking various parts of the rom hack throughout this time. Mostly visual elements, such as character palettes and battle animations. Iâve also included character-specific promotion stat gains for those units that need them to meet the base stats of the promoted class. During my work, I encountered a problem with the Triangle Attack; anytime it occurs, the screen glitches. Iâm not sure why this happens, but I believe itâs because the Pegasus trio have distinct classes, which have separate promotion stat gains. Or it may be something to do with the unit palettes or the battle animation.
This is true although the wikis claim it has 18 uses, which excludes context. Because enemy weaponry in FE1 are in fact unbreakable, the Imhullu tome is de facto unbreakable. Iâve now corrected this error.
I was unable to reproduce your problem, however I have noticed some abnormalities with Bantuâs battle animations when battling an opposing Manakete. I donât know why it happens, and it only happens sometimes which confuses me even more.
Originally in earlier versions this was the case, this was because Marth wasnât doing enough damage. However, Iâve finally realised now that the Falchion was only dealing x2 effective damage rather than x3 damage because it replaced a Sacred Twin weapon. If you didnât know, in FE8, the Sacred Twin weapons only dealt x2 effective damage, which explains why Marth wasnât inflicting enough damage at the time. I thought the stat increase of 23 defence was wrong, and was actually 13 defence. This is because the Falchion only has 10 might, yet with the effective multiplier of 2, it would be 20 might; however, it should have been 30 might because the Falchion wrongly possessed the Sacred Twin multiplier effect. I thought Medues had 10 more defence than he should have. Which is why I reduced his stat buff. But during development, the Sacred Twin x2 multiplier was changed to x3. It may have been me, but I overlooked to increase Meduesâ stat bonus, or it could have been a FEBuilder update, but Iâm not sure and canât fully recall it.
Anyway, here is the changelog for the latest version, I hope everyone can enjoy these changes.
V2.0 Changelog:
- Changed the Earthstoneâs defence bonus from 13 to 23.
- Made the Imhullu tome unbreakable.
- Fixed the affinity icon for dragonstones, itâs now the icon for Anima.
- The Wyvern Knightâs map sprite is now replaced with the Wyvern Lordâs sprite.
- Battle Palette Rework: The vast majority of characters now have updated and improved palettes. This was because I based the palettes on the SNES portraits that were initially included with the hack.
- New Battle Animations: Generic Horsemen, Cavaliers, Armour Knights, and Pegasus Knights now feature new animations. Additionally, certain characters have new, unique animations, those being: Midia, Linde, Draug/Roger, Jagen/Cain/Abel/Matthis/Roshea/Vyland/Hardin/Arran, Caeda/Palla, Est/Catria/Minvera, Gharnef, Camus, Michalis.
- Added character-specific promotion gains. This is an effort to replicate FE1 promotion gains by rounding up to a classâs base stats. It isnât ideal, but itâs better than nothing. I calculated the average stats for units at level 20 (10 for Curates). The specific stat boosts are intended to help them meet the base stats of the promoted class.
Promotion Gains:
Gordin: +4 SKL, +4 SPD,
Tomas: +2 SKL, +5 SPD,
Matthis/Roshea: +3 SPD,
Vyland: +2 SPD, +3 SKL,
Caeda: +3 STR, +4 DEF
Est: +3 DEF,
Palla/Catria: +2 DEF,
Linde/Meric: +2 STR/DEF,
Wrys: +2 STR, +5 DEF, +7 SPD,
Lena: +2 STR, +5 DEF, +5 SPD,
Maria: +2 STR, +4 DEF, +11 SPD,
Elice: +2 STR, +4 DEF, +4 SPD,
played the first chapter and the palette rework paid well off
Hello! Just finished playing through the whole game and wanted to share some of the bugs/issues I ran into:
- Beck started at level 0 instead of level 1
- Jeorge was using Caesarâs portrait and not his own
- Unpromoted (and maybe promoted, not entirely sure) Caeda capped her level at 10 instead
of 20, (The only other peg. knight I used was Palla and she was able to level up passed 10) - Most of the legendary/regalia weapons did not have the white line flash across the screen (not 100% sure what its called) when starting a battle, from my memory only Gravidus, Excaliber and Falchion had it
- Last and certainly least, the Bishop in Chapter 17 is normally supposed to drop his swarm tome but here he does not
Thank you so much for all the hard in bringing this romhack to life, it was such a fun time experiencing, as well for your time reading this reply. Hope you have a good one!
Thank you for reporting these issues, I have now fixed them.
V2.1 Changelog:
- Fixed Beck being level 0 instead of level 1.
- Fixed Jeorge unintentionally using Caesarâs portrait (oops).
- Fixed a 2.0 regression which caused Caedaâs class to only cap at level 10. This was because of leftover data, as the class I replaced was the trainee recruit class.
- Made some regalia and important weapons have the Sacred Twin white flash animation. These weapons are: Excalibur, Imhullu, Starlight, Aura, Mercurius, Parthia, Gradivus, Falchion and Devil Axe.
- The Bishop in chapter 17 now correctly drops his Swarm tome.
