there’s a character I’m planning for my deltarune’d project I think you’re going to enjoy.
(and by “deltarune’d” I mean I’m gonna work on something a little less ambitious first)
there’s a character I’m planning for my deltarune’d project I think you’re going to enjoy.
(and by “deltarune’d” I mean I’m gonna work on something a little less ambitious first)
back again
think im trapped in some eternal time prison of eternal cantoing after trying to seize in darkling woods.

curse of permacanto be upon ye
That is wild. I’ve never seen that before. Not even sure how to approach that one. My first guess is that it’s an issue with the way Canto+ is scripted, or maybe another change I made altered the code somehow? The fact that it never reduces your remaining movement no matter how many times you wait is concerning too. And why did it wait until this chapter to happen?
I’m not sure what I can do but I’ll certainly start exploring it.
Well, after about 2 hours of working on this issue, the only thing that actually worked was downgrading Canto+ to normal Canto. For some reason, Canto+ and the Seize mechanic just don’t play well together. I also tried testing out what would happen if I changed the victory conditions but even after putting the events together for clearing the chapter, none of the new conditions would actually trigger a map completion. So I decided it’s best to keep it simple for now.
Eirika and Ephraim Great Lord classes now have Canto instead of Canto+. Link updated.
Note: Because this change effects the anchored skill slot and not the learned skills slot, your unit’s Canto skills should change even if you already have the skill. This means your save file is NOT locked out of completion.
However, if your save file is still in the middle of the Canto+ loop from before, you’re going to have to restart that chapter to get out of it.
Hello. My name is Freelia. I am here to represent the Casual Committee. I make sure all of my units promote at Level 20. No further questions. I have played loads of FE8 edited pieces of work. So I think, I am the best person you could of have play-tested your game. I am here to provide some of my thoughts, on the entire game. Let’s get into the meat of things. The things that provide me the most question marks.
I know from all of my research, that the community does not like 2-3 range bows in most products such as this one. I am not here to hound you on such trivial matters. I do wonder though. Horses. Horses man. My horses die to ballistas, every little bow unit. Was this due to the consensus that horses are too strong? On hard mode, Forde was getting nearly 1 rounded by dogs due to his extremely poor speed cap. in paladin. This change in my mind will radicalize people against 2-3 range bows even more. as now the horses are drastically more unfun to use (especially on turning traitor and port eirika map, where there is fleets that can just instakill everyone except Kyle)
There is 1 major thing I also wish to seek answers too. Mercenaries and Heroes have such garbage HP. Gerik is the worst unit in Fire Emblem. Yea. I said it. The Casuals love Gerik, his mere name is enough to cause mass elation in the community. He gets negdiffed by Marisa, the paladins in the Selena map 1 round him, clean. The other mercenary guy also has extremely bad HP. Do you believe that mercenaries are ball of stats without the HP? (This also ignores Garcia, who has 21 base 60 Growth, granted his promotions do give him a lot to compensate, it is still extremely low for a while.) (You have an 80 HP Cap, you shouldn’t be afraid.) (and OC Merc guy who also hasa horrible base HP and a bad growth) This is actually in-line with the enemy heroes, but the HP on everything confuses me. (Warriors at endgame hard mode have 44 hp, while the monsters have more than 10+ that, is this a commentary on the human spirit, how us humans cannot live forever, and we are limited by our mortal coil?) Samson fire emblem shadow dragon? These are the things I wonder. I don’t mind the new writing, it is pretty unoffensive. I was in utter despair when I used John Wyvern OC, and he did not have a Valter boss quote. I waited my entire life in the game for the build up of him releasing his utter carnage on to Valter, just for it to not even exist. Poor John Wyvern OC. he will never get his justice.
I can’t get over Gerik. Cormag and John Wyvern OC have better stats, Dozla has double all of his stats. and you look inside and he has the normal growths.
The magic sword idea was very… hmmm… Did you consider the consequences of L’arachel/Lute/Natasha can use the magic swords that have more mt than the legendaries. I one-rounded Lyon with a 26 Mt. Runesword.
Don’t get me wrong Mr. Sir. I had fun, I always have fun on my never-ending quest of Sacred Stones edits. I am just a mere human who has curiosities about the decisions made.
Galeforce at level 3 Assassin is the casual dream, as Marisa, Joshua, and Colm (as assassin also gets shade) can run at mach speed towards the objective, as the enemies pretend they don’t even exist. So I didn’t end up struggling too much, outside of the occasional powerstaff status staff. I think my least favorite part of the game is by far the seal stuff on every magic. seal strength in early game just makes your units completely useless for like, half the map, with how base stats are. Casuals hate nothing more than seal skills in life, especially when they don’t go away instantly. Also, in late-game they’re unoticable because they don’t scale. so they end up being infurating in early-game, and then a nothing mechanic later (most of my units just started 1 rounding, so the nerfs were useless for the player.) Also holy crap, 5x is a magnum pain in the ass and might be even more annoying than it is in vanilla with how bad the units are to start. Just taking on the two soldiers at the start is already a herculean task.
I hope one day you can make your own project, I see the brilliance in your mind. You could make the best project ever made. I will be there to see the day.
To start, congratulations on finishing this and thanks for sharing it! I overall had a good amount of fun and look forward to future projects.
Finished after playing for about 3 days. Blindish, ironmanish, normal mode, ephriam route, no arena/skirmish (did a single one postgame)/tower/ruins use although yes world-map shopping. I only skimmed the story however so probably missed changes there. Did one run of tower and ruins in postgame.
I updated the rom respectively between ch13-14 and then during ch18 preps.
Things I liked:
Things I didn’t like:
Neutral things and some run-info.
Final team and for the most part core team going left to right and up to down:
Ephraim, Eirika, Neimi, Natasha, Colm, Odion, Duessel, Tethys, Amelia, Ewan, Laurel and Knoll
I didn’t listen to Seth, my DK was (At least I presume more held items = weaker stats)
Still, between Luna, Sacred Twins and iirc some other random S rank I was able to one-turn it after dealing with mooks. unable to counter at 1-1 was funny.
At 417 fights Gilliam saw the most combat despite not making it through the entire game. I was able to avoid Tethys going into combat even once.
I’d consider Odion my overall mvp, especially in latter half of game.
I soloed Tower with Odion and then trained Monarch to 20, boosted his stats and soloed ruins with him. Yay for 30 hp on use spam.
No worries. I have no problems answering your questions. They’re all valid to me.
2-3 Range Bows and Horse Effectiveness:
So, as far as the decision to commit to 2-3 range, I wanted something that made sense to me. Being locked to exactly 2 range always put archers in direct competition with mages for a job from my perspective. Archers only had 2 range while Mages had 1-2 which is already better due to having enemy phase counterattack potential while still giving mages the same range advantage as an Archer. Except mages also hit res which most classes have less of than def, meaning mages are more likely to have good to great damage while Archers have to pierce through better defended foes. Archers had flying effectiveness to lean on, but once you get wind magic mages even get that advantage too. Even Ballistas which have insane range are (generally) locked to map objects while mages get siege tomes they can just take anywhere on any chapter. To me, Archer’s main advantage should be range. Their primary promotion is even called “Sniper”, yet they have to compete with mages for average distance and have worse enemy phase options and challenge the higher average defensive stat. I figured 2-3 range answers all of this and gives bows a distinct identity that makes sense. They just need to be in a game that takes that into consideration, so I tried my hand at it.
For the Horse effectiveness, the logic is a bit different. Yes, I was partly influenced by the consensus that horses are strong and movement is highly valued, but I did put a bit more thought into it (though that may not save the execution). Since all fliers in the game (that aren’t manaketes) are high mobility units and IRL archery is used mainly as a way to area-manage quick moving cavalry, I figured I’d try just changing the bow’s job from anti-flier to anti-high mobility (at least, NATURALLY high mobility). This was supposed to give players a reason to use more unit types as a team, promote tanks a little, and give bows an extra purpose. I did realize that Paladins were a bit lacking but I didn’t want to overdo it compensating for that either so I hoped Charge, Outrider, and being the only class (besides lord promotes) with Canto+ for space adjustment even on offense would be enough while thematically emphasizing the idea of cavalry just running up, jabbing you, and moving on in one motion while bows act as the area control that says “you can’t do this 24/7, let another class have a turn. We’re supposed to be a team.”
As for the ballistas, I never had a problem operating at the edge of their range (except on “Turning Traitor” admittedly) so I wasn’t exactly sure how much of an issue it would or wouldn’t be for other people.
Hero HP, Monster HP, and Elias:
Gerik was a weird case for me because between the two stories, you get him at very different times and the difficulty scaling per chapter made it hard for me to settle on something. I didn’t want him to be a monster in Eirika’s story but I didn’t want him to be too bad in Ephraim’s either and I struggled to find something that felt right for both.
For the Merc/Hero HP issue. Mercs HP wasn’t something I really payed attention to (and I brought Gerik to endgame once and Gerardo twice) mostly because Rangers usually don’t get hit and Hero Gerik was spamming Sol so much that at one point I was worried that too much HP would cause him to solo maps. Granted, there’s till Angelic Robes but at least you have to commit to it. This was just personal experience though. Again, I had no idea how it would affect other players so I decided to let it ride until I get some feedback from different people and see how they use/value things. I have no problems buffing Gerik now that I have some perspective to go off of.
Monster’s having high HP isn’t symbolic of anything but it does kind of work out thematically. When you hit something hard enough to kill a normal man but it didn’t die because it’s unnatural (except Skeletons who are literally just bones). I did try to diversify the monsters a bit which is why Gwylgi’s are so ridiculously fast. It’s their primary threatening factor and something most other monster classes don’t excel at (again, except skeletons).
As far as Elias goes (the OC wyvern), he IS supposed to have a battle quote against Valter. The change I made to the story in Ephraim’s route allowed me to give Cormag the same battle quotes for both story branches against Valter. I then modified the remaining unused conversation and gave it to Elias vs Valter. If it didn’t trigger, I need to fix that ![]()
Magic Weapons:
I did infact consider Mage Knights and Valkyries doing huge dmg with these weapons. However, I didn’t test the Runesword specifically much because magic weapons don’t give you weapon exp. I didn’t buff the mage character’s str growths until near the end of production so most of the time I was testing the game, physical swords weren’t worth using and the Light Brand didn’t offer wep exp so I overlooked Wind Sword and Runesword testing for those 2 classes while prioritizing everything else I was tuning during a playthrough. I knew the weapons would come close, but I didn’t think they’d surpass the divine weapons unless effective damage comes into play (which is only x2 for magic swords anyways unlike the divine weapons which were changed to x3 like everything else).
The original reason for the big base damage was so that classes with a low magic stat could still deal competitive, if not reasonably better damage than normal weapons. Meanwhile Mage Knight and Valkyries being the only classes that can use them and actually have a good magic stat becomes one of their personal attractive features.
I do remember considering nerfing the Runesword, but if I reduce the damage I won’t feel right about leaving it as A rank, and then I’m not sure what to do with the wind sword. Do I just make them all C rank with similar stats but different effects? I’m open to suggestions on this of course.
Chapter 5x:
Yeah, I’ll openly admit that “fun” wasn’t exactly my priority with that specific chapter. My mind was mostly locked into the story of “Ephraim shouldn’t win, but he will because he’s Ephraim” and that kinda translated into “You shouldn’t win, but you will because you’re not a CPU”. Looking back on it, I think the thing hurting that chapter the most is that the difficulty forces you to take the map too slowly (unless you use Orson but even that can’t be kept up). Combined with the very linear route you have to take to the boss, I can get how people would dread this chapter in a 2nd playthrough. Especially since you’re using units you can’t grow beforehand so you go into it the same every time just as part of the chapter’s original nature.
Thanks for your perspective and your time. I’m actually enjoying reading these, even the negatives. It’s weirdly fun ![]()
Nsyion, I’ll get to yours soon. Reading and typing all of this on a work day got me absolutely crammed for time ![]()
Thanks for the nice, thorough response. My suggestions would be as the following for specifics;
I’d probably buff their HP non the less, at least a little, probably like 3 base growth for both of the Mercenaries (maybe like a 10 more growth), and probably like 5 more base for Garcia, (so he has a decently high base HP but a fairly low to compensate.) (I would also recommend autoleveling Gerik to level 15-16 on Ephraim Route, to scale with the enemies, he literally gets 1 rounded by the steel sword paladins on the Selena map)
The Runesword will always have the benefit of Nosferatu, even if it was like 18 Mt instead of 26, the enemies have fairly low res, so it would probably be fine to keep it A rank (you have the discipline scroll anyways, so it’s not a huge differences)
The Wind Sword could probably go down to like 15, because a 45 mt effective weapon against fliers would be more than enough to use it.
The Light Brand would also probably need to go down to like 13 accordingly, but it makes sense because you have access to it early.
The rest are pretty understandable with the words in front of me.
Alrighty then Nsyion. Diving into your post now.
…WOW, that’s alot of detail
. I’m impressed that anyone would think to track all of this while playing. I’m here for it though. Thanks for putting so much effort into analyzing the game. I can already tell I’m going to make use of alot of this in an update real soon ![]()
I guess I’ll respond 1 section at a time.
Reply to General Changes:
What you liked:
Very glad to hear that these things worked out. The movement skills and changes to bows were two things I was concerned about beforehand. Dozla and L’arachel joining as blue units is an Ephraim rout exclusive thing. Thanks to the difficulty increase, it was nearly impossible for L’arachel specifically to not get herself killed as a green unit and Dozla sometimes goes in WAY too deep and gets overwhelmed. Making them blue units was completely necessary ![]()
The change to Astra also needed to happen. There was a point when I realized Joshua could hav 2 rounded a Cyclops in 4 hits but instead he spammed Astra and nearly broke a fresh new Silver Sword trying to kill 1 enemy. I realized Astra was a liability to your equipment so I figured giving it full damage and only hitting 3 times is better and faster. I threw Armsthrift in there for good measure since Swordmaster is the only class besides Rogue who has an argument for wanting it.
What you didn’t like:
Those first 3 patches you mentioned, I wasn’t even aware existed. The patch lists for this game is so huge, I didn’t go through it all. I just searched for whatever I thought of on my own. I may add those now. Agreed on Seth. He’s almost there but needs something (my sense of humor just kicked in and a lance named “The Jeigan Jav” came to mind
).
Devin is recruited by Ross. You’re right though, there are no hints about it. I’ll look into that and the Torch staff situation for sure. The moving boats and sandstorm are things I kinda like but can do without them honestly. The only boat I think is a problem is the Ch10 one to the south because it’s too far out to reach and the later turns are spent buried knee deep in enemies right in the middle of the boat’s range.
Removing prep shop markup just never occured to me as a thing, but sound like a fantastic idea. Rng skills were kept to a minimum after I tested Glacies and Ignis on Sages and Druids only to have miserable experiences on the Selena chapter. So I tried to keep it mostly to melee units and I tried to make sure I didn’t put them on classes that weren’t too hard to deal with naturally. My hope was that players would recognize the threat and handle those units more aggressively to prevent getting hit on the enemy’s terms (or getting hit at all).
The Demon King doesn’t get weaker if you bring more Sacred Twins Weapons, but with the exception of Luna it’s possible to not be able to damage him without them. Plus, each Sacred Twin has a held item ability and alot of them are solid so it’s beneficial to have them on a character even if you don’t end up directly using it. I didn’t want people to soft lock themselves into a fight they couldn’t win so I added the warning just in case.
Bugs and Oddities:
This list of yours is very useful. I plan to fix almost all of these thanks to you bringing it to my attention. Thank you for compiling all of this! ![]()
The trainee weapons don’t have Prf because some of them have to share the limited number of weapon locks. I didn’t want to risk expanding them and messing something up. It’s my first time with FEBuilder. I’d already come so far that I felt like I’d be playing with fire. Anyways, if I made them Prf I’d have to make their weapon level blank which allows everyone else with that lock to use it. I didn’t want Amelia and Ewan chucking Ross’s axe around (Ewan with no animations for it) and it would defeat the purpose of it displaying as Prf anyways. So I left the weapon ranks as E, hoping the weapon names would suffice.
The blue background in the tower was just to see if it looked good or not. Static black background on every floor kinda bothered me. Wasn’t sure if unused backgrounds would help the atmosphere or not, especially since it’s already weird that the final floor of the tower seems like it would be outside but the black background feels like it’s indoors or underground, or lost in another dimension already.
When you lost the Sacred Stone, it’s because at the end of the Gorgon Egg chapter, your Lord tries to fight Lyon alone and end up losing the stone to him in the story. Then you go to Rausten to grab the final stone.
The Riev self seal thing sounds like a misunderstanding. I found out that if a character equipped with a sealing item is involved in combat AT ALL, the seal skill procs even if they don’t land a hit. So Riev probably used Purge on one of your mages and their book sealed him despite never counter attacking. It’s a bit silly but that’s how they programmed the Skill System so that’s what we got ![]()
The Rest:
I’m surprised someone tried even a semi ironman run. Sounds like it was pretty interesting. RIP Gilliam.
Lute pans out in the long run since elemental magic effectiveness on Anima tomes pulls weight. But she’s not impressive on the chapter you get her because those advantages barely translate to monsters and you just got Artur who is probably gonna get a bunch of free levels this very chapter and leave Lute behind before her good matchups become relevant. I may buff her bases.
I used Elias in my latest playthrough. Dude is all about Skill and Spd. His power lacks, but I turned him into a Wyvern Knight and he started dodging and impaling everything. When Eirika got Seiglinde, Elias started seeing less than 10% chances of getting hit after a Rally Speed buff. It’s just his Str that was lacking, but Impale was basically a separate crit rate that’s unaffected by enemy Luck, so he was weirdly decent. Would probably suck as Wyvern Lord though due to disagreeable stat caps for his growths.
I did not intend Riev to have dark magic… But I don’t hate the idea honestly. I’m conflicted now between consistency and silly fun. ![]()
Again, thanks for taking the time to play and going into sooo much detail. I’m going to get to work on most of those errors within the next day or two for sure. ![]()
And thank you for the reply! I always hope a hackmaker will respond when I post feedback (at this point its pretty much formulaic how I go about it) even if it doesn’t result in a patch. I just make notes as I go along.
So keep them! Its your hack after all and far from game ruining.
And there’s more. Some are arguably strictly QoL, others minor buffs but imo not game defining. Such as “combine items”, “view supply when full inventory instead of being able to only deposit and commit action” (no idea what patch is named though), “steal with full inventory”, and “thracia trading”.
Its my goto playstyle these days, most hacks are doable. To me the semi is sense of “No I’m not going to restart the game 15 chapters in due to a gameover” But otherwise no redos.
Good to know about weapon locks, me indeed being silly about losing Sacred Stone, and choice for tower. For what its worth I’ve seen some sort of “clouds” BG that might fit more.
Cast wise, I can see myself giving this another run (with different units) albeit probably much more casual run with save states at that point. And after patch.
Well then, changes were made. Some new ones too. Here goes nothing!
Mod updated, download link updated.
Changelog:
Because I know Seth’s growth jump looks extreme, he is the hardest Paladin to keep off the bench simply because he doesn’t get good EXP until enemy promoted units surpass him in level by which time Seth either fell off too hard to recover or he’s doing so well that he still can’t get good EXP from enemy promoted units. So I wanted to make committing to him feel worth it while giving him something the other Paladins don’t get by lv20 (nearly capped natural HP).
So basically, God Seth is sorta back if you’re willing to work for it.
Bug report:
Cormag can’t recruit Elias in 13A after combat is initiated with Aias, since both events use completion flag A. Changing it to flag C seemed to fix it no problem
“Flags Used in the Chapter” is a feature of FEBuilder that I never explored ![]()
I was doing it the hard way this whole time. No wonder I missed so many!
Thanks for this revelation! I’m going through all the chapters in the game right now to fix all the flag conflicts I can find. I already fixed 4 of them ![]()
WHICH is HER DIFFERENTIATES 1NR FOR 2NR IN THE DOWNLOAD
The difference is how the game calculates random numbers whenever it rolls for things like Hit rates, crit rates, and I believe even level ups. 2RN to my understanding (in simple terms) rolls each chance twice which is much more forgiving and offers more favorable rolls. Meanwhile 1RN is much more strict and only rolls each chance once resulting in small percent things happening more often.
For example, a 95% chance of hitting will almost never miss in 2RN, meanwhile in 1RN it’s still rare but happens often enough to make you think about the risk. Some people find 1RN to be more frustrating to play because of this, but others enjoy the challenge of “True Rates”. 2RN is more consistent and feels better but that’s because they system is working differently to make it that way.
FE8 (and the other GBA games for that matter) originally runs on 2RN if that helps you make a decision.
Thanks
hey so uh… why are cavaliers weak to bows?
Long story short, bows were already effective against high mobility fliers so I decided to expand that to high mobility units in general which means Cavs, Paladins, Mage Knights, and Valkyries. This gives bows the role of area controlling high mobility units, and encourages the use of more unit classes as a team by giving blitzing units a reason to swap out while also making it easier for your own archers to get exp and stay relevant. This also gives armored units a bit more purposes since they can walk right through archer damage and makes more sense from a real world perspective (not that FE is necessarily about that) since archery was primarily used to counter cavalry on large battlefields anyway.
Basically, it’s there to give more classes more roles, help player archers feel good and keep up, and encourage the player to value and use different classes together to strategize around problems as you progress through different parts of maps where certain units will perform better than others for various reasons.
re: weapon locks, there’s a weapon lock array patch iirc that lets you specify more types of weapon locks