[FE8] Fire Emblem: Ballad of the Bard (20/28 Chapters + 3 Interludes)

I… uh… huh.

I haven’t used Geese in awhile but I certainly have done a run where I promoted Geese. Will look into asap.

also I’m just glad the game seems to be stable on mobile emulators, I don’t think I’ve had confirmation of it before. Some hacks randomly struggle

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Since i used my Hero Crests on the axe bros i never noticed this. I went to check on an old save and i can confirm i cannot promote neither Geese or Gonzales

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Since i used my Hero Crests on the axe bros i never noticed this.

Wait did you promote both Wade and Lot? You’re so real for that.

Anyways, I figured out my goof. It was specifically because the last time I used Geese I made an adjustment to him and his interaction with gaining con on promotion.

The game has a copy of pirate and brigand (for different reasons) and I managed to just assign both of the copies the player doesn’t use as the proper “hero crest users”.

Updated the game with a hotfix just since not being able to promote 2 units is pretty bad.

Anyway, I’m also realizing that the way to convey that Pirates/Brigands (vanilla FE6) but also thieves promote with the Hero Crest over the Ocean seal (which doesn’t exist) is hard to convey.

Do you think I could use a simple tab in the guide talking about promotions would help clarify? The Hero Crest description was updated to allude to it being on any sword or axe infantry user, but not sure if that is intuitive enough for people to check.

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I mean, it’s clear enough for me. But i will say what some people voiced already that you should throw a few extra promo items in the early game for good measure

Maybe you could have a lv. 10+ pirate or brigand join with a hero crest in their inventory?

(Or bring back ocean seals.)

Quick hotfix(?)

After reading over these posts I have to say I mostly agree with their sentiments

Promotion Item Changes
  1. The chapter 12 boss’s Orion’s Bolt is now a drop, and I changed the chapter 8 blue gem steal to an earlier Orion’s Bolt.

  2. Chapter 13 boss now drops a guiding ring as well.

  3. Chapter 14 boss drops a Knight Crest instead of it being tied to the map’s side objective.

    However, I am going to keep Hero Crests as they are (3 currently) but simply show off the promoted thief class as a target holding the chapter 6 Hero Crest to demonstrate it’s wider use.

Stat booster changes
  1. Replaced the hardest to reach red gem in chapter 6 with a Dracoshield.
  2. Added a free angelic robe on Clarine. (Partially since that’s when enemy damage really starts to ramp up)
  3. Added a second Talisman to chapter 14 swapping out the knight crest reward.
Specific Enemy Changes
  1. Slightly pushed back the further two chapter 9 thieves. The closer ones are fine.

  2. Enemies in chapter 12 and 13 specifically have had their weapons toned down. In my head they were important set pieces and wanted to show off Etrurian wealth that these enemies were more fearsome than others, but as a not blind playtester I was using Instant Promoted Dieck or willing to use Armads for it’s +5 def which is not as intuitive / something everyone is going to have access to / want to bust out since its obviously a dragonslayer too.

    They absolutely just had significantly better weapons than chapter 14/15/16 enemies for the most part. I think I’ve struck a nicer balance for them seeming stronger without being as oppressive.
    3. I guess the chapter 6 Hero isn’t a Hero anymore and is now my take on a promoted thief? I don’t think anyone cares but it’s here for completion. His tomahawk could be annoying ig.

Last but not least:


and I made these “mountains” into peaks for @Shiina

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As an alternative to this, what if you kept their weapons overtuned, but made their wielders weaker via negative personal bases in certain stats and/or lower levels?

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This is a neat idea and reminds me of something similar that another hack (emulation theory) made

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Actually this is def a fun idea, as of now I more did a quick swap of extremely strong for still strong semi specialized weaponry to address anyone new who would play the rom.

On my next run of the game I may play around with lowered enemy stats but reverting some of their original braves/spears/saunions I subbed out for ch12 and 13.

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Just finished the current content and I must say this is pretty good ! As a local fe6 fan the hack manage to capture the FE6 vibe very well and it’s fun seeing the base game unit in new light

Assortment of thought/feedback

  • I don’t know if that intended but every promotion item work before level 10

  • The chapter 6 assassin boss can still move if he see something to steal. In general, chapter 6 feel like the most filler chapter in the whole game, especially if you deal with the secret book thief on turn 1

  • The game think cav can use ballista, which make the global enemy range unusable on chapter like chapter 8

  • The wind sword effectiveness on flier don’t work on range 2

  • Some of the maps feel too big and don’t justify their sizes well, but this is a critism that also could be levied at FE6

  • I might be missing something but Shanna seem like just Thea again but 10 chapter after and with slightly better growth. Meanwhile, Zeiss isn’t quite at his sister level but was still centralizing strong, even more with a speedwing

  • I like Elen design. However, her prf don’t give weapon xp, which I assume is a bug

  • There a trio of promoted nomad in chapter 15 that are both tough, out of the way and also won’t aggro unless you are pretty deep into their movement range. Very awkward to deal with

  • This may be a skill issue on my part, but ignoring the soldiers and dealing the reinforcement as they come seem much easier than going very deep into the map to try and stop them

  • Incredibly niche complain but the class description are from FE8 and not the one from FE6/7

Still, I’m now fully waiting for the full release. The chapter are fun to play, and the way the game play with the player meta knowledge of FE6 is cool. Also the characters feel like themself, so congrats on that parts. I just like the plot in general

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holy shit you’re so right fixing this immediately

Anyways very good post, thanks for playing and enjoying! Always nice to hear someone who is familiar with FE6 being happy with how I handle the characters.

Point by point response (which I enjoy reading/responding to)

>ch6 boss moving
I actually just had someone else tell me about the not!assassin boss moving earlier today.
All I did was change a boss class and didn’t test. Can’t take anything for granted in hacking.

>promo level

Must have been something I altered for testing promotion items and didn’t return to normal. Thanks for catching.

>ch8 enemy range
Also, is that what causes the issue with enemy display range in ch8? I kinda stopped relying on it there and just put in terrain to make it more parsable for myself and others as the edges of ranges. Def will try and fix since I’ve got more direction now.

>wind sword
Necessary evil atm. I currently have some custom code that has all potential ranged non tomes deal fixed damaged at range that ignores 3x. Honestly though as I’m typing this maybe I could get someone to alter it so that it does the 3x might but fixed damage still. Will lok into it.

>map sizes
I def semi agree with this. I think if I had a biggest gripe towards my own hack it would be that maps can run out of steam on the last 2-3 turns and are mostly doing clean up after you’ve gotten the side objectives along the way even if before then was tense. I def have trimmed down a few maps already and may be willing to do it more in the future.

>Shanna
She’s similar on paper stat wise but supposed to be easier to feed with more good weapons falling into her lap vs a player probably giving Thea more deliberate attention across the early game. I do think she’s lacking some spice other than “exp going up feeling good”. Still trying to think of something without just making her have higher growths.

>Elen wexp
I think this is just me being overtly cautious and probably a relic of worry I shouldn’t put too much stock into that this good but flawed unit might become too good. I’ll def change it so some wexp.

>ch12 soldia boys
This is something I’ve gotten a lot of deserved confusion towards and not sure the best way to amend it.
It’s kinda supposed to be risk vs reward but also like just the plot reassuring you that things past this chapter don’t escape beyond the chapter +while still having some reinforcements to keep the map current past its initial enemies while being more telegraphed.
I have been considering I could get rid of the other runners and just have them spawn regardless and see if people are fine with nothing intrisinctly warning you about these promoted reinforcements since I slightly weakened their weaponry recently too.

But thanks again for playing and enjoying! It’s def something that’s supposed to be enjoyed even if you know nothing about fe6 but always glad when people who are fe6 fans do get a bit extra out of it.

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Anyways big update.

I threw away the lifeless fe8 class descriptions and returned to tradition as per @AliScrooge ‘s suggestion.

This alone was clearly worth a UPS change. Not anything else like me changing a boss accidentally leading to a boss being able to move while having stationary UI to steal things from the player. Or finding out that steal exp has been broken for presumably years. Or promotion level was accidentally left to 2 instead of 10 when I tried to figure out/fix Gonzales and Geese promotions. Or that someone who may or may not be GigaExcalibur helped me fit the item name “Goddess Icon” into the game with fe6 font because fe6/7 font needs to use “Goddess icon” (lowercase second word) instead.

Totally absurd hypotheticals.

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No way it’s the bardtrain hack, as referenced in Infinite Kings.
I guess with 20 chapters done, I can start sinking my teeth into the hack then. It’s been nice seeing the development of the story.

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Playing through so far and will probably give more feedback later, but Chapter 12 is just odd and I would be fine with the runner being out. I do not even know how it works really. There is some dude ridiculously across the map that runs and summons three sets of reinforcements. I do know the script just broke for me since the final set with the Hero would repeat and keep same turn reinforcing a soldier and then forcing the turn to end on the units in the tiles, thus preventing the Hero and Cavaliers from moving as well as one of my own units on one occasion. Maybe it was because I was resuming the chapter and messing with Hugh’s various recruitment states (stat underflow Hugh being available is a good one).

Timed objectives seem pretty tight usually, but the rest so far are not so bad with a few taking some setup like the thief with a skill book on the boat map.

I am guessing battle palettes are still pretty WIP? There are some basic/ugly ones on bosses, and Geese and Gonzales seem to be lacking a defined palette. There are also some that seem to be the original FE6 colors, while some are changed to be more in line with the new color scheme. Worst of all being that the Nabateans have no promotion palette.

Getting even nitpickier, I think some of the map screen text seems to not wait at the end which then starts the chapter. Do not have a list on hand, but I swear I was not mashing through the text and it would just end before I could finish reading. Valkyrie still has an FE8 styled description, and Cecilia shows up at level 0 when talking to her in the castle. There is also still some issues with text fitting like with item descriptions from the inventory for some stuff, and Goddess Icon still not quite fitting in the convoy text limits. Juna Fruit also has a vaguely odd popup, but it looks fine enough.

Those are all just minor anyway, I have been having a great time. A lot of the more obscure (and thus my favored) FE6 characters get a ton of use and are in a game where they work really well in the case of Fighters/axe users in general and Archers. Character recruitment progression is really fun, makes it feel special to finally get access to certain characters. I will say that some of the maps I have been playing lately make me really just wait for the enemies to finally enter striking distance with how high the damage is, but that could just be the deal with the Eutruria maps here. I really appreciate the dedication to mostly using canon characters and without too much FE7 influence. Some of the bosses are original designs, and I would probably just make the sailor guy earlier on some generic NPC since he kind of sticks out to me. There are also the FE8 generic soldier portraits, but that would be getting back into the nitpicking.

Chapter 13 to 13x are such good moments, even if I was playing 13-2 a little bit slow for the sake of getting some choice kills. The game stands strong with its original elements while properly respecting FE6, something of which I am pretty sensitive to as it is my favorite of the series. It does not try to uproot FE6 in stuff like sprites, characters, and the story, and neither does it really try to focus on stuff from FE7 too much. Is there anywhere else this game gets some discussion, because it always feel like a shame to see an inactive thread for something this good. I am sure the rest of what is in the game will be just as good, and I know I am excited to see more from this.

Images

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Finished what was left of the current version, and it was indeed good. Chapter 14 is a fun way of winding down a bit compared to previous maps. It does continue the use of siege weapons, and though I have definitely seen more oppressive siege elsewhere, I do wonder if there is just going to be a ton of it later on. Araphen being another big old rout map immediately after another rout map was a little odd, but the scenario is good which makes the map still rather interesting. Going through some flaws I found:

  • Forgot to mention, but Sophia when she joins and clicks the switch actually just walks right off into the water to the right then ports back into position at the end of the event.
  • The reinforcement issue of Chapter 12 derives from there being no turn counter check placed on the last set of reinforcements, so it just loops in an awkward way.
  • I thought I was going crazy, but the Silver Lance gift failed to trigger for me on Chapter 14. It turns out that Noah’s boss conversation and the death of an allied Pegasus Knight have the same flag triggered from the looks of it. I do like how Noah and Sieks share the same Paladin color scheme, it is kind of cool.
  • The reinforcement General on Chapter 16 is a magic user. Has no weapon ranks, and his strength appears as magic. What a guy. I wonder if it has to deal with him spawning in with an equipped Light Brand?
  • Sue appears to have unique caps in her unpromoted class.

I assume the last little demoed part of the script in the interim chapter will go through some refinement in how it is presented, but I did enjoy the dialogue. Kind of wish I presented the other post a bit cleaner like this, but if it is of use and comfort then it works out.

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About the runner, OP said that it’s just an event to point out that reinforcements will show up, you’re not intended to stop all runners anyways

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The comment in question:

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Well I am wondering if there are even other runners, which maybe there is not in the current version. There is only one Soldier who then triggers the entire string of events. It just feels like it is trying to condition you into considering something that does not really exist. Might as well just have the Soldier run off in an event if it is just the one and is just meant to telegraph other events.

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Worst of all being that the Nabateans have no promotion palette.

GOAT DETECTED. Sorry had to respond to this first.

You can probably think of this post as a soft update post while I’m also responding to you.

Since you’re already like someone digging into the rom to see (good, i 100% love that) I am going to go a bit overboard with detail in these responses.

First message’s heartfelt nitpicks

I have actually gone ahead and heavily changed how 12 works already just wasn’t in public build. I had half-assed tweaked fixed the chapter prior before pushing the “description update” which lead to not clearing the correct flag and have more properly fixed it. I had intended to post it all by start of March but got sidetracked and forgot that it did have bug fixes in it and not me chipping away at next few chapters. The soldier is even further away and more impossible to stop now so it’s less seeming like a tough side objective.

If this version still is deemed confusing/frustrating to people I’m more content at just throwing it away and having it just be fixed reinforcements from soldiers who ran away asap during t1 enemy phase.

@ Battle palettes. Honestly part a victim of circumstance that I do not play with animations on when testing my own things. I sometimes assume I changed things but may have not written it into the correct spot / saved properly and do not see the consequences of my actions. For example with Geese I can see that I assigned the correct palette colors, but didn’t tell the game to display it for his current class.

Tldr original pirate → berserker con was too big for Geese so I altered it by having a different/secretly unique pirate class for him that promotes to berserker, this is the source of his earlier promo issues if you backread this thread lol.

I will manually check all palettes after this post, since I did bulk import a lot more.

-I have semi recently noticed / cleaned up world map dialogue occasionally missing the final a press. Builder automates that for conversations, but not world map stuff.
-Never actually used Juna fruit outside of preps. Will look into.
-Valk did miss the great class text reversion, good eye.
-Good eye on Cecilia, easy fix

Goddess Icon is really funny because “Goddess Icon” does not actually fit in FE6/7 Font. “Goddess icon” does instead which is what FE7 does. I originally had Saint Icon, but a local coding wizard told me how to allocate more space in the stat screen for it to fit and reverted to Goddess Icon. Personally I have been on the fence if it is worth it if it looks bad in convoy / trading.

but that could just be the deal with the Eutruria maps here.

That is something I kinda want is for chapter 12/13/13x to kinda stand out a bit with stronger inventories vs chapter 11 / 14 which I’m glad kindaaa comes across but it could still be overkill. If more people think it’s too much I could alter it some more. I did retroactively add some extra boosters since I was being stingy prior to help offset some of the damage.

Some of the bosses are original designs, and I would probably just make the sailor guy earlier on some generic NPC since he kind of sticks out to me.

He actually straight up did not exist for a long time until I had a friend turned cowriter strongly advocate otherwise.
Tldr less questions for the plot if they just “rented” a boat
Ie No question of why not used earlier/talk about Etrurian waters changing recently/having Geese just ditch a boat in Missur/no retreat condition so they can sail and a bit more.

You can tell I value sticking to the cast but I think this is worth an exception. Also I’m curious if part of your issue is that this guy is a recolored F2U which I got away from the more I worked on the hack.

There are also the FE8 generic soldier portraits, but that would be getting back into the nitpicking.

THEY ARE?

Oh my god they are. This is the type of small shit I live for.

Second message’s heartfelt nitpick

Sophia when she joins and clicks the switch

I had shrunken the map and made sure the starting and ending positions were good but I guess I just forgot the middle lmao.

The reinforcement issue of Chapter 12 derives from there being no turn counter check placed on the last set of reinforcements, so it just loops in an awkward way.

Already fixed.

I thought I was going crazy, but the Silver Lance gift failed to trigger for me on Chapter 14.

Oops. I def always wait to do boss convos as more of a winding down thing in builder so super easy how that slipped by me

I do like how Noah and Sieks share the same Paladin color scheme, it is kind of cool.

Thanks! I actually almost went with something resembling SoHAE’s Siecks but didn’t think it fit the like more tame looks of the Ilians. So uh, cameos in a village.

…and also like I kinda on a whim reverted Noah to not have purple recently after a friend pointed out I mostly don’t use the OA look that PE had and but weirdly never changed Noah.

tbh the amount of PE portraits I’ve manually changed is probably close to 50% of the cast right now which is funny. I originally started with PE as a base so I wouldn’t have to learn to splice when this was a smaller scope. Now I am likely to revert PE changes for custom mugs for bosses lmao.

The reinforcement General on Chapter 16 is a magic user. Has no weapon ranks, and his strength appears as magic. What a guy.

This is something I’ve noticed due to a bug for a future unit I have planned, probably not hard to guess but I’ll keep it a surprise for now. It is a consequence of allowing for mixed weapon ranks and can appear on player units using a light brand as well. It’s so minor I have elected to not do anything about it. (this is extremely hard as a perfectionist)

Sue appears to have unique caps in her unpromoted class.

Ugh. I thought I made all the “new” classes have vanilla caps. I’ll do a quick run through that no monster caps slipped by elsewhere.

I assume the last little demoed part of the script in the interim chapter will go through some refinement in how it is presented, but I did enjoy the dialogue.

Yeah I mostly didn’t want to end ch16 of the demo on a big cliffhanger that isn’t supposed to be one. I’ve already tweaked a lot with music / ending cutscene stuff / giving some support ranks.

Okay now that I’ve addressed / commented / nitpicked your nitpicks I can talk about the actual thoughts you had on the game.

Really thank you a lot. I have kinda been in a slump over a bit of just self perfectionism not knowing where to continue after a bit of a self imposed break, but honestly reading this really has renewed some motivation for me.

13-2 and 13x are chapters that stressed me out when making and hearing them getting shouted out directly as highlights is so nice.

It is hard to articulate how nice it is to read someone else who like clearly understands and enjoys what I am working towards with respect and admiration for FE6. (Not that you’re the first or only person who’s mentioned it, but it is a great feeling every time). And a nice… validation check(?) that “oh damn this person who knows a lot about fe6 and corrected me on something still really likes my work.” for my mostly purist angle. FE6 is such a funny/weird game. I’m kinda baffled there are random things I’m still being informed about all this time later.

Also since this is like a bootleg update post, mega mega shoutout to @Citrus for giving my rom a gorgeous UI clean up.

I had planned to announce it with a more proper update, but it’s hype and worth sharing.

Hopefully bug fix patch in like idk 24 hours and then like a few more chapter update by end of the week?

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  • I was wondering how much Sieks himself was a call to SoHaE, cool to see that it is the case along with the Ilian Mercenaries that oppose Bern.
  • I do not know if I already mentioned it, but the escape point for NPCs in Chapter 14 just ends up being some weird tile near the beginning, with the coordinates being out of bounds. I assume the map was larger at some point?
  • Also about the generic soldiers is that I think an O’Neill recolor appear during the chapter with Gonzales’ recruitment.
  • I suppose the sailor guy just feels pretty mild as a character despite getting his own design. If we want to parallel FE7, then Fargus is pretty memorable despite serving a similar purpose. Though he is also in a position of not needing to be anything more as a character which is why him just being a generic seems fine to me.
  • I am absolutely a fiend for checking battle palettes as can be seen from some of my efforts. I tend to turn on animations for boss fights for example.

I enjoy seeing more work towards the UI matching up with FE6, the work already done to push the UI towards that was cool like with the title and file select screens. Only thing I can really complain about that conversion process is seemingly the palettes might be breaking a little on the chapter start screen, but that seems like one of the harder thing to port and replicate over FE8’s assets.

It is a little weird being seen as somebody who is knowledgeable about FE6. I guess I am, and at the same time still have all these burning questions left behind with the game that have not really been followed up on or even asked by others. This game is just one of the few things I have seen in a while that shares that feeling of fandom. It is truly faithful to that game which is what makes me feel like it earns and really owns the subversion of that work. It ends up being what makes it so compelling to me.

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