i did some thinking last night about what i could do about the “gaining effects from other heroes’ weapons” exploit, from now on respectfully referred to as “LeskTech”. i’ve come to the conclusion that as far as single hero deploy maps go, LeskTech is a little too busted (and possibly meta-defining).
because of this, some changes have been made
after you’ve chosen your hero on the preparation screen but before the map begins, your chosen hero will “drop” any prf weapons they might have in their inventory that belong to another hero
weapons “dropped” in this way are deleted, as in they are not sent to the convoy
in your castle, in the castle shop area, there is a new brigand NPC named McCartney
when you talk to McCartney, he will ask you if you’re looking for any “lost items”
if you say yes, prf weapons that have been “dropped”, manually discarded, stolen, or have otherwise gone missing will be returned to the corresponding hero’s inventory free of charge
don’t fret, as LeskTech is not gone completely. it is still possible on future maps that allow you to deploy more than one hero. your heroes will still drop foreign prf weapons at the start of battle, but there’s nothing stopping you from trading weapons once the map has started.
meaning if you want to take advantage of LeskTech, you’re going to have to spend your second deploy spot on the hero with the weapon you want to gain effects from (as well as probably spending your starting gold on buying them a replacement weapon).
also, the “Erk/Sif getting iron axe at level 10” bug has been fixed!
patch/patch notes in OP has been updated to reflect the current changes.
At 2 it does work, seems to have an issue on anims-off when attacking at 3 range.
At first I thought it was a tact attacking cleric issue but then it showed to be an issue regarding the 3-range attack.
Additionally, Moulder attacks with anims on will softlock if he doubles (I loved those abs). Not sure if Serra or other staff users have this issue as well.
okay then i suppose for now, forgiveness is getting nerfed to 1-2 range instead of 2-3. i’ll look into what is causing the 3 range crashing. i remember this being an issue with other weapons during the rework process too.
yeah right now turning animations on can cause a variety of bugs, especially with staff users attacking (same issue as tethys crashing/hanging the game when doubling if you taught her dark magic with stone in the base FE8). for now, the solution is to just keep animations off. but you do miss out on moulder the boulder’s abs because of this, so its obviously something i have to look into and fix in the future. i think the solution has to do with editing the individual animation scripts and i’m not very knowledgeable in that area.
Choosing an already chosen weapon rank after a map clear repeatedly will scale into visual corruption (does not corrupt file) to this point.
Not a very threatening bug, but just felt funny to see as I attempted to look through, which made me ask myself - what will happen once you max out all weapon ranks?
well this is certainly not intended, does look pretty though. i wonder what causes the glitching since you shouldn’t be gaining any weapon levels if it’s at max rank. something is probably overflowing somewhere.
currently, you should only be able to hit max weapon rank on every type of weapon if your tactician is hitting the level cap + you answered the questions at the beginning of the game. otherwise, there will be one weapon stuck 50 weapon level exp from S. i’m pretty sure that green units can’t gain weapon level exp, so there shouldn’t be a scenario where a player maxes everything legitimately /and/ can level up again.
I actually was wrong on what I said and mislead myself on that - the bug that crashes the game is actually caused by the tactician’s third combat (on their phase).
Been playing extra maps and found the crash issue again when having weapons equiped, and thus realized that the crashes happen on his third combat (the second one has a visual bug where the Tactician dissapears completely when attacking)
As an extra note, due to Luck’s cap being 40, pressing +Luck while capped will not trigger the block message, which can possibly lead to lost levels.
it might just be because i just woke up, but i’m very confused here lol. could you possibly get video of this happening so i could understand it better (preferably the whole map from enemy hero select to the glitching)? i haven’t personally come across this particular bug yet and i’m not confident in how to replicate it.
i forgot that the luck cap is handled by a separate patch, for now i’ll just edit the tactician level up event with the 40 luck cap in mind. patch in OP has been updated this change.
Roy doesn’t have a lv10 cap (being able to reach lv20), additionally, Mani Katti, Rapier, Reginleif and Wolf Beil’s description say “Effective against Infantry” and not “Effective against armor/cavalry”
you can no longer attempt to “skip” leveling up by pressing start
roy’s level cap has been set to 10
tactician level cap has been reduced to 30
tactician level up event now gives +3 instead of +5 to a stat
new npc has been added to the castle that can reset your tactician back to level 1
added journal entries for McCartney and the Reset flame
softlocks from summons attacking with s rank weapons fixed
achievement added
if your tactician’s level auto-rolls back because of the new patch, talk to the Reset flame to reset your tactician’s level. otherwise you may encounter bugs down the road. the link in the OP has been updated with the new patch.
in other news, serious work on the upcoming map has begun. the map design itself is nearing completion, so eventing everything has started. a lot of stuff is still in the testing phase but i can reveal a couple things.
the fe:br discord server is finally up and running, here’s an invite. the link has also been added to the OP.
my intention with this discord server is to recruit people willing to test maps/characters/mechanics/etc before they’re released publicly and to provide a space for players to give direct feedback that i can easily sift through.
finished patches will always be publicly released here. i have no intention of ever locking finished patches behind the discord server.
for those interested, i supposed i’ll talk a little bit about the current changes in the test patch.
revisiting previous maps (teleporter/map select) + resetting your tactician has been simplified and moved to your throne, accessible by visiting
map 5 (hourglass courtyard) is in a “playable” state (several things have not been programed in yet, more details in the server)
i’ll continue to work on 1.03 and try to get it out before the end of the year. thanks for the feedback so far.
Hello! It’s finally time to show off the long awaited 1.03 update. Saves from 1.02 should carry over to 1.03 with no issue. The patch is a little late because I’ve been playing a lot of the new kaycee mod for inscryption working hard on adding new features!
This map introduces a few new mechanics like 2v2 battles and ghosts/summoners (akin to the towers on the way to the core in MOBAs). Learn more about these mechanics using your in-game journal upon arrival.
4 new heroes are waiting for you to take on and add their power to your team. 1 hero from the beginning of the hack makes a return. Can you guess which characters made it in just based off these map sprites?
When a new mechanic is introduced, a tutorial pop-up will appear giving you a brief explanation
After the tutorial pop-up, a new entry will appear in your in-game journal, saying the same thing plus usually a little more
Default game mode is 1v1
Enemy creeps/heroes/tactician are weaker
Balanced
Tutorial map is optional
When a new mechanic is introduced, a new entry will appear in your in-game journal about it
Default game mode is 1v1
Painful
Tutorial map is optional
When a new mechanic is introduced, a new entry will appear in your in-game journal about it
Default game mode is 2v2
Enemy creeps/heroes/tactician are stronger
Hopefully these changes will help both new players and people looking to do speedruns/challenge runs.
tl;dr game coded weird, if you notice your save file change color when saving on a map's prep screen, it's okay it's not a bug
The difficulty shifts dynamically depending on a variety of factors and in-game choices. When you choose your difficulty at the beginning of a file, or when you change it from your throne, you are actually setting your “Default Difficulty”. Your default difficulty is used when you are visiting a map for the very first time. When you are revisiting a map, some of the options you’re given will alter your current difficulty. At the end of the map, your current difficulty returns to your default difficulty.
Stacking the enemy buffs from 2v2 and Challenge Mode, you’re able to take the enemy tactician to level 15. You’re going to have to plan ahead and use proper item management to take down this foe. This serves as the ultimate challenge for each map.
As always, I’ll do what I can to clean up any bugs as they pop up. I’ll update the link in the OP right after I post this.
Massive thank you to 7743 for fixing the issue with S rank weapons softlocking the game.
available classes: Archer, Nomad Trooper, Sniper, Ranger, Assassin, Falcoknight, Wight
Elffin
available classes: Bard(Elffin), Dancer(Tethys), Dancer(Lalum), Dancer(Ninian), Bard(Nils), Sonneteer
portrait changes when you change class
additional “Ring Change” option in when interacting with Cagnas that lets you swap out your current ring for either Fila’s Might, Ninis’ Grace, Thor’s Ire, or Set’s Litany
Meg
available classes: Sword Knight, General, Paladin, Great Knight, Hero, Swordmaster, Falcoknight
Cecilia
available classes: Mage, Mage Knight, Sage, Bishop, Valkyrie, Druid, Gorgon
Base DEF 4 → 5
Ike
available classes: Ranger, Vanguard, Hero, Swordmaster, Berserker, Nomad Trooper, Great Knight
Merlinus
available classes: Transporter, Trickster, Berserker, Falcoknight, Great Knight, Sage, Mimic
Lv 7 Point Blank → Vanity
Serra
available classes: Cleric, Bishop, Valkyrie, War Cleric, Falcoknight, Sage, Summoner
Currently re-editing the Tier List in order to set tiers for all starters as of Update 1.04, and beginning plans in order to tier characthers in both their available classes and on 2v2 gameplay.
I like this hack very much, and I want to know if tihs have new heroes or new maps after 1.04. I am from China ,I want to translate the hack’s language to Chinese. Can I get a permission from you about this hack? My English is not very good ,please forgive me for any grammatical errors.
there will be new heroes and maps after 1.04. should be at least two new maps.
i’d love to get this project translated into other languages. i’ll send you a message.
Hello! This game is really great!
When in the enemy’s turn, if one of our heroes gets killed, and the enemy’s director dies by the striking back of the other hero of ours, the dead hero will get lost.
I’m not sure if it is a bug.
When in the enemy’s turn, if one of our heroes gets killed, and the enemy’s director dies by the striking back of the other hero of ours, the dead hero will get lost.
the ups in the OP should be updated with the fix (any hero that’s waiting to revive when the enemy tactician is defeated will respawn after the Congratulations! screen). so going forward, it should no longer be an issue. i’m currently working on a fix for any heroes already affected by the bug. i’ll try to get that out as soon as i can.