[Fe8] Fire Emblem: S.S-Monster Mash! [v1.2.5] [A modified fe8 campaign, where you play as monster classes!] (TLCC mode Update [v1.2.2], Implementing The Bael Expansion soon, looking for partners to help out and chat with

Oh yeah before i forget, here’s some general notes for when you play the new mode

  • The mode is more focused on gameplay so please excuse any story cutscenes that doesn’t make sense with the map gimmick
  • I’d strongly recommend not skipping the dialogue that appears on the 1st turn on renvall (chap 7) as you won’t know what to do in the map

First Update on TLCC mode out guys!, got bored with the vanilla weapon set and decided it’ll be cooler to add some new general weapons for the players and enemies, including reaver tomes! (mostly enemies!). Some of the earlier chapters have also been adjusted to be more flexible, characters buffed, etc. Have fun with the new patch!! oh yeah forgot to mention the map edits on prologue and chapter 8 is done!

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Also wanted to share my 4 defense chapter 8 Eirika here, her defense growths aren’t horrible but it’s super funny how frail she is haha. Good thing her monster weapon gives her def

(At least she has 18 speed tho)

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Just a heads up guys, there’s quite a lot of changes coming on the next patch, mostly nerfs and balance purposes hehe, I thought the player units were still a bit too strong so had some of them adjusted to be slightly weaker and in tune with their class niches. I’m tweaking chap 9 eph’s route right now. Eventing’s tough.

On that note are there any units you feel are too strong or too weak? right now I’m hitting anna, arthur and franz with some nerfs and giving garcia and forde some buffs (on TLCC mode)

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Alright guys, new Update’s Up, I made some fundamental balance changes to the playable units you get access to until chap 11 of ephraim’s route. Some units are kinda nerfed but rest assured that the changes are made so they can have and play a niche in the player’s army. Hopefully with the new changes it’ll encourage players to strategize more on which units to use to fill certain niches. I’m especially proud of the balance between the three magic options you get early on, Anna, Arthur and Lute has a theme now, with their base totals being 275 (technically anna has 280 but it’s 5 in health so not that much of a difference) having one primary stat with 50 growths, another in 40 and another on 35, I’m interested about which magic unit you’d pick for your team.

Expect other units to play differently too, I made edits on most everyone in the roster. As Always feel free to share any thoughts, opinions, feedback and bugs here.

Hey, I’m back thought I’d post the base map Apparoid helped me with (chap 9 eph route)

Here’s Apparoid’s original modifications to the map:

And mine That’s based on his mods:

As well as the stuff he’s worked on in his own thread!

Thanks again for the help App

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Also I made some tierlists on the characters, thought I’d be fun or something i dunno:

Vanilla Monster Mash Tier List:

TLCC Mode Tier List:

I’m planning to make another tier list for the classes themselves (will update later) but anyways, feel free to Screenshot or share your own tierings, might be good to see who people pick most from the cast

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Is the difference between modes slight changes and mostly difficulty?

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Lots of changes, I made monsters a core part of every map so enemies classes are more varied. Lots of new weapons, character balances. Every map is modified in some way, either layout wise, objectives etc. It feels way different then vanilla and generally more challenging yeah, since most of your units now have their niches they won’t be the best in every situation. Prepromoted monster enemies start out pretty early, after route split I estimate.
Admittedly It’s a heavy departure from Vanilla Fe8 but I think that’s fine, The goal of the new mode (although now that I think about it mode implies it’s more small changes to the vanilla hack instead of big ones like I did) is to make big changes to the original hack using it as a basis.
in Short:
Vanilla S.S Monster Mash resembles Vanilla fe8 somewhat
TLCC mode is a pretty heavy departure from Vanilla fe8 using the vanilla hack as a base.
I think players will have a very different experience playing TLCC mode vs the vanilla hack.

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image

For reference all of these items + the replacement for blades are new in TLCC mode and enemies will have them as well, so the meta is shaping up to be a very “players hit hard but enemies also hit hard” type of thing in the new mode, Enemies deal more damage than vanilla that’s for sure haha.

This awesome mod was the motivator for me to finally try out Sacred Stones and I’m loving it. One thing I want to point out in Vanilla Monster Mash; I couldn’t use a Master Seal or Elysian Whip to promote Cormag. (Recruited him during Eirika’s route). Is this intentional?

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Glad you enjoyed the hack!, no that’s definitely not intentional haha. Admittedly there are still some bugs I need to fix on the vanilla hack, and some changes I liked and want to import from the tlcc mode (nothing huge but…). (I’ve been putting it off since I started working on TLCC mode haha)
I think I’m going to release a bug fix patch soon for the vanilla hack.

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Hey guys, Sorry for the long wait between updates. I kinda took a semi non disclosed week break on developing the hack. Just to prevent burnout and such. But enough about me. Rest assured I haven’t been doing nothing throughout my development break Instead of developing I have been hard at work making This!!:

Lemme introduce yall to the Drowned!! (name subject to change)

drowned

And another one for The promoted version:

The Symphone!! (name also subject to change)

drowned Promo

That’s right!, a whole new custom battle animation based on the revenant!! I had the idea for a magic animation for a revenant and thought hey why not enhance it with an alien head and a water based theming.
(P.s One of my friend in the discord have agreed to having a try at making map animation for the class, so we might be getting custom map animation for it (nice))

Now before you ask yes I’m planning to submit it to the repo, You’ll be able to use it and edit it to your liking! (with credit of course). I should be able to put it in a repository appropriate format in like a day or two. But before i go on implementing it or anything… check the next post…

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Okay fellow user of Feu, I hope you like poles because here comes poles:

SO I’m planning to add a new custom class to go along with the new custom animation and thought I’d do something interesting by rounding up votes from user around here about it, ya know those Pmes? this would be like that accept we’ll be voting about aspects of the custom class itself (A build my class I guess)
so here we go:

  1. First of all, I’m pretty sure about implementing the new class in the TLCC mode of the hack. That being said I’m still debating about whether or not I should implement the custom class in the vanilla hack, I thought about implementing them as an additional enemy monster type you’d fight in monster maps, what do you guys think?
  • Add in TLCC mode only, I want my monster maps vanilla damn it!!
  • Make edits in the vanilla hack, enemy only (on monster maps, exp chap 11)
  • Edit as a playable class only, replace (character name’s) class
  • Edit as a playable class and additional enemy type in monster maps

0 voters

  1. Next is what stats I should focus on for the bases aka the class niche and the ones they excel at (Maximum choice is 3. Will pick the 3 most voted stats)
  • HP
  • Magic
  • Skl
  • Spd
  • Def
  • Res
  • Lck (High growths I guess?)

0 voters

  1. Third is the magic they can use. Firstly the tier one class. (feel free to tell me if you think they should have access to more than 1 type of magic btw, the maximal answers are 2 so…)
    (P.s I can edit the “glaze” effect of the animation so don’t worry about the magic type not matching the animation)
  • Anima
  • Dark
  • Light
  • Staves

0 voters

  1. Forth the magic access for the promoted class. (Maximum choice is 3)
  • Anima
  • Dark
  • Light
  • Staves

0 voters

  1. And last but not least, What kind of interesting side niche should the class have? (maximum choice is 2, might combine the top 2 picks)
  • Perfect movement on water
  • A debuffing class lock weapon
  • Gets more defense on water related terrain (beaches, sea, rivers)
  • Some kind of aura skill
  • Other (specify in replies)

0 voters

Also share your class name ideas in the replies I got some good ones but ya know always open to more ideas.
Will my custom animation be wasted because it’s attached to a memey class?, would the class be OP and softlock players? will we ever know? YOU DECIDE!

Hi, been a while huh. So university life has been keeping me busy these few weeks which unfortunately means development has been slow. Buttt I do want to give a mini update here since it’s been a while
So the new drowned class has been implemented in the vanilla hack with following the poll’s result (thanks for the voters btw). As well as this I’ve added a new character to chapter 4 as a representative for the class. Everybody here’s Arabelle!!. (portrait credit to Glaceo, Mr_Karkino)


She’s an optional recruitable in chapter 4 and was kinda set up as an alternative choice to Lute. As mentioned before you’re free to recruit or not recruit her so if you want to preserve the units that are available to you then you can just treat her as an enemy.

The class itself is meant to be a somewhat light tank archetype since you guys decided to focus on mag, def and spd. with access to anima and later the promo light, anima and staves. They are kinda meant to be counterparts to mogalls. like the polls suggested they have perfect water walking and gets defense and res on water based terrain in exchange to lower bonuses on normal terrain.

Regarding the implementation of the drowned class into maps. I’ve done tiny edits to replace some monsters in monster maps into drowned while keeping them mostly the same, the main problem really being my motivation to playtest the rom to get to that point again.

in all honesty my motivation has been waning recently, maybe just need to sort some things out, but hopefully i can upload a new patch for the vanilla hack soon. Wouldn’t want these updates to take like 5 years in between haha

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Okay Class, new Updates!!, Finnnnally managed to get a new patch out. Bruh, making custom assets is no joke. But if you haven’t been keeping up, We got a new Custom Class and promo in the vanilla hack now, and a couple of bug fixes of course (hopefully). also implemented these:

THAT’S RIGHT class, we got map animations for the drowned and symphone class as well. (you could actually tell the difference between the zombies now)
Man gonna give credit to ma boy @Lukirioh as well, I had no idea how to make good map sprites so I bothered him a lot during a weekend. Here’s a link to his personal thread.

Anyways, look out for the new class and their weapons cause they’ve been implemented to the monster maps in the vanilla hack. Like the results of the vote, they have +1 def and res on water and sand at the cost of getting less on forests and forts. Anyways, have fun class, I gotta go to class lol.

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Hey, I have nothing really constuctive to say but I nonetheless want to inform you that this hack looks great and I can’t wait for the TLCC version to be fully completed to give it a try ; keep up the good work and thanks for sharing it with us ! <3

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Thank You!!, i do try my best, well sometimes hehe. Hope to get out a new patch for TLCC mode soon, with implementation of the new character there. I really appreciate some comments from players after a pretty long dry spell without it.

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Just a mini update guys, I’m working on putting Arabelle in TLCC mode, as well as making adjustments to chap 1-7, also as you might’ve noticed I’ve submitted a new staff animation for the drowned and Symphone class for the repo, so I of course will be adding those in for the Symphone class next update. But the main reason for the mini update is mainly to actually ask you guys about how Arabelle is playing as a character? She does have to compete after all with the other mages, especially lute as they have the same weapon type. I’m also just generally curious as to how good a mage with high defense but low res handles with the buffed triangle.

In my recent playtest of TLCC mode, she’s actually pretty damn reliable as a mini tank, debuffer and because I gave her spur strength, a buffer for the other units considering the small maps.

so How was your experience with her? admittedly It’s actually pretty damn hard to balance a unit that has perfect movement on water, not only because there’s few places where she can stand on water and making hurdles for enemies with water movement is hard lol.

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I just realized I’ve somehow forgotten to lower the drowned move to 4 lol, guess that’s why arabelle became more viable during testing, I think it’s fair to transport this change to the vanilla hack as well