this is gonna be so peak when it finishes
Enjoying the hack so far! I’m running into an issue, thiugh. I just finished chapter 13, and kept at least 10 generics alive. I get the bonus item, and the choice of whether to take the detour to the village, but whether I select yes or no I end up going to chapter 14 after, not 13x. Is there anything I’m missing?
I have the same problem. I didn’t let any of my units die. I even repeated the chapter to make sure. I got all of the rewards as well…but I can’t get to 13x with Hannah. I don’t know the reasoning
Sorry for not posting in a while, I’ve been busy the past couple weeks.
I tested a bunch of things and I didn’t find any game-breaking bugs in chapter 27. Could you elaborate on what your issue is?
I wasn’t able to replicate this glitch in playtesting, but I made a couple changes to try and fix it anyway. This patch will hopefully make 13X attainable, and also has a couple other changes and fixes in it as well.
Link to new UPS.
Hi, so I just downloaded the patch, but the thing is that I am not good with doing linked situations. I linked the new version…but it started over my whole file. Can you help me learn?
Has anybody else noticed about the Secret Abilities of each character?
For example, If Scord levels up to 22 before promotion, he gets the Impale ability
Does anybody else know about any other abilities?
Are there any paired epilogue or endings, if yes can some one provide me a list paired characters, and thank u in advance
Can’t believe it took me a year of playing this just during my lunch breaks at work but I finally beat v0.1 today (25 chapters). I was curious if this is still being worked on or not to know if I should just grab v0.2 and play from there or just wait until the game is complete?
It’s been about a year since I posted the last version update, so I’m here to show what I’ve done since. Overall progress has been way slower than I’d desired, but I do now present a version that can be played through to the very end. There is also an epilogue and very slight post game implemented.
This version adds 8 chapters, one of which is an intermission with no enemies. There’s about 70 added talk conversations, and 50 new battle conversations. It finishes the supports that were unfinished in the previous versions. Various balance adjustments have been made.
This version isn’t as tested as I’d like, which is why I’ve labeled it as a 0.9 as opposed to 1.0. There might be significant bugs experienced in any given playthrough. Still, it is effectively finished, and you can play through it from start to finish, barring potential game breaking glitches I’ve missed. Sometime, hopefully soon, I’ll release another version than addresses any potential issues and adds some of the final features I’ve planned that aren’t in this release.
Here’s the Ups Link.
Hey so just confirming, all the supports are done?
Yup, all done.
My bad, I knew this was an issue, but I completely forgot to actually fix it. I believe this patch should amend all the issues with animation off bugs, but just in case I’d still recommend playing with animations on, if you don’t want to risk it. This patch also has a few extra gameplay tweaks, to go along with the bug fixes.
Link to new patch.
okay thing there is a bug…I believe the conversation continues after this but it says this in the support viewer
Oh, I don’t count that as an official support. I included the support connection between the two lords because I felt it would be odd if it wasn’t there, but you can’t actually get a support between them in game, as they are in different armies, which prohibits support connections. This is also relevant to the supports of Gallae and Clara, who each have five supports, but can only get three of them in any given run. I wrote a small little talk between Esdin and Millia for the support viewer, just as an easter egg. I may eventually implement it in game in some fashion, but I have no current plan for it. Sorry for the confusion.
not at all thanks for clearing that up, I thought it was weird cuz their support was so different than everyone else’s. Well I have picked my final team. Last question sorry, what’s the max you can field at once? Just so I can determine my team.
Hi I’ve been playing this and just got to chapter 27 the game freezes after rei says "lets meet up with everyone"but only does if you kill the boss of 26. If you escape in 26 it works but the escape tiles in 27 don’t work.
reporting a bug in chapter 6 when Quin used physic staff it heals no one and tries to heal him even though he full health
Edit: No one’s psychic staff is working correctly
Summary
Also I recrutied Joman as a green unit and then he literally kamikazed against the full health Guillermo…why when his AI as an enemy was only fight weak untis he could beat and literally there were injured units around. Then I check and see Guillermo has the provoke ability…I really do not like that for this chapter. Maybe on hard mode but likeI would rather Joman just run around after you talk to him then go offensive. Does this mean I do not recruit him later? This chapter is the first to blow me lol
I just tested the physic staff on both VBA and mGBA, and both Quin’s and the NPC’s physic staves worked fine for me. You eventually get access to purchasable physic staves at a later point, and they also worked fine. I’m not sure what is going on here, but I’ll fix it if I find out.
Summary
Sorry about this, Provoke is something I tested as a skill for playable generals. I was supposed to remove it, but just totally forgot, and now it’s also on all enemy generals. There’s not that much it effects overall, but it does make Joman just tend to die here now. Don’t worry about keeping him alive, it doesn’t effect his recruitment at all down the line. In fact, you can still recruit him even if you don’t talk to him on this map, talking just turns him from enemy to ally.
And yeah, 6 can be tough, and I imagine it’s even worse playing blind, which is something I try to account for. I’ve made it a little easier over revisions, but maybe I have to do more. I will say, it can often be worth it to let some of your non Esdin/Millia/Quin/Blanche units die here to gain an early positional advantage. They all come back to life after the map anyway, though they’ll lose opportunities for experience.
Summary
Sorry about this. There were a lot of issues with game freezes with this maps when I was first making them, but I thought I fixed them all. In my recent bug fixing I haven’t been able to find any softlocks. I’ve tried like 25 different permutations, and they all worked as they should. Whether it’s mGBA or VBA, whether 26 was escaped or fought, whether Rei/Merri are alive, whether they’re promoted, it all worked alright, so I don’t know how to fix the problem. If I find out what’s the issue, I’ll definitely fix it and release a new patch.
For the escape tiles, those are only supposed to be usable after Esdin shows up. Before that they aren’t usable, as escaping without Esdin would cause issues. From what I tested, there shouldn’t be issues with the tiles after Esdin appears.
If it helps I am playing on easy mode and I don’t have on animations if that could be affecting it?
Summary
6 for sure was rough for me, I hate letting my untis die even on a casual mode but I just took the L, by the end I swear I had like 5 units left lol.