You can check your current gold during FreeMovement by pressing L and selecting Status. In the next update (coming out on Monday), a handful of events within the hub will have the option to access the convoy. Good luck with your runs!
I am absolutely loving this hack. It is so much fun.
I think I ran into a bug. Even in the endless post-game, the enemies never promote in this run. The very first mini-boss I encounter after I promote Is promoted, while their backup is unpromoted. After that, all enemies and mini-bosses are unpromoted.
This is a newgame+ run with over 150k gold in skills, so I restarted the chapter from the menu and tried it again with the same results.
Very fun hack, spent the evening playing. I can’t praise enough how much this game makes you think despite only controlling a single unit in very small maps most of the time.
Not sure if this matters enough to warrant attention, but it seems is possible to go a little over the hp cap if you cap out your hp before promoting (hp promotion bonus adds on top of the cap, so my sophia ended up with 85 hp, thanks to fish abuse)
On another note, not sure if this is just me being fairly unskilled or if it is simply harder to clear with squishy units. I’ve so far only tried shaman MU and sophia, and both seemed to need some stat booster help from the garden, or a lot of luck to be able to get through a run (and a lot of fish).
Not sure if its been found by anyone else but I’ve run into a nasty bug where going into the supply after moving far in one turn (I would say at least 7-8 spaces, dont remember exactly) softlocks the game after exiting the supply menu. luckily the game auto saves but its still quite annoying.
Oh and finally beat normal mode, should really have at least something unlock for that, seems kind of skewed to only have beating hard mode unlock new stuff.
Nice hack. Managed to get to the end, but the final boss was too strong for my berserker
Here’s a pic of the party joins in one run
This is a problem that multiple people have reported. Thankfully, it seems d_h will be fixing this in the patch monday.
I ran into a rally nasty bug right now. Got quite far into my first run with Nephenee and ran into a Warrior. Did the mistake of not checking skills and died to Counter-Damage. My Character died but the game did not give me a game over screen. Now the game is switching between player and enemie phases infinitly instead of sending me back to Hub with my rewards. Even reloading the save just puts me into the phases looping. Only was restarting the chapter and losing all progress and rewards of that run.
This is fixed in the newest patch coming out tomorrow. Sorry for the delay.
It looks like this particular issue only occurs at this intensity if its player phase and you would exactly die to counter damage. Being exactly lethal damage seems to mess with some logic of Counter, as having less HP seems to leave you at 1 HP. Worse still, it for some reason stops the previous hotfix from working that would normally just end the run. I’ll see what I can do to prevent this, worst case scenario I have to remove Counter from enemies.
Lets hope you dont have to remove it. Once one knows the WARs have Counter it is interesting to plan around it. Even tho its one of the abilities i hate the most on enemies.
At least the game felt such pity with me that in the Node 1 chest on chapter 2 i got a skill scroll which granted me Aptitude.
Scrolls granting random skills is a really interesting mechanic. Since on one side you csn get skills which can transform your whole run, like aptitude, but on the other side they can grant skills that drive a good run right into a wall, like the one who inflicts 6 damage to you after each combat, Feral i believe. I got that one on my Hero run on a elite map with 4 enemies. The amount of battles on that map made the skill kill me.
So I was going for a pretty decent run with Micaiah and got to a miniboss stage against Liliana, the thing is that the combination of Bolting(Tome) with Tome Range(Skill) gave her enough range to kill my navigator, basically soft locking me. I just thought I would let you know that is a possibility that can happen when doing a run. One suggestion I have is giving the navigator a skill similar to Sombrion(Dragon) in fe engage that makes him invulnerable
Suggestions.
1: the house nodes say +1ATK, but they lie and its actually +1STR. after wasting tons of money i feel betrayed.
2: i would like the map more compact. i suggest making churches, etc not able to be moved past, and be interactable by adjacent tiles, then remove the 3x3s and make it all super narrow hallways. This also opens up longer paths.
3: I want to see the end of each chapter have a more lethal enemy thats (usually) mandatory like how node 1 is, this allows for better planning for the big dangers.
4: Remove the node 1 battles, im often taking defensive actions for my final node because i dont know if im gonna be jump scared by a mandatory battle afterward. Makes all final battle nodes hard avoids.
5: Its super hard to find a vulnerary shop. I recommend doubling the price, then making them more consistent.
6: Armorys only rarely selling anything even potentially useful completly sucks. Fix this. You can lower the amount of armorys for event nodes if needed.
7: Maybe remove the free item from house nodes, move them over to event nodes.
8: the map with the knight where theres a big building in the middle sucks. for ideal setup, the player wants to go east to make it go east, then kite it around the entire map twice, just to end at the bottom so you can begin battle from a tree node.
9: i recommend more battle maps. Split between the Single battle pool, tier 2 maps, event maps, and boss maps. Single maps should either give you instant access to a tree or none at all. It feels like a waste of time setting up in avoid terraign when this gameplay can be sped up.
10: i dont like restarting the entire game to pick another class. either let me freely swap between runs, or remove my unit.
11: the first experience sucks to start with E rank weapons. Additionally, weapon ranks staying between runs also kinda sucks. I say remove E rank entirely, start with D rank weapons, then take a bit (but still faster then normal WEXP) to get C Rank. From here, promotions always get C rank weapon ranks, and cap all unprompted weapon ranks at B. now its interesting to decide what weapon ranks to train.
12: the starting shop at the start of a run feels kinda dumb right now. the player should just always buy 4 vulneraries. perhaps the player gets a free vulnerary, and node 1 is a boon of choice, like +WEXP, pick a recruit, etc.
13: i would like to see more interesting recruits somehow. I think making them deploy in a mandatory spot is good for fast paced gameplay, but they suck terribly as things go on. I think what i would like is recruits have interesting skills, ones that provoke thought in gameplay even vs promoted foes. like +crit aura, gentilehomme, etc. things that affect your power, and pressure you to move with your ally into risky situations.
14: being able to use a vulnerary for free between rounds if its in your inventory is annoying to keep track of. remove this tech.
15: i’ll end here for now, but offer help if your interested in having help making a FE roguelike. let me know. i can be pretty useful.
…
16: i lied one more thing, please apply one of those enhanced UI patches so we can see enemy weapons (and preferably skills) without opening their info panel. Being able to see everyones AS would be great.
17: oh and please update the text for speed to say how much AS outspeeds an enemy… same for what skill and luck do…
A few things to some of the points you mentioned:
#3 from my experience some characters need a lot more statboosters before they can take on stronger enemies, specially the frail mages and archers. Having them force fight an strong enemy at the end of chapter 1 might even make them unable to clear chapter 1. But to be honest, i cant see a mage beat the final Boss without heavily relying on RNG anyway.
#4 the node 1 encounters are always fixed. So once you know in which chapters a Mini-Boss is node you only need to prepare for theese. The Node 1 trainees are free and a such need no preparation.
#5 you can fish between chapters once you build the fishing hut. The fishes serves as vunerary which also increase your Max HP. This also leads you not needing to buy Vulns at the Chapter 1 shop. Usually I buy one or twp Pure waters are well as a secondary weapon if i can equip multiple weapon classes like on Cavalier.
#6 i kinds agree that there are too many armory nodes. I usualy save my money for the N1 shop where they sell all the effective weapons, stock up on them for all enemy types and then just replace basic weaponry later on in other armories.
#11: i see that as kind of a meta-proression. Like how you dobt get all cards in a rogue deckbuilder for your first runs you dont get all weapons for them here.
#14 You can deactivate that yourself: accesse the supply with your navigator, take the grimoire out of your convoy, use it and there you get the option to disable it.
0.7.06 (10/9/2023)
Happy day 3 of FEE3! There’s been plenty of cool stuff shown already, with much more to come over the next couple weeks. But for right now, I give you the newest update for Hetja’s Quest! Check out this trailer I put together with some cool art from my friend Izzy!
The main goals of this update are to expand on the current systems, increase ease of use, finely tune weapon balancing, and fix some lingering bugs.
HOW TO SAFELY UPDATE
- Manually save in-game (by finishing a run, traveling from the hub area to the labyrinth, or during Preparations)
- Apply 0.7.06 patch to new fresh FE8U .gba rom
- Delete (or rename/move) old rom and replace with newly patched rom
- Make sure new rom and your old game save have the same name (eg HetjasQuest.gba + HetjasQuest.sav)
- Open game using your emulator of choice
- Choose Restart Chapter
HUB AREA SPECIFIC CHANGES
- Fixed a couple spelling mistakes
- Added infinite move without using FreeMovement
- Added an option to access convoy to multiple shops/events
- Can now teleport between certain facilities (only works with FreeMovement on)
Facilities
- Tavern cost reduced 2500 → 250
- Armory cost reduced 2500 → 250
- Fishing Hut cost reduced 2500 → 250
- Garden Lv 1 cost reduced 5000 → 500
- Garden Lv 2 cost reduced 5000 → 500
- Temple cost reduced 10000 → 1000
- Cagnas Statue cost reduced 10000 → 1000
Cagnas Statue Update
- Interacting with Cagnas now takes you back to Character Creation
- All Character Creation options can be used (some for a price)
- All passwords can be used (as long as you haven’t recruited that character yet)
- Changing class still keeps previous weapon ranks as long as they are at least D
Garden Plot Update
- Planting a seed now only takes 1 seed of that type instead of all of them
- Must be currently holding a seed to plant it
- Option to access the Convoy added
LABYRINTH SPECIFIC CHANGES
- Updated Deck battle backround
- Added appropriate music if a run is lost because of a deployed unit death
- Now uses TR143’s GBA RNG Randomizer
Start Event
- Starting gold reduced 1000 → 250
- All characters now begin with additional weapons/items
Starting Shop
- Edited inventory
Village
Get Item
- Item pool expanded, can be nearly all non-legendary items
Train
- Cost reduced 250 → 25
- 1/10 chance to raise Con by 1 (up to +15, cannot be raised if Strength is capped)
Recruit
- Cost reduced 1000 → 100
Church
Rest
- Starting on Chapter 11, may heal additional HP (can heal between 10 - 25 HP)
Learn
- Cost reduced 300 → 25
- 1/10 chance to raise Con by 1 (up to +15, cannot be raised if Magic is capped)
Pray
- Cost reduced 350 → 50
- Now increases current HP as well as Max HP
Armory
- Added additional shop inventories and edited previous inventories
Chest
- Reduced amount of gold received
- Increased possible item pool
- Increased chance of Skill Scroll
- Added additional shop inventories
- Changed amount of gold taken if something bad happens (random between 1-1000)
- Reduced chance of something bad happening
Battle Events
- Enemies give reduced amount of gold
- The random Enemy ghost and the random Mini Boss ghost nodes from Hard Mode can now appear in Normal Mode
- Changed the AI of some Mini Bosses and their reinforcements
- Promoted Mini Bosses no longer drop Skill Scrolls (now drop Gold / if a Mini Boss battle would feature additonal named enemies, those enemies will now hold a droppable Skill Scroll)
- Mid Bosses no longer drop a Master Seal (now drop Skill Scrolls)
- Buffed generic enemies growth rates
- Edited enemy Lilina inventory to avoid softlocks
- Edited enemy Ray’s reinforcement inventory
- Edited enemy Gonzales reinforcement inventory
- Edited enemy Halberdier Nephenee inventory
- Edited enemy Witch Micaiah inventory
- Edited enemy Mercedes inventory
- Edited enemy Mage Knight Lilina inventory
- Edited enemy General Gatrie inventory
- Changed enemy Lugh’s learned skills table
LV 5 Crit Up → Quick Draw
Reinforcements
- 8 new possible recruits (Thief/Assassin, Soldier/Great Knight, Myrmidon/Swordmaster, Wyvern Rider/Wyvern Lord, Shaman/Druid, Fighter/Warrior, Pirate/Berserker, Pegasus Knight/Falcoknight)
- Recruits level up after every Chapter, and promote after clearing a Chapter while LV 10
- Recruits will have different inventories depending on their level
Promotion
- Now a menu option for all deployable characters after making it to Chapter 11, no level requirement
Mini Boss Recruitment
- Recruited characters give the Skill Scroll that they would have given had you recruited them with a password
- Characters that have already been recruited will no longer populate the “Recruited Minibosses” section of the labyrinth (the bottom right area)
CHARACTER SPECIFIC CHANGES
Charon
- Given personal skill Shade
- Lost access to skills learned through Skill Scrolls (any learned skills will be removed at the end of the next run)
Hetja (All)
- Added numerous death quotes dependant on various factors
Hetja (Cavalier)
Starting Loadout
- Iron Lance
- Short Spear
Hetja (Axe Knight)
Starting Loadout
- Wolf Beil
- Swordslayer
Hetja (Mercenary)
Starting Loadout
- Iron Sword
- Armorslayer
Hetja (Myrmidon)
Starting Loadout
- Slim Sword
- Shamshir
Hetja (Archer)
Starting Loadout
- Iron Bow
- Killer Bow
Hetja (Wyvern Rider)
Starting Loadout
- Iron Lance
- Killer Lance
Hetja (Mage)
Base Stats
- Magic increased 3 → 6
- Skill reduced 4 → 2
- Speed increased 4 → 6
- Resistance increased 3 → 6
Starting Loadout
- Wind
- Elfire
Hetja (Shaman)
Base Stats
- Magic increased 2 → 6
- Skill increased 1 → 5
- Speed increased 2 → 3
- Resistance increased 4 → 7
Starting Loadout
- Flux
- Nosferatu
Hetja (Fighter)
Starting Loadout
- Steel Axe
- Hammer
Hetja (Pirate)
Starting Loadout
- Hatchet
- Battle Axe
Hetja (Monk)
Base Stats
- Magic increased 1 → 5
- Skill increased 1 → 5
- Speed increased 2 → 7
Starting Loadout
- Lightning
- Purge
Hetja (Pegasus Knight)
Starting Loadout
- Slim Lance
- Brave Lance
Hetja (Soldier)
Starting Loadout
- Iron Lance
- Saunion
Hetja (Revenant)
Starting Loadout
- Rotten Claw
- Skill Scroll
Hetja (Bonewalker)
Starting Loadout
- Atromitos
- Hand Axe
Hetja (Hero)
- New portrait
Hetja (Great Knight)
- New portrait
Hetja (Swordmaster)
- New portrait
Hetja (Wyvern Lord)
- New portrait
Hetja (Sniper)
- New portrait
Gilliam
Starting Loadout
- Iron Lance
- Horseslayer
Makalov
Starting Loadout
- Iron Sword
- Zanbato
Eirika
Starting Loadout
- Rapier
- Thunder
Marcia
Starting Loadout
- Slim Lance
- Nimbus Boots
Gonzales
Starting Loadout
- Devil Axe
- Beetle Net
Personal Skill
- Despoil → Counter
Dorothy
Starting Loadout
- Iron Bow
- Holy Water
Gatrie
Starting Loadout
- Iron Sword
- Armorslayer
Dart
Starting Loadout
- Iron Axe
- Battle Axe
Astrid
Starting Loadout
- Iron Bow
- Silver Sword
Lilina
Starting Loadout
- Fire
- Dire Thunder
Mercedes
Starting Loadout
- Lightning
- Divine
Nephenee
Starting Loadout
- Iron Lance
- Killer Lance
Ephraim
Starting Loadout
- Reginleif
- Dragonspear
Lugh
Starting Loadout
- Fire
- Bolting
Promotion Changes
- Sage/Mage Knight → Battle Sage/Mage Knight
Ray
Starting Loadout
- Flux
- Eradicate
Battle Animation Changes
- Shaman now uses Hoodless Shaman animation
- Druid now uses Hoodless Druid animation
Micaiah
Starting Loadout
- Thani
- Luna
Catherine
Base Stats
- Speed increased 4 → 7
- Defence reduced 6 → 5
Starting Loadout
- Iron Sword
- Light Brand
Sophia
Personal Skill
- Focus → Summon
Promotion Changes
- Druid/Summoner → Druid/Necromancer
CLASS SPECIFIC CHANGES
Mercenary (F)
- Base Con increased 8 → 9
Myrmidon (F)
- Base Con increased 5 → 8
Mage (F)
- Base Con increased 3 → 6
Pirate
- Can now traverse on Gunnels tiles
Berserker
- Can now traverse on Gunnels tiles
Druid
- Lost access to Staff.
Sniper
- Class Skill changed Sure Shot → Crit Boost
Promoted Mounted Classes
- Class Skill changed Canto → Canto+
NEW CLASSES
Battle Sage
Sage that uses Sword/Anima/Light instead of Anima/Light/Staff
Archer (Skeleton)
- Replaces Archer in Character Creation
- Same stats as Archer, just uses Bonewalker (Archer) sprites/animations
- Archer (Skeleton) → Sniper (Skeleton)/Nmd Trooper
Sniper (Skeleton)
- Promotion option for Archer (Skeleton)
- Same stats as Sniper, just uses Weight (Sniper) sprites/animations
Nmd Trooper
- Promotion option for Archer (Skeleton)
- Same stats as FE7
SKILL SPECIFIC CHANGES
Aptitude
- Removed as option from Skill Scroll if Fixed Growths is enabled
Blossom
- Removed as option from Skill Scroll if Fixed Growths is enabled
Despoil
- Name changed to Coleopterist (for flavor reasons)
- Changed icon
Summon
- No longer grants EXP
ITEM SPECIFIC CHANGES
There are too many changes to list them all. Most items are much cheaper. Most 1-2 range weapons are either 1 or 2 range. Most generic weapons are inf use. Healing items in general have been nerfed. Check the hetja’s quest website for all the up to date weapon information.
Grimoire
- Summon cost reduced 2500 → 250
- Can now be used by the deployed unit to forfeit their current run (meant to combat softlocks)
Vulnerary
- Uses increased 1 → 3
- Cost reduced 250 → 75
- HP Recovery reduced 10 per use → 5 per use
Angelic Robe
- Cost reduced 8000 → 250
- +Max HP reduced 7 → 5
Energy Ring
- Cost reduced 8000 → 250
Secret Book
- Cost reduced 8000 → 250
Speedwing
- Cost reduced 8000 → 250
Goddess Icon
- Cost reduced 8000 → 250
Gorpfruit
- Healing per use reduced 10 → 3
Vahnberries
- Healing per use reduced 10 → 3
Noaberries
- Healing per use reduced 10 → 3
Galaberries
- Healing per use reduced 10 → 3
Jermato
- Healing per use reduced 10 → 3
Tiny Troupple
- Sell price reduced 250 → 25
- Now increases Max HP before healing
Troupple
- Sell price reduced 500 → 50
- Healing reduced 10 → 7
- Now increases Max HP before healing
Big Troupple
- Sell price reduced 1000 → 100
- Healing reduced 20 → 10
- Now increases Max HP before healing
Odd Troupple
- Sell price reduced 10000 → 1000
- Healing reduced 20 → 10
- Now increases Max HP before healing
Basic Lure
- No longer used from the use item menu
- Can be activated before fishing, if not already using a lure
- Sets fishing cap to 7
Super Lure
- Uses reduced 3 → 1
- No longer used from the use item menu
- Can be activated before fishing, if not already using a lure
- Sets fishing cap to 9
Premium Lure
- Uses reduced 5 → 1
- No longer used from the use item menu
- Can be activated before fishing, if not already using a lure
- Sets fishing cap to 12
NEW ITEMS
Bronze Dagger
Sword E / Uses Inf / POW 2 / Hit 85 / Weight 2 / Crit 0 / Range 1 / WExp 2 / Cost 27
Thief/Assassin only
Flame Lance
Lance B / Uses 25 / POW 10 / Hit 70 / Weight 12 / Crit 0 / Range 2 / WExp 2 / Cost 350
Deals magic damage at range
Wolf Beil
Axe E / Uses 15 / POW 10 / Hit 75 / Weight 10 / Crit 5 / Range 1 / WExp 2 / Cost 240
Effective against mounted and armored
Wind
Anima E / Uses Inf / POW 2 / Hit 100 / Weight 1 / Crit 0 / Range 1 / WExp 1 / Cost 42
Effective against fliers
Elwind
Anima D / Uses Inf / POW 4 / Hit 90 / Weight 2 / Crit 0 / Range 2 / WExp 2 / Cost 110
Effective against fliers
Dire Thunder
Anima B / Uses 25 / POW 15 / Hit 70 / Weight 12 / Crit 10 / Range 2 / WExp 1 / Cost 500
Brave effect. Effective against dragons.
Novice Heal
Staff E / Uses 3 / POW 0 / Hit 100 / Weight 2 / Crit 0 / Range 1 / WExp 2 / Cost 180
Heals ally for 5 HP. Reduces Mag to 0 while held.
Soul Stone
Monster / Uses Inf / POW 10 / Hit 85 / Weight 9 / Crit 0 / Range 1 / WEXP 0 / Cost 140
Deals magic damage
Phoenix Feather
Consumable
Cost 250
Increases Magic by 2.
Dragonshield
Consumable
Cost 250
Increases Defense by 2.
Talisman
Consumable
Cost 250
Increases Resistance by 2.
Body Ring
Consumable
Cost 250
Increases Constitution by 2.
Leather Shield
Accessory
250 G
+3 Defence, allows unit to swap positions with an adjacent ally. (Innate Swap)
Fugue Shield
Accessory
500 G
+2 Defence and Resistance, allows unit to swap positions with an adjacent ally. (Innate Swap)
Chicken
Accessory
250 G
Enemies are less likely to target this unit. (Innate Shade)
Beetle Net
Accessory
500 G
+2 Luck, Luck% chance for defeated enemies to drop a Red Beetle. (Innate Coleopterist)
Nimbus Boots
Accessory
500 G
+1 Move, can pass through enemy units. (Innate Pass)
Holy Water
Accessory
500 G
Weapons are effective against undead. (Innate Slayer)
Thieving Gloves
Accessory
500 G
+2 SPD, unit can steal unequipped weapons and staves if Con>Weight. (Innate Steal+)
War Helmet
Accessory
500 G
-2 DEF, +6 damage when foe initiates battle. (Innate Fierce Stance)
(Multiple instances of the War Helmet’s innate effect do not stack, the debuffs do)
Wizard Hat
Accessory
500 G
-2 POW, +6 Resistance when foe initiates battle. (Innate Warding Stance)
(Multiple instances of the Wizard Hat’s innate effect do not stack, the debuffs do)
King’s Ring
Accessory
750 G
+10% to Skill activation rate. (Innate Rightful King)
Paragon Ring
Accessory
250 G
Experience gain is doubled. (Innate Paragon)
(Multiple instances of the Paragon Ring do not stack)
Iron Gloves
Accessory
250 G
-1 SPD, +1 CON, Doubles WEXP. (Innate Discipline)
Lunar Brace
Accessory
750 G
Negates enemy defenses, Skill% activaiton. (Innate Luna)
Solar Brace
Accessory
1000 G
Restore damage dealt as HP, Skill% activation. (Innate Sol)
BUG FIXES
- Fixed bug where Hetja couldn’t interact with certain events within the hub area while FreeMovement was turned off
- Fixed bug where Heavy Bow would do 0 DMG (if you see any Heavy Bows with the name ‘DUMMY’, please report them)
- Fixed bug where the Dread Fighter class name would display incorrectly during promotion
- Added extra checks to prevent save borking due to Charon dying to an oversight
- Lures can no longer be sold
- Changed some of the longer skill names to use NarrowFont
- Lessened general load on VRAM (?), should result in less graphical bugs
NEW KNOWN BUGS
- Aptitude and Blossom don’t work with Fixed Growths, warnings have been added to the Skill Shop and they have been removed from the pool of possible skills from Skill Scrolls while Fixed Growths is on
- Re Move can cause softlocks in certain situations, Charons with this skill will have it removed at the end of their next run
- Witch Micaiah’s battle animation can softlock at 1 range
- If an enemy activates Counter, and you would do the exact amount of damage to kill yourself, the game can softlock
MISC NOTES
Thank you to everyone who has checked the hack out recently, as well as those who have been grinding in the labyrinth since day 1. Also thank you to everyone who tested this patch before release. Your feedback has been extremely helpful in getting the update prepared for launch. I hope to release more content before the end of the year. The focus of the next major patch will be on the inclusion of new playable characters. I’m sure there will be small balances and bug fixes before that.
Once I’m able to dedicate some time to actually working on the new playable characters, I’d like to put up some community polls to determine who gets in. Thank you to everyone who has submitted suggestions so far via this thread or the new character submission form.
Oh, and by the way, you can celebrate the release of this patch with a new password! In this specific update, entering HETJA0706 (through Character Creation either at the beginning of the game or through use of the Cagnas Statue) will grant you one 5000G Voucher for free! Yippie!
Nice hack.
Question: How do I equip weapons? I bought some and I still have just an iron sword I started with.
Pleasant surprise waking up and seeing the update already out, did find a few bugs already though.
Cant seem to re-enable free movement after turning it off.
you can fish to the current cap, pray at Cagnas, then continue fishing. haven’t tested this to thoroughly enough to see if you have to change your class or just going to the character menu, just noticed it after changing my class.
related to the second bug, using the lure from inventory is still possible, but crashes the game in outstanding fashion.
The summon cost from grimoire still seems to be 2500, and red beetles only sell for 125 since they are worth 250, seems unintended.
Curious to see what the plans are for the armory as its now pretty much a waste due to base weapons now having infinite uses. Also feel like skill scrolls should have prices reduced at least somewhat now that gold is globally much lower.
Just noticed that Wind sword and Light brand have the same exact stats excluding price, uses, and required sword level. they seem a bit redundant, does the light brand have advantage on dark tomes due to being light magic? either way they are way too similar.
Woah, a big update!
Any items you buy with Charon should automatically go to the convoy (unless you turned off Auto Send to Convoy), and then your deployed unit can take the items out of the convoy during a battle.
Talk to Charon to turn it back on, if that doesn’t work immediately, just end your turn.
I thought I fixed this, will be fixed once I’m more awake, still got crusties in my eyes lol.
Gotta fix this too.
Just a visual bug, it costs 250 G, gotta update the menu text.
I think the main draw of weapons from the hub armory isn’t that they’re inf use, its that they can be used by anyone regardless of weapon ranks.
I’ll have to replay the game now to update my points and greviences. But that aside and pretending were on previous version again for a moment.
#4 them being fixed makes even less of an excuse. The mandatory node can be moved to the final node, and the start can be a option for 1 of 2. All this does is serve to demand the player start writing shit down / memorizing stuff that really shouldn’t be required.
#5 meta progression via fishing i actually dislike anyway. but this is besides the point, even with fishing the player should still always buy vulns. the only weakness hitting weapon in the shop is a thunder tome anyway. regardless, if every class has an ideal start they should always do, this node is a waste of player time and only serves to slow down the game.
#6 the garneted armory node is also silly and should be removed, we should just get more reliable armories instead, but have them be rare nodes. this would reduce the amount of RNG in the game (armory luck) and emphasize player skill.
#11 there are diffrent types of meta progression. generally people want unlock progression (getting new playable characters) but hate starting out objectively better then last time (WEXP, Fish, gardening). i like the minigames existing, but the rewards should be changed.
#14 i didn’t know, however this should be more obvious. the grimoire description doesn’t imply it’s a options menu. Moreover, disabling it by choice isn’t the same as removing it. the player shouldn’t have a choice, it’s annoying to min-max and theres no reason to turn it off as it just makes you worse.
The goal should be to lower the tedious and slow parts of the game, and emphasize the decision making and battles. this is also why i hate the knight map, and honestly many maps could be sped-up by having a tree in turn 1 movement range so you don’t need multiple turns for the exact same setup / payoff.
Some bugs i found. When promoted liliana spawns on the first node with magic range plus 1 and bolting she can kill charon before you can do anything when this happens game softlocks.
Also found a softlock where i killed myself with a devil bow using astra on a Pegasus knight. Could not recreate the second one.