Fixed bug that could cause a softlock when opening the supply after moving (thanks 7743)
Fixed bug where recruited Reinforcements would move and act while not in battle
Changed design and reduced size of Off The Beaten Path
Recruited Reinforcements will no longer move on the first turn they’re deployed in a battle
Changed Reinforcement inventory to reduce chance of softlock
Changed some Reinforcement classes from F to M to lessen load on VRAM (?)
Lessened the chances of Thieving Gloves being in an Armory
Lessened the chances of Solar Brace being in an Armory
Updated horse effective weapons to include Nmd Trooper
Updated enemy Lilina learned skills
Lv 13 Tome Range +1 → Quick Draw
NOTES
Please turn in all vouchers, as of 0.7.06.03 you no longer need to worry about voucher management. In a future update, I will be removing vouchers from the game entirely.
The supply bug was fixed, at the cost of the hub getting smaller. All functionality of the hub remains (except things that are no longer necessary, like teleporting around or going to the labyrinth from any road leading off screen).
There’s been a report that people updating from a previous patch spawn outside the hub map, I did a quick fix to solve this issue and updated the .ups. Please do not use Check Map from Off The Beaten Path’s Preparation screen until you have visited both the Labyrinth and Off The Beaten Path at least once each since updating.
Tome Range +1 seems to be causing softlocks when used by the enemy, and has been removed from all enemy learned skills. Further testing is needed to see if this can also occur by allies.
Won as Hetja.
The final boss was stupid easy as Lyon just used silence on me two times… I think this should be changed.
Anyway is there any merit in buying anything from the first shop that isn’t the shield? Vulneraries are too weak to be useful and the rest you’re guaranteed to pretty much already have depending on your class.
Continuing going through all the playable units, this time beaten the game as Eirika. Once again, I’d love if you found a way to have Lyon actually try to fight you (Maybe make his silence 1-use?)
Also consider giving the final boss some goons.
Anyway dodge tanking seems to be the strategy to beating the hack.
Also good job with the new hub area, now it’s way more player-friendly.
This game rocks, but can we get animations for weapon ranks obtained from promotion (Swords and bow animations for pirates for example), also how there was a way for characters that have no magic at all to gain magic (so Micaiah’s skill scroll gets more value, for example). Idk, most of this is wishful thinking lol
I really love this hack! Everything that I love rolled into one and it sounds like you’re already adding things I would like such as a few units at once.
There’s not much I can truly nitpick since it’s not complete; you’ve proven you have an excellent vision for this hack. I can say some things in a general sense though. For instance I really enjoyed my playthrough with Ephraim on normal, I had a much easier time getting a run going with him than with Hetja as a Bonewalker. I really enjoyed the idea of playing as an enemy! I might just be playing the game wrong, but I would like to be more successful with cool classes like that somehow.
Also I would say once I beat it with Ephraim and went a little further I appreciated the teams of Villains with their related characters, it’s a great idea. Would be fun to play as them somehow without being too strong.
And finally I’m excited to see how the hub progresses. It’s a little bare bones at the moment and I think it’s keeping me from playing more for now. I’ll have to check back in an update or two.
Is the resourceful skill bugged? It seems like the effectiveness bonus of any weapon is still 3x, even with the skill. Unless the base effective damage multiplier is lower by default.
This skill’s description is somewhat misleading. “Bonus” effectiveness refers specifically to effectiveness granted by Slayer/Skybreaker. It does nothing otherwise.
This is something I do want to work on in the future. Right now, my focus is on expanding the game’s systems. Once I’m at the point I’m working on aesthetic stuff like replacing the soundtrack or UI, I’ll spend the time adding as many usually unused battle animations as possible.
Thanks for the kind words. The hub used to be much bigger, but had to be scaled down recently to avoid a bug with the FreeMovement camera. Here is the old version.
The Wyvern Rider’s class name is cut off in this window.
Also, Zephiel’s animations are buggy. His sword doesn’t rotate correctly and his ranged attack can sometimes cause the player sprite to disappear when the attack hits. I’m sure this is an issue due to porting the animation from FE6 being difficult, but I think it should be listed in known bugs/issues in the OP.
I’m gonna do a test poll here so I learn how they work.
Who would win in a fight?
A never ending labyrinth
A silly little skeleton
0voters
If this poll works, I will start work on the new character inclusion polls.
Glad you like it. A good amount of the unused space was meant to be used for future hub stuff, but I think I can still squeeze everything planned into the tiny hub.
I’m not sure if this has already been reported or not, but I made an account just to put it out there. I just had a run soft lock to Micaiah having a weird glitch when using the Thani tome. The first animation went off and nothing happened because my little skelebean ended up dodging it, which had her attack again, and this time it hit, but then bean both dodged and took damage at the same time and that’s when the battle just got stuck at the two of them glaring each other down. (I think Micky was a little peeved she didn’t actually win, so she locked the game down in a tantrum)