another Mimikyu enjoyer nice
I think I found a minor glitch. Right after I did the Anna bonus stage and returned to the hub world, the game broke. On the hub world, when it says to press A, the camera moves down and I am unable to do anything. Hope this gets fixed as I am enjoying the game
forgive the lack of specifics on this here bug report as this happened a week ago and things are a bit fuzzy but:
the temple is bugged in some capacity. buying skills with a full inv works for the first skill purchased but can delete other bought skills. also somehow managed to break my game by using the convoy after temple (i forget the exact circumstances, though it was definitely after a farm/fish run likely with a full inv) and then attempting to deposit items to the convoy. in my infinite wisdom i went into the labyrinth and saved so no undoing unless i restart entirely. this has caused character inv and convoy to break. at the start of encounters (with the chosen char or convoy) whatever items they have on them essentially lock those inv slots. i can swap the items out of the convoy but in order to do so i have to withdraw an item and then deposit. Using consumables frees up these slots but it resets at the begining of each encounter locking all occupied slots. this also has a side effect of breaking the convoy. instead of addy weps, skills, fruits and fish being the only things saved between runs everything is.
this is also a legacy save from a previous patch if that matters. again sorry for the lack of specifics. lmk if theres any other info you want/need.
Oh jeez, that sounds like something big and important broke. If I had to guess, maybe it has something to do with items being auto sent to the convoy when having a full convoy. But this is the first time I’ve been told of a bug like this so I’m not 100% confident.
I will look into this but, unfortunately, the solution right now would be to start a new save on a newer version of the hack.
If you send me your save file, I can reference it to make you a new save file with all the proper units recruited/facilities upgraded/achievements unlocked but without the bug.
I’m on 8.00.00 so ill go ahead and update and start fresh. honestly nbd about the save file. when i updated to v8 from a previous version (before the facility overhaul) i ended up with ALOT of gold that made most things trivial so itll be nice to experience the game as intended. i can still send you the save if you’d like if thatll help you figure out what went wrong.
I was doing a run as Lilina when I got softlocked by an AI bug with NPC Lilina. Lilina had taken some damage and so she moved inside the NPC box to be next to another unit that had a staff, which made it impossible to start any future maps. I couldn’t even retreat to keep my weapon EXP progress.
It was really unfortunate since I had gotten really lucky. But I thought it was more funny than anything else.
I think I’m playing on a slightly older version, so this may have been fixed. I want to finish all the runs I can before I update to a newer version, so I’m not sure if it’s still a problem.
Thanks for reporting.
Looks like this bug was possible to reproduce in the current test version as well, I’ll get that fixed now.
I’m looking to release a new update in the next month of two with new content and difficulty settings.
If you’re interested in testing out the update before release, send me a DM and I’ll invite you to the playtest discord server.
Hello! I have been working on v0.8.03. The update is not ready for release yet, but enough has been finished that I can give a couple sneak peeks now. Also, happy 3 year anniversary of the first publicly released patch! I had a post drafted up where I would have compared the original release to the newest in-progress update, but the more I played v0.7, the more embarrassed I became at the state I originally released the hack in.
DIFFICULTY REWORK - RUN MODIFIERS, DENSITY, AND LABYRINTH TENDENCY
A dissatisfaction with typical “bullet sponge” difficulty scaling + a desire to uncouple certain game mechanics from specific difficulties has inspired a rework of how difficulty modes are determined and what those difficulty modes provide.
The traditional Easy/Normal/Hard modes have been replaced with a player configurable system of advantages and disadvantages, called Run Modifiers, that determine which difficulty mode, called Labyrinth Tendency, to be placed in. Each Run Modifier has a corresponding Density value, with advantageous Run Modifiers decreasing the Density and disadvantageous Run Modifiers increasing the Density.
Run Modifiers previously existed as singular modifiers that could not be combined. This system was reworked to allow combining any number of modifiers at once.
If the sum of all activated Run Modifiers is a negative number, you play on Light Labyrinth Tendency (essentially Easy mode). If the sum of all activated Run Modifiers is a positive number, you play on Dark Labyrinth Tendency (essentially Hard mode). If the sum of all activated Run Modifiers is 0, you play on Harmony Labyrinth Tendency (essentially Normal mode).
Light Labyrinth Tendency
+ At the start of each run, choose an advantage from three options
Includes things like learning a skill/getting an item/getting a dancer status for an amount of turns
- .5x gold from Labyrinth progress post run
- Detrimental Run Modifiers do not give gold upon victory post run
- Cannot access Endless Mode
Harmony Labyrinth Tendency
+ At the start of each run, the deployed unit may expend stats to learn 1 of 3 beneficial skills
+ Detrimental Run Modifiers give gold upon victory post run
/ 1x gold from Labyrinth progress post run
- Cannot access endless mode
Dark Labyrinth Tendency
+ 2x gold from Labyrinth progress post run
+ Detrimental Run Modifiers give gold upon victory post run
+ Can access Endless Mode
- At the start of each run, forced to choose a disadvantage from three options
- No post-run gold reward until reaching Chapter 5
- Additional Mid Boss fight at the end of Chapter 15
- Final Boss is Lv 30 and has reinforcements
Some examples of Run Modifiers include;
++ Beneficial ++
Tactician (Density -2)
"Recruits are controllable during battles, gain experience from participating in battles, and can learn Skills from Skill Scrolls."
One of the inspirations for the difficulty rework. Now you can control your NPC Village recruits no matter what Tendency you're playing on, if that is something you want to do.
Metronome (Density -1)
"Mid Bosses and Final Bosses have QTE opportunities to increase dealt damage and reduce incoming damage."
The Hetja mains out there might recognize what is happening. The Timed Hits mechanic, normally exclusive to Hetja, can now be used by anyone (in limited form). Press "A" just as attacks connect to deal a bit more damage to bosses or take a bit less damage from bosses.
Baby Mode (Density -200)
"Deployed unit gets a Growth Ring trinket (+20% to all growth rates while held) as well as +2 Strength, Magic, Skill, Speed, Defense, and Resistance (at the start of every run)."
For those who complain that they can't (easily) start every run with Aptitude, and then when they do, they complain that the game is too easy. Do you have the mental fortitude to play the game the way that you want to play it at the cost of activating something that implies that you are a baby?
// Neutral //
Continuity (Density 0)
"The amount of previous runs won and lost influence Labyrinth Tendency."
Applied at the end of Labyrinth Tendency calculation. Wins decrease density + losses increase density. For those who think this difficulty system isn't complicated enough.
No Masters (Density 0)
"The Final Boss that appears at the end of Ch 20 is not influenced by the Mid Boss beaten at the end of Ch 10/15."
There were various changes made to node generation, including the most recent Mid Boss you defeated influencing which Final Boss will spawn. For example, if you defeat a Mid Boss from FE8 (like Seth or Carlyle) then there is a high chance the Final Boss that spawns will be from FE8 (like Lyon or Morva). This applies to all Mid Bosses that share a game with a Final Boss. If you don't like that change, you can turn it off with this modifier, making the Final Boss completely random.
-- Detrimental --
The Real Thing (Density +4)
"Runs end at the end of Chapter 20, after defeating the Final Boss. Necessary to access Endless Mode."
This is in response to those looking for shorter runs. The default run now ends at the end at Chapter 10, after beating the Mid Boss. Anyone looking to experience full runs or access Endless Mode can activate this modifier.
Only What You Need (Density +2)
"Deployed unit learns Light Weight Skill (When holding three or less items, attack speed +3). In battle, if the deployed unit has more than 3 items in their inventory, deployed unit gets Sleep until their next turn."
For those looking for even more inventory management shenanigans. Units are unable to counterattack while under Sleep.
Forgetful (Density +1)
"The deployed unit's weapon experience is reset at the beginning and end of each run."
For those looking for a more "-like" than "-lite" rogue experience. Can be combined with Peckish (Consumed meta healing items have no effect) to remove most of the meta advantages.
Shifting toward this sort of adaptive difficulty, despite the wide variety in run influence, has made it easier (in my opinion) for me to balance things. I am able to craft the game that I want to make, while also providing enough customization for the player to play the game in the ways that they want to play it. This difficulty system is a work in progress and far from perfect, but it is easily expandable and (in my opinion) feels a lot more “fun” than just giving enemies extra levels/stats.
ORIGINAL CHARACTERS - WAIT, THIS GAME HAS A STORY?
The next update introduces a handful of new units. These units replace some of the generic NPC Village recruits, attempt to expand on the current lore, and feature portrait art by Garytop and Glaceo. I will go over 3 of the characters now, but there are additional characters already implemented (and more on the way).

(Portrait by Garytop)
Layla, the Lyrist
"Modest lyre plucker
Transforms sorrow into song
Loves to play the role"
The type of person that cares deeply about their friends. Uses music as a tool to gain a deeper understanding of who they are. Travels the Labyrinth in search of her fellow RPG Club members.
Can refresh units with their song. Their ability “Song Writing” allows them to spend 7 HP to write a random song (get a “dancer ring” item).

(Portraits by Glaceo)
Yukimichi, the Apprentice
"Mischievous scoundrel
Quixotic philosopher
Values time alone"
Lost both of their parents in a war conflict at a young age. Was then turned over to the church. Grew up as part of a religion that values self deprecation. Each perceived sin is met with a mandatory piercing, indicating at a glace to those around you that you are sinful. Their story branches in two, with one path attempting to usurp those in religious power, while the other leads to escaping the church and living a quiet hermit life away from society. These two paths are reflected in their portrait, which changes depending on the promotion path taken.
The type of person that is too in their own head. Prefers to spend their time bouncing ideas off of their Shadow Clone.
Can promote to either Mage or Shaman at Lv 10. Their ability “Shadow Clone” allows them to spend an amount of HP to spawn a controllable duplicate of themself for a single battle.

(Portraits by Glaceo)
Angel, the Choco Rider
"Reticent recluse
Apprehensive neurotic
Friend of the forest"
Was part of the in-power Royal Guard due to nepotism, but deserted their post to avoid responsibility. Generally dislikes spending time with other people. Has an innate kinship with wild animals.
Can promote to either Red Choco Rider or Black Choco Rider. Their ability “Treasure Hunt” allows them to dig up treasure tiles once per Chapter, if they end their turn on a treasure tile. The treasure tile is randomly chosen at the start of each Chapter (or upon recruitment) and is indistinguishable from normal tiles. If Angel ends their turn within 2 tiles of the treasure tile, a popup is shown indicating that they are close. Quality of found treasure improves the more treasures you find during your run.
Once I have more characters done, I’d like to include a simplified version of supports to help expand on the lore.
COLAB WAVE 2 - ARE YOU DEAD? DO YOU WANT TO BE?
I had initially planned to attach one of those FEH style silhouette teaser pictures here, but what the heck, let’s just talk about the upcoming colab characters.
Colab character #1 is Gecko from Rivian’s hack Cerulean Crescent. I think that CC is a phenomenal romhack overflowing with creativity. It’s the kind of hack that inspires you with each passing chapter, with each new party member, and with each flavorful description text. For that, I am eternally grateful to be able to include a little piece of that world within my own. CC may not be a roguelike, but it is more than deserving of recognition.
(Also Rivian was the first one to leave feedback after HQ’s initial release, so they will always and forever be the GOAT in my eyes)
Colab character #2 is Lyra from Zero Sun Games’ game Astral Throne (available on Steam, go check it out!). Being a fan of turn-based tactical strategy and roguelikes (go figure), I spent probably a little too much time playing AT since its release. As the self appointed “person who shills other FE roguelikes within their own FE roguelike”, reaching out to include Lyra was a no brainer.
(Has there ever been an official collaboration between a real released game and an FE romhack before? I am not informed enough to say that this is the first time it has ever happened.)
There are even more changes implemented than talked about here, I suppose you’ll just have to wait for the update to learn more.
I intend to release this update before the end of the summer, if I can get everything done that I need to get done.
In the meantime, check out the newest update to Astral Throne. Hetja has escaped from the confines of your GBA, now free to ruin your RNG in a new game.
I downloaded this patch and started to play it because people told me it has all sorts of different characters but somehow I can not see that part of the game. Do I need to beat the game to unlock new characters like Cloud Strife?
You unlock new playable characters in a couple different ways. The main way is just encountering and defeating Mini Bosses during a run. Another way is through completing specific achievements. Unfortunately, Cloud is not a playable character in this hack.
Sad my boy
Where can I find the entire list of playable characters?
There is a list here, it might be a little out of date though.
Awesome. Thank you for sharing. This page is really helpful! ![]()
Is it common to do runs without seeing any minibosses? Im on ch 8 or 9 and havent seen a single person
That can happen sometimes, depending on how (un)lucky you get with the node generation RNG rolls. There is a set mandatory Mini Boss fight at the beginning of CH9, but you’ll usually run into a couple before that point.
The mod so good it brought me back to FEU ![]()
First of all, I have to say…wow. Just wow. This mod is both an amazing technical achievement and absolute boatloads of fun to play. The character creator is my favorite part - way better than vanilla FE’s, and it belongs here more too! - but the bonus characters and general gameplay are excellent as well. This is probably my new favorite FE mod overall. (Don’t worry Ruben, Lament’s still my fav for story
)
That said…I have a bit of a sickness. The more I like something, the more little things I find I want to change about it. To make it “perfect”, you see (for me, to be clear). So don’t let the following laundry list of bugs and suggestions fool you - it just means I really do love this thing.
Hub Bugs
First off, a note: I play on VBA, not mGBA. The Fast Forward and Rewind functions are just too much better to give up. If the solution to any of these turns out to be “play on mGBA”, I’ll understand. Be disappointed, but understand.
- If you reset during Off The Beaten Path, then Resume Chapter, it breaks things. The failsafes seem to hold up until you go to the island, at which point you’ll teleport back to the Gate and be able to move freely. This both cuts off island access and gives you an Arena function at the Labyrinth, where you can make some extra Gold and, eventually, die, which causes its own set of problems.
- After starting a new game, I get a “thanks for upgrading” message and 1000G on the second or third run. (This is one of two bugs I’ve reproduced in mGBA.)
- On Purist Mode or with Amnesia, WExp doesn’t reset until you go to the Labyrinth. This makes Training at the Armory, which is already less useful than normal, a ripoff.
- When starting as an Anima Knight, you get both Axe and Anima ranks, but when reclassing to one you only get Anima.
- Gameshark is still listed as costing 5000 in the description. It’s also out of order on the skill list now, along with several other renamed skills like Arcanebreaker. (I imagine this’d be a huge PITA to fix, so I wouldn’t blame you if you skipped this one.)
- Pressing B when Charon is asking if you want to use the boat has varying effects. Sometimes the game assumes you mean no, sometimes it assumes you mean yes, and sometimes it just won’t let you do it at all.
- If you hit Check Map before starting, move away from the gate, then press Start, the camera doesn’t recenter on the gate for the cutscene. You can even see Charon’s clone at the boat, lol.
Labyrinth Bugs
- Money is not lost when you fail a run. (This is the other one I made sure happens even in mGBA.) Both this topic and the website imply this is a bug, and if it is it’s a big one. If it’s not, okay, but you may want to do something about this:
- Infinite money hack: start a run, retreat, repeat. This will get you 250G each time before you even build up a weapon rank. You can increase it by 150 if you take and sell the Iron Gloves and another 125 if you take the Artificer Boon and sell your Skill Scroll. That might actually make less gold per minute than just leaving immediately, though.
- If you reduce a stat to 0 through an Ability or something, Fatigue will work on it and break it. This leads to all sorts of fun effects, but I won’t go into them since it’s probably an easy fix.
- The Hub shops can buy your fish and fruit, but the Labyrinth shops can’t. Is this even a glitch? Or did you do this on purpose to keep us from bringing gold into the Labyrinth?

- Certain status conditions (like Wayne’s buffs) are shown in Japanese. This may be unfixable IIRC, but hopefully you know something I don’t.
Battle Bugs
- Duma’s Ravager animation is broken. It doesn’t show your character getting hit or taking damage, and if it kills it doesn’t show the death quote - or end the game properly, leading to a softlock. (Good thing VBA was able to Rewind far enough to turn off animations!)
- Once you have Canto+ or a Knight Ring, you can use some Abilities twice in one turn. I know this is more of a Skillsystems thing, but maybe you could put checks in the Ability events to see if they’ve already been used?
- Since Monster is the new Dark, Arcanebreaker works on monster weapons now. If this is the reason for the name change, you might want to tweak the descriptions to mention it.
- If you choose not to activate an Ability after using the Convoy, it will consume your turn. This may be unfixable too IIRC, but hopefully etc.
- Respec won’t increase a stat if it’s capped, but still deducts from the other stat.
- Speaking of Eirika, Great Lord Eirika using bow graphics for magic should probably be a Known Bug
Dread Fighter’s Axe graphic is, after all. - Also speaking of Eirika, it looks like you used an alt portrait for her - one which is, unfortunately, broken. One of the mouth movements we probably can’t see has garbage on it, and one we can see (on the item screen) is misaligned and has different art for the smile. Here’s a fixed version if you want it:
- Yunaka has male map sprites as a Rogue. There’s some female ones on the Repo if you want 'em.
Website Bugs (I know you've said it's outdated, this's just for when you get to it)
- Blossom is still listed as a Skill.
- Go Feral is still listed as Shadowgift.
- Gameshark is still listed as Rightful Arch (with a cost of 5000G).
- Skill Scroll’s notes point to a link that’s now broken.
- Guiding Flame is listed as Guiding Light.
- Node Events says you can upgrade Con at Churches, but not Villages.
- Node Events also says final bosses are single encounters. Lyon and the Demon King make you a filthy liar.

Mild Suggestions
- You should probably let us know somewhere that gold is banked, not lost, before you enter the Labyrinth. On my first few runs I spent as much as I could, at one point buying fish like they were Vouchers

- We really need a way to see our gold in the Hub that doesn’t involve going to a shop. You can’t even do that for free in the beginning, since it takes 500G to unlock the one at the Armory.
- Speaking of the Armory, it feels wrong for it not to have a shop from the start. Even if it didn’t sell anything, we could at least see our gold and sell items.
- A Progressive Mode that lets you keep skills along with WExp would be a great companion to Purist Mode.
- And speaking of skills, I find the skill-based Boons unappealing, since I like to go in with four skills for serious runs. Similarly, Damaged Nerves means very little when you can cancel it out in four turns. (Fury OTOH is still pretty darn meaningful, lol.)
- The starting shops are a little inconsistent for my tastes. The biggest problems I have are with Hetja’s, which are just class-themed instead of character-themed. Why are Cavaliers the only lancers who don’t get Javelins? Why are Fighters missing Handaxes, but Pirates get them and Hatchets?
- And speaking of Handaxes, why are they limited to 20 uses when Javelins are unbreakable? Even if this is for balancing, I’m still against it for being asymmetrical, lol.
- Chests stop being worth it to me after Chapter 10, when there’s too many shopkeeps and not enough freebies.
- Agreed that the tavern takes way too long to upgrade. Letting us take on more than one quest would be great; one of each kind would be even better. I’d also like to be able to see which quests I’ve completed, though I guess we don’t need to if you can’t get repeats.
- Any way to keep non-mounted units from learning Trample? It’s already really good, but letting anyone have it makes it a no-brainer for early runs.
Wild Suggestions
- I see that some found this mod pretty hard in the past, but for me it’s been way too easy. I beat Normal Mode on my second try and Hard Mode on my first. Maybe the new updates tipped the scales too far in our favor? (I refuse to believe I’m actually good at FE, lol.) A new modifier like Half- or -25% Growths might help, but I actually modded the game to have class-appropriate growths and still plowed through it with a C-rank skill setup. Double Prices? No Terrain Buffs? Unbreakable Weapon Ban?? Not sure what would do the trick tbh.
- We should definitely lose all gold on failed runs. But I’d kind of like to lose it on successful runs, too, so I’m incentivized to actually spend it. As is, I often sell or skip buying things that would help me so I can take more cash home to the hub. This doesn’t keep me from winning very often, but it does hurt the whole “power fantasy” thing. Alternatively, we could take home gold and items when we win so we can sell off the items. This would let us recoup at least some of our investment, not to mention make more sense logically.
- It’d make even more sense to be able to take items into the Labyrinth. The carriage holds plenty during the run, after all. Getting to take in gold too would be even better; getting to choose how much of each better still. Obviously this would be a nightmare to balance, but I believe in you d_h

- It’d also be neat if Anna or a new node event could let you send gold/items back to the Hub for safekeeping. Again, horrible to balance, but neat!
- I’ve seen both class-influenced growth rates and a skill picker for Character Creation suggested, and I’ve seen you say you’re not sure how you could do them. One possible solution? Multiple Hetjas, each with a different Personal Skill or set of growth rates. I doubt you could implement both this way though, since you’d need like a hundred Hetjas and you’re probably already running low on character slots. (My vote’s for the skill picker if you actually do this and have to choose.)
- I also saw the patch note “Fixed bug where Demon King could walk out of the Battle Window”. Having somebody do this on purpose as a jumpscare would be amazing.
And finally, to end this super-downer post on a high note:
My Favorite Builds So Far (final boss spoilers)
(Chivalry, Rightful King, Pragmatic, Seal Skill, Spectrum Stance, Perfectionist)
“How do you beat the Red Dragon”, you ask? Respec go brrr, that’s how. This hodgepodge, no-skills-brought-in build still holds my record for most damage done to a boss.
(Timed Hits, Sol, Crit Boost, Critical Force, Killing Machine, Armored Blow)
My first lowered-growths run. I brought in Focus as my fourth skill, which let me start the run with 74% crit. I replaced it with randos once I didn’t need it anymore. Skill cost: 2300; difficulty: easy, but given my average defense, not a cakewalk.
(Timed Hits, Sol, Double Lion, Astra, Lethality, Rightful God)
This much more expensive build wasn’t actually much better, but it sure was fun. What happened to Zephiel when he got hit by this build? The same thing that happened to everything else. Skill cost: 9500; difficulty: easier, but still dicey on defense.
Screenshot lost: Warrior, fixed Fighter growths, War Helmet
(Timed Hits, Crit Boost, Swordbreaker, Axebreaker, Bowbreaker, Arcanebreaker)
This was the cakewalk. Nothing could touch me but lancers. Absolutely broken, and for only 3000G. I didn’t quite win this run - I was dumb and let Duma hit me with two Ravagers - but nobody else stood a chance.
…
Okay, I’m finally spent. Many thanks to you, d_h, for giving us this wonderful mod. And to everyone else in the Necropolis, of course. Looking forward to the update and the final release!
Thank you for the bug reports, suggestions, and kind words. I really appreciate it.
Hub Bugs
After selecting Resume Chapter, you can immediately end your turn to fix FreeMovement not being active. Also, in the upcoming update, the Labyrinth on the map no longer acts like an Arena.
This one isn’t a bug, more just that the popup is skipped after returning from your first couple runs.
This one isn’t a bug, but I could probably do a better job at explaining the interaction in-game. Possibly a popup when trying to train WRank if the player has that modifier/bane reminding them its just going to be reset at the start of the next run.
This bug has been fixed in the upcoming update.
This bug has been fixed in the upcoming update (the Gameshark description part, reordering the skills to be alphabetical again is on my list of things to do but its very close to the bottom of that list).
That is odd behavior, pressing B should default to the No option. For right now, I would recommend manually selecting No instead of pressing B.
I should probably reset the camera position before that cutscene starts.
Labyrinth Bugs
I think this one might just be a communication error on my end. The gold that you accrue throughout your run is lost when you fail a run. The gold in your “hub wallet” is not lost when you fail a run. At the end of a run, you are given gold proportionate to your run’s progress. That gold is added to the hub wallet. Or, if it is possible to retain your run’s gold after a failed run in the current patch, it has been fixed in the upcoming update.
This /should/ be fixed in the upcoming patch, will need further testing on a case by case basis.
This one is on purpose, you cannot sell meta items obtained in the hub within the labyrinth.
Similar to putting the skills in alphabetical order, this one is on my list of things to do but its very close to the bottom of that list.
Battle Bugs
Not sure why this happens. This will be fixed in the upcoming patch (hopefully).
For now, I consider this more a feature than a bug. If it winds up shifting the meta to abuse it, I could definitely add some kind of tracking to keep it once per turn.
Yeah, I should probably update the skill description to show it also includes monster weapons.
Trying to reproduce this, I was only able to get the effect after actually taking items out/putting items in the convoy then declining the ability use, which would end your turn normally anyway. It might be character/ability specific, which character/ability did you notice this behavior with?
Yes. I guess the nicer thing to do to the player would be to have the ability fail instead.
Good idea, if I’m going to do that for Dread Fighter I should probably be consistent with adding similar scenarios to the Known Bugs part of the OP.
I have no idea how this has not been caught until now. This will be fixed in the upcoming update.
On the list, very far at the bottom, etc
Website Bugs
The website is outdated in relation to the current patch + very (very) very outdated when it comes to the upcoming patch and will be updated near the upcoming patch release. I’ll make a note to include these in the website update.
Mild Suggestions
Yeah I could definitely do a better job at explaining in-game the differences in wallets.
Before you press A to activate hub menu navigation, or when at the fishing island, you can press L and select Status to see your gold. But I totally agree. Still working that out.
Hmmm maybe.
That version of Progressive Mode sounds like a nightmare to balance. I think that the current amount of meta progression is already more than enough.
This one is difficult for me to answer. I don’t think that the game should be balanced around the expectation that the player has usable meta items. If you choose to pick a bane that you can “easily” negate with meta items, then that is your choice.
There is definitely room for improvement with some of the character specific shops. These shops are a combo of flavor/balancing. H!Cavalier can /use/ Javelins, they just don’t start with one in their shop. They get access to Short Spear and Saunion, so that around the time you’d be promoting/canto upgrading to canto+/hitting the necessary WRank, they can do their silly 2 range hit and run. H!Fighter is in a similar position, where their ranged options in their shop don’t really benefit them until the mid/late game. H!Figher’s shop focuses more on heavy + effective weapons with support options and H!Pirate’s shop focuses more on ranged + status affliction + crit weapons.
Yep, balancing reasons.
The chest event event pool changes depending on the current chapter + the amount of chest events interacted with so far in the current run. Ch 1-10 before 10 chest events is the smallest pool, with only 6 events but heavily weighed in favor of the one where you just get free gold. Ch 11-20 before 10 chest events only adds the 3 crafting shop events for a total of 9. If that is all of the mechanic that you are experiencing, I can understand why you would think it is not worth. The event pool more than doubles after 10 interactions. Some of these events do just straight up give freebies, while others have a stat check or boon/bane requirement of some kind attached to it.
In the upcoming patch, the requirements to upgrade the tavern have been significantly reduced. There are too many quests to be able to track them traditionally with flags and just tracking one current quest at a time is already a headache with how I’ve set it up.
There is an amount I can do to prevent them from learning it though a Skill Scroll randomly, but outside of that, sounds like a lot of hassle for something that I don’t think is that big of a deal. Maybe something smaller like a cost adjustment to buy them in the hub.
Wild Suggestions
There is a big difficulty rework coming, you can read a bit about it a couple replies up. I would suggest doing runs without meta items to increase the difficulty. If you’re rolling up to a run with four great skills ready to be learned Ch 1 battle 1, it is understandable to assume your run will be substantially easier than if you didn’t do that.
I think that losing your hub wallet gold if you fail a run will make all facilities much harder to upgrade. If facilities upgraded independent of gold then maybe it could work? Possibly? Something for me to think about. Also, I would recommend just selling the items you’re not gonna use at a shop before the Final Boss. It might be tough to find an Armory directly before the boss, but there’s always an Anna Shop Ch 20 on Node 1. If you win, you keep the gold in your labyrinth wallet at the end of the run.
You can already bring in meta items. Being able to take in gold would be a bit too busted, same reason you can’t sell the meta items in the labyrinth.
That’s kindof the roll the character specific shops are supposed to be filling. Like a balanced way to start with consistent items. Being able to starts runs with something like an Alondite throws all balance out the window.
On top of the headache of redoing all the Hetja specific scripting to now check for multiple, there just isn’t enough unit space to do multiple. Being able to learn skills from all the skill scrolls cuts off at a certain unit ID, any unit after that can only learn them when being spawned in. Something with Skills System I think. I’ve got 11 available unit IDs that still function normally, and I would rather use them for additional characters. (Ghost of Tweed in my ear: That’s not a problem in LT)
A little boundary breaking can be funny but getting softlocked because of it is usually not so funny. I do have plans for something like that in the future, but that is the far off future.
Thank you for responding to so many of those, you madman. ![]()
Responses (collapsed in case of spoilers)
True, but to do a Turn End you have to move your cursor off of Hetja, and the cursor starts on Hetja. So most people will probably do what I did: press A like the screen says, select Interact, and get the fast Auto-Walk that breaks when you go to the island. A prompt telling us what to do might help, though strictly speaking nothing is necessary since most people will probably restart the chapter if they break things.
Ah, ok. I thought it was meant to be a reward for doing the Safe Upgrade thing. 1000G just for playing, then? Cool!
What is the current meta, if you don’t mind me asking? Is that something they talk about on the Discord?
That’s the behavior I was reporting, actually. Sounds like it’s dev-intended, and you guys are all probably used to it; it was just jarring to me, that’s all. Plus I saw you say somewhere (patch notes maybe?) that choosing not to activate didn’t consume your turn, so I decided to be that guy and send it in ![]()
Eirika’s probably not as popular with most players as she is with me ![]()
This is a bit of an odd thing to say, tbh. The player’s almost always going to have some meta items; new fish come in after only five levels, and most miniboss wins give you a Skill Scroll. Besides, if the game requires minimal progression to win, then it’s winnable almost immediately. Then you get jerks like me coming in and saying it’s too easy, lol.
…actually, after reading this and some of the other responses, I think I’ve missed the point of this game. It seems it may be less about winning and more about winning repeatedly, so you can fill out the base and unlock bosses and such. I’m not sure I’ve got the endurance for that, but the update should be a good refresh anyway, so I’ll find out when it gets here.
D-d-d-doubles? Oooooooh. The one time I reached that pool I only rolled one new event (the goblin). Gonna have to get as many chests as I can next run~
Bumping it up to 500 or so would make me think twice about it, yeah.
Yeh, I read about the rework. That’s why my ideas were all modifiers instead of pleas to boost enemy stats
As for the skill scrolls, I didn’t start needing those till after I lowered the growth rates. I won 4 runs out of 10 or so, one of them by accident (it was supposed to be for fund-raising), without buying any skill scrolls beforehand.
Let me rephrase: we should definitely lose all run-accrued gold on failed runs. ![]()
Ah, excellent. Can’t wait to see it someday!





