[FE8] Hetja's Quest (v0.8)

  • That could be possible. Easiest implementation would just be to add Hammerne, but its effectiveness would be limited to Reinforcements. I’m unsure if I can easily repair items via events. I’ll look into it.
  • I would say all the items currently in the starting shop are useful. I can see why you feel that way about the Leather Shield in particular, as it is intended as a new player trap crutch. While it does typically make the early game more consistent, a single +3 to Def buff that eats up an inventory slot is not going to win you the run. Especially in the case of characters with more than one weapon type, you can get (in my opinion) much more early/mid game consistency by picking up an E Rank weapon + a couple Vulns. If there are any items you’d like to see added to the starting shop, I’m always open to suggestions.
  • A Happy New Year to you as well!
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I always play dangerous and choose everytime the skill scroll

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Honestly one of the only complains about the game is the starting character having all 50 in growths, I wish each class gave + and - to growths, it lead to my dark mage getting double the str than magic, it also makes each feel less unique.

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People have been asking for a way to edit Hetja growths for a while now. I heard that someone came up with a way to edit growths in their project, but they haven’t made it public yet. Once I learn how to edit skills/insert a skill system custom build, I could probably make some skills that adjust growths. But even then, growth adjustment skills wouldn’t work on Fixed Growths mode.

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I can’t seem to get an Odd Troupple when fishing. Is there a trick to getting it, or is it just luck?

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Its just very rare. Normally a 1/64 chance, or 3/64 chance during rain.

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My knowledge of making hacks is REALLY limited, but what stops you from making class growths for it to work? (This isn’t criticism, but curiosity)

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Also it says I have to wait to get the seeds to sprout, what exactly determines when that happens?

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Playable characters use their own personal growths regardless of what class they are. I know certain FE games calculate total growths by combining personal + class growths, but by default FE8 does not do that. I think there is a patch that combines the growths, but it does not alter the game’s auto level routines, so from my understanding enemies would not get to benefit from the change.

As for the seeds, you need to progress a certain amount of chapters within the labyrinth for them to grow.

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Eirika has a bugged sprite when you fight vs Ephraim. She is a mounted unit in the minimap but has the incorrect skin in battle



And the second one it is funny. It is the fog of war bugged.

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I’ve found a bug where if Thani misses it softlocks the battle animation. It’s missed with both Mercedes and Micaiah. Thani misses with animations off is fine though.

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Good catch! I’ll try to have that fixed in the next update.


I don’t think hetja is supposed to be with it’s weapon ranks from a previous run, right?

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Weapon EXP is carried over between runs.

You should do something to reset it

Why? Having to grind weapon rank every single run doesn’t sound very fun.

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Oh sorry, i meant the ones gained from promoting but it feels weird that it just doesn’t have any combat animations, are you planning on adding them or something in the future?

In this scenario, I don’t think limiting weapon type options would add much. I consider the gained weapon types from promotions as typical roguelite meta progression.

If there are battle animations for any of a particular class’s weapon types with no animation in the F2U repo, I could add them. Otherwise, there is not much I can do about it.

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If the player has a 3 range weapon (like longbow or bolting) and a skill like bowrange or tome range it is possible in some maps to actually attack the bottom left most enemy NPC you talk to to start a battle. if you kill it it then locks the map as when you clear the room, the door it would open doesn’t open. this doesn’t seem to matter too much if you are in any other battle but if you are in the first battle on the left path when doing this glitch you softlock yourself and are unable to progress

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Thanks for reachin’ out. That is a known issue. While I think the best solution would be to prevent any opportunity for this to occur, it is extremely easy for players to never encounter this bug by just not attacking event nodes. All it takes is one ruined run to learn not to do it again.

Hopefully, in a future iteration of the labyrinth, I’ll design the layout in a way that completely avoids the possibility of the bug occurring.

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