FE8 Merciless Mode

Hello Everyone, Quackra here

I am just recently moved over to here as I am just here making a post on a new difficulty hack for FE8, at least in the sense of restarting a project I started on Serenes Forest a few years back and never actually finished due to a lot of stuff going on in my life and me getting too mentally into things in an unhealthy manner. I am renaming that rom hack from back when I started it to not overlap with any other hacks that have been worked on since then as it did overlap with one here. I however will keep the vision that I have now for the project that I got after watching FE8 Lunatic Mode. It will use this rom hack as a base.

Now to start things off, here is what I won’t be changing about the game:

  • Weapon types that a class can use
  • No new items, but there will be adjustments made to the current ones
  • No skills
  • Map Layouts

What will be changed or may be changed:

  • Character Base Classes
  • Character & Enemy Growths
  • Enemy & Character Equipment
  • Character & Enemy Levels
  • Promotion Bonuses
  • Class Caps
  • Hard Mode Bonuses
  • Equipment Stats
  • Potentially Promotion Level and Level Cap

This alone doesn’t mean much, but if done right I feel this itself will make an interesting challenge for those looking for a significantly different game for FE8. Anything not mentioned may change in the future to be different like if an objective is changed by me it is to make the map more interesting.

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based, make fe8 extremely hard

I plan to make FE8 at least as hard as Shadow Dragon Hard 5. Though the first 3 chapters won’t turn into Shadow Dragon Hard 5 because those bosses are awful to kill. I was also thinking about finding a way to make easy and normal mode gain hard mode bonuses if it is at all possible. It would allow for 3 difficulties that feel harder than Lunatic Mode offers normally with what Mekkah gave us.

I was looking at some stuff on the patches I could do and did find that I can in fact change penalties in Easy and Normal mode into bonuses. Here is the minimum bonus levels you will see on each difficulty:
(Names of difficulties are being adjusted first, I will see about redoing the graphics and text on them when I can)

Maniac 2
Savage: 5
Merciless: 9

Also, I will not be changing the defense and resistance growths of the enemies to make suffering from success more likely in the same vain that mekkah did for Lunatic Mode unlike what I had planned initially. I hadn’t adjusted the growths in the rom yet, though I was about to when I changed my mind on what growths would be adjusted as FE 11 doesn’t adjust defense and resistance as much for the enemies in that game and it makes the game harder in an interesting way.

This adjustment will make enemies have around 224% higher than normal growths in the stats effected compared to vanilla FE8.

as for how growths will be done for player units each unit may have their growths increased from their original growth total to improve the unit, some units will receive more growth increases than others, and bases will be handled similarly.

Some units may have their weapon ranks adjusted too if I think it will make them better without giving the unit levels to make them good offhand. L’Arachel probably will have her weapon ranks improved to make here better as she ends up as a bad unit because of her low level and D Rank Staves.

Easy mode will also not have any tutorials to prevent issues with it after the game has been adjusted.


Maniac

Savage

Merciless

This should show the difficulty bonuses on O’Niell after I increased the growths of Fighters and have tweaked the bonuses to what I stated above. I may tweak some stats if I find that it is too difficult to survive on Merciless itself. I have already tweaked Eirika’s bases a little to make her at least able to survive at least one hit from the normal enemies in the prologue, but I will have to see how soldiers would perform against her in Chp 1 to know for certain if she needs more than what I have done right now or if other units can make up for what she lacks.

Also, just looked at this O’Niell doubles Eirika on Merciless with the stats in the screenshot.

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I have decided to make thieves more useful to the player, door keys and chest keys will be removed from all main chapters and the shops that have them.

I will post adjustments to some enemy types bases later once I get them done. It will probably be Soldiers and Archers getting the adjustments first. Niemi will have the new bases added with her original stat line first before I do anything to her personals

Edit: On a second thought, all droppable keys will be stealable instead unless it creates a softlock. Though buyable keys will be removed

I know it’s been a while I’m still working on this, so don’t worry. I’ve been going through testing to get the feel and make sure it isn’t impossible to play the hardest mode, I won’t be testing pre-merciless as if merciless is possible then the other two are possible. I may show more soon as I have tweaked things already and I’m going to move hard exclusive reinforcements in because even the easiest difficulty on here is supposed to be harder than hard. However, I’ll be using the hard mode exclusive reinforcements for merciless. I’ve decided that it would help give just a bit extra over the rest of the game itself.

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I know it’s been a while, so I’d like to say some stuff that I’m working towards right now that was originally meant to surprise some people with:

Personal stat caps: This is being done by creating a class that is by name and base stats being the same as the original class. For the Trainees, I’ll have them promote into unique versions of the classes that way I can adjust their Trainee & Super Trainee without adding as much to the time needed to make them. It unfortunately comes with making adjustments to each weapon needing their effectiveness updated to make sure the units that have weaknesses keep them. However, because I’m doing this I can get into the next thing.

Personalized Promotion Bonuses: Using the thing mentioned above, I can also make units feel unique by doing 1 of a few things with their promotion bonuses:

  • Fixing problems with the unit
  • Making already strong things better for the unit
  • General changes that help

Tier 3 Classes: This will have 2 options at each promotion and when I release the hack it will have the tier 2 animations like RD did with their Tier 3 classes, but I will see about that getting rectified asap with updates. However, unlike RD, Enemies will also have tier 3 versions of their classes.

Enemy Growth changes: Enemies will have their growths higher than before with tweaked hard mode bonuses. Most stats will have double their FE8 base growths, the exceptions being Defense, Resistance and Luck. Def & Res having slight tweaks on rounding only to multiples of 5, and Luck being much higher.

Hard Mode Bonuses: Like mentioned above, these are changed, and here will be the baseline HMB:

Maniac - 2 (Same as before)
Savage - 3 (2 less)
Merciless - 4 (5 less)

Chp 9:

Maniac - 3 (Same as before)
Savage - 5 (2 less)
Merciless - 9 (5 less)

Chp 15:

Maniac - 5 (1 higher)
Savage - 8 (1 less)
Merciless - 15 (Same as before)

Final Chapter:

Maniac - 8 (3 higher)
Savage - 14-15 (4 higher per part)
Merciless 15 (Same as before)

As for other changes:

Chapter 12 is now a defense chapter. That you’ll get to see the turn count later.

More chapters will feature fog of war compared to the base game, though it won’t be spammed in a way to be unfair.

Weapon Stats will be changed a lot across the board.

More weapons will be added, but no prf weapons for units will be added.

All units will receive some level of improvement as 200% growths on most stats will make Seth fall off too quickly.

Every character will receive a new starting inventory, many units losing their healing items, though not all. Some will have Concoctions or Elixirs as examples. This wasn’t stated yet, but was always the plan, so won’t have what I originally planned which was a Steel Blade, Spear and Vulnerary. I’ll say Seth’s inventory to give people an idea of what he’ll have to start; Poison Sword, Steel Sword, Silver Lance, Concoction.

Base Stat changes, this was already the plan, though this will include all units instead of all except Seth. So let’s start with Eirika; 19 HP, 6 Str, 8 Skl, 10 Spd, 6 Luk, 7 Def, 2 Res. While everything is tied or higher her growths will still keep her in her Myrmidon style of play. And yes that Def buff is necessary.

Growth changes, these will be revealed later within a post that will mark them as spoilers to allow fully blind playthroughs.

I’d say more rn, bute everything previous is either going to be there or is changed from the original plan. The growths part is changed to allow for less homogenous growth feel.

Keys will be one of the things that will be tweaked through testing, and they won’t be in shops outright just like I wrote earlier.

I’ll show updated screenshots later of the first 3 chapter bosses just to give people an idea of the benchmarks you’ll be needing to hit. in some capacity.