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.