[FE8] [NEW EPILOGUE] Bound Destiny Trilogy

Yes, unfortunately that’s a known bug that I don’t know how to correct : (

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Obligatory I made an acount for this game here.

First and foremost, I just finished the 1st game so far and was blown away by the quality, so I want to give the highest praise for it.

The characters are excellent (except sandslash, he has almost no screentime) and the maps are mostly really good to amazing.

Also I love the fact the game made sure to sidestep most interface spoilers (like Zoroark)

Lukas and Zoroark are such a cute couple, great writing there.

Also the way other see Zoroark at the start and how Lukas essentially skyrocketed his growth by just treating him as a person is really nice and I was so happy when Zoroark expressed it to Swampert.

To keep talking about Zoroark I also like how you have written Zoroark to be very smart but incredibly inexperienced, making his journey and his genius developing really enjoyable.

Also Khangaskan pulling Chatots role as a doubter to test Zoroark is a touch and a bit of a reference (if it is meant to be)

also I do like how there a lot of interesting niches characters have and see them bloom into them, like Alyx being a crit machine, Lukas and Zoroark being dodge tanks, Markus being good at enemy phasing, Haxarous being really tanky, the fliers being really good, an optional dancer is neat (I put to swift soles on her, she needed them the most), Feraligatr was such a good staff bot, wish I could give him a 3rd rally, Kanghaskan is a beast on player phase with life and death, also the fact staffs are near universal is great and the greater magic access also helps make the game more fun.

Also Markus being an one man army in the chapter he looses it in is also great story integration.

Chars story is also really good, while I did grow up when the values stifling Katarina were on the way out, I absolutely feel her naysayer pain, that stuff is just a form of mental abuse. Also the way she blooms the most in her new form is really cool and is really good to boot. Also Feraligatr is such a good foil, being the opposite but essentially trying for the same result and like her finds his way with Tyranitar, also he is a cool character just in my playthrough pretty middling.

A few critiques:

  1. some bugs here and typos here and there, one potentialy softlockable one it on the final mission of part 2, when you beat Samurott after he kills Alyx and you go back into the mission, Samurott can not attack Alyx for some reason, causing an infinitely looping enemy phase (was played on Steam Deck with retroarch with a MGBA core, if happens to be an emulation issue.
  2. Alyx romance while in concept really nice seems a bit rushed, in my opinion would have needed one or two more conversations. Also the reasoning for her behavior found within is interesting and to my limited knowledge understandable.
  3. Maybe that is a me problem, but the passage of time over the course of the story is not as clear as I think it should be.
  4. The skipable chapter with the content warning is in my opinion very mild, to the point I find stuff like Orsons wife to be more disturbing (as an example), it felt to me a bit overpromised and underdelivered, I want to note I liked the chapter, it was good, just not the set expectation.
  5. As an native German speaker I want to add “Zuneigung” is not translated as devotion it is affection, “Hingabe” would be correct, or if you wanna go with the Love angle specifically you could use “Treue” (which is faithfulness, as in being a faithful husband), also fun fact friendship in Pokemon GSC was refered to as “Zuneigung” in German, “Zuneigung” still very much works in the sense of Zoroark affection towards Lukas and Lukas to Zoroark allowed them to be the best versions of themselves, so it is nice symbolism.
  6. the Rollcall orb triggers the second turn of the Anew staff, which I do not know if it was intentional (I know that is because it just does the Rescue staff effect), I obviously think it should not since it is an item not a staff.
  7. The final boss of the game Staraptor on normal mode is really weak, the brave and focus band Magic knight is way scarier.
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In Bound Destiny 2 if do not speak with Markus in 1-5 he becomes a paladin, which is a rather strange bug.

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Having beaten Bound Destiny 2 on hard mode I have to say it was really good.

Like the first Game, I love the weapon variance in comparision to vanilla FE, also having less skills all around is a plus in my book. I completely ignored Seeds, which was probably a bad idea, since I really struggled at the final map. Also love the 3rd tier classes.

The game has a few bugs, certain enemies in the final map and some gaiden maps have wrong secondary weapons, Also Komm´o move overflows (it is only wrong on the stat screen, he does not actually have infinite move) on the final map, Divine Blade in the convoy crashes the game if you press R. Also you can lose the transfer bonus Zuneigung if Zach uses it. Certain characters can not enter the arena, because of missing animations.
Pictures:


The maps are really good and the enemies are dangerous without being to overtuned, although the reinforcements are a little excessive. Also the final boss is really scary.

As for Story it is still really good, the added time mentions make it better, also the twist is pretty good and the foreshadowing is good, not to overt but still clear. The characters growing further as people is also well done, some things are weird though, Khangaskhan has a B Support with Salamence in the first game. Also love the optional Bard.

Negatives:
You have too many characters, meaning characters with little to no support unless they have a massive niche just gets left behind, because you get so many useful characters and most of the time too little deployment slots. The spoiler characters minus Staraptor have nothing going on which is just sad. Also the 3rd part to endgame seem a little rushed. Also sad there are no trial maps.

Spoilers:

[spoiler]I really like how Samson and Lukas´s similaries are brought to the forefront and how the Suicide affected him, contrasting his brothers problems in the first game, also making the first game even more tragic in retrospect.
Not a big fan of AggronXSamson, seem a bit weird to me, different strokes for different folks.
Zach and Arias romance is pretty good, I like how akward they are.
I find the fact that Aria calls Lukas old man a little weird since the should be the same age. Also I dislike that you lose light magic with Lukas.
Lycas/Chers part in the story is also rather heartwarming, Corvinknight supporting her but being unable to do it “right” and her getting a final talk with Staraptor and more Staraptor characterization is nice, since the extra context helps him be more interesting than a hypocrite (to be fair he had shades of this in one but 2 really made it interesting), and being one of the in my opinion 2 good light magic users is also a plus, helping against dragon spam with dragon rend

Also at times Zach and Aria seem sidelined, which strange when Aria is the force deployed Lord.
[/spoiler]

I am curious about part 3 now, so really good job all in all, I am really happy you made these romhacks.

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Is there a socument with all listed secrets/easter eggs? Things such as treasures and secret shops.
Appreciated :slight_smile:

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Is there anyway to get Luca in chapter 5-2?

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Have Zoroark battle her with both surviving. Then, have Zoroark talk to Lukas, and then have Lukas talk to Lyca. Lyca will then leave the map, and you can recruit her on 5-3 by talking to her again with Lukas. This also lets you recruit Corviknight by having him battle Aggron (both surviving), and then talking to Corviknight with Lyca.

just checking in to see how the progress be going on the long awaited update to this, not looking for an ETA or anything, just curious on what’s been going on with it as its been a while since ive checked on this mod

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BD3 is getting pretty close to completion, with the current Canary build going up to chapter 37 out of 42 main story chapters. If you haven’t tried the Canary build, give it a shot! It adds quite a few features:

  • Unique (with a few being shared) Talent Arts for every character. There’s way too many to list (33 in total!), so I’ll just share some of my favorites:
cool talent arts that i think you should use
  • Aria’s Speed Boost: Aria gains the effects of a Quick Seed for 15 turns. Usable at any time after turn 4.
  • Haxorus’s Sacrifice: Usable when Haxorus’s HP = 100%. Haxorus’s HP is set to 1, and all other deployed units recover 99 HP. This also grants Haxorus 34 XP when used.
  • Alyx’s Disaster Sense: Usable when Alyx’s HP <= 34%. Alyx recovers 99 HP, gains the effect of a Quick Seed for 2 turns, and then moves again. Usable during Canto.
  • Schein and Trugt’s Soul Swap: Usable if both Schein and Trugt are on the map together. The two swap places on the map and, if the other half of the pair has already moved, they can move again. For instance, if Trugt has already moved and Schein uses Soul Swap, Trugt will be switched to Schein’s position and can take another action.
  • Mullen & Elena’s Contrary: If the user’s HP <= 50%, or if there is an active status effect on them, recover 99 HP and gain the effects of a Violent Seed for 3 turns.
  • Scyther’s Coin Toss: Scyther flips a coin. If it’s Heads, Scyther permanently gains +2 luck. If it’s Tails, Scyther permanently loses -2 luck. After the flip, Scyther recovers 10 HP. Don’t go into luck debt! :slight_smile:
  • Mod support (create custom player units with FEBuilder that integrate seamlessly into the campaign, ie respecting party changes)
  • Additional support conversations for most of the cast
  • Extra, optional playable characters (Sandslash, Swellow, Rhydon, and a few developer cameos)
  • Class descriptions list their skills and new weapons for all tiers instead of just tier 3
  • Music tracks have been upgraded with stereo audio mixing and improved EQ’ing
  • Brand-new electric, accoustic, and bass guitar samples for better audio. Drum samples have also been corrected across the board
  • Much higher difficulty overall
  • Multiple new and reworked items. Older items like the Horseslayer have been themed like the rest of the items and given additional effects (Wyrmslayers now pierce 50% of DEF for instance)

I’ve also started implementing remastered character portraits to bring everyone in line with the new portraits used in BD3. Here’s a few samples:

And probably the one that needed it the most:

There’s a bunch of other changes I’m forgetting, but overall the game is now SIGNIFICANTLY different from the build shown at FEE3 last year. I’d recommend giving Canary a try if you haven’t already. If you’re concerned about save data, Canary saves will be compatible with the final game when it releases.

Hope this helped!

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dang, these new portraits are nice

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I found these games about a week romhack, and as a huge fan of both Pokemon and Fire Emblem, I have to try them. Just finish the first game on Normal Classic difficulty, and here are my thought about it.(Spoiler alert)

Story

I have played a lot of Fire Emblem romhack, and I can say without a doubt that this romhack has the best story out of all I have played. This is a very character-focused story, focusing on character’s past, action, consequences, and them dealing with all of that, which shows more depth to all of them. The cast is small, but every character not named Sandslash or Seedie are heavily involved with the story, something that never exists in Fire Emblem, official or romhack, before due to the missable recruitable characters and the perma-death nature of the game. I really love how you see so many characters getting their screentime in the story. It makes the story more interesting and less monotonous, unlike those games with just 2-3 characters with plot armor talking to each other. (cough Binding Blade with Roy talking to Merlinus, Elphin, or Guinivere for 90% of the story cough)

The game also follows Radiant Dawn-style PoV switch, which, story-wise, allows you to see characters from different angle (especially you, Samurott). For Act 1, the story is very rushed and proceeded extremely fast. I do understand that it’s because Act 1 is just a prologue of the story, but it makes the story suffer from the lack of worldbuilding, something that should be done early in the story. Act 2 is pretty much a playable cutscenes, and it dragged on quite a bit. (Seriously… Act 2, which took place in less than a day, has more chapters than Act 1, which took place in more than half a year.) Act 3 is where the story shines the most. Three PoV, each of them allows you to get to know and love the characters of that PoV. Katarina’s PoV is heartwarming to read. Markus and Alyx’s PoV gives you the best overall view of the current situation of the world… As well as being the darkest PoV. Lukas’s PoV is very uncomfortable since Lukas is basically hated and unwelcomed by anyone not named Zoroark and Seedie. Act 4 is where it starts to feel like a real Fire Emblem game, where you gradually get your characters back and build your real army. Act 5 starts off really good… But the ending seems very rushed. Throughout the entire Act 4, your main concern is the Coalition decimating you should you go against them. Act 5 started off with 2 guarilla warefare chapters and 1 defense chapter… And then you simply head straight toward the conclusion. I would prefer if Act 5 is a bit longer, not only to prolong the story, but also to give more screentime to Lyca and Corviknight, both which you only get to use for 1-2 chapters for real. There are also many questions left unanswered, but those are sequel hook, so I am not complaining.

Gameplay

You clearly didn’t lie when you said that the gameplay is inspired by Thracia 776. The game showered you with a lot of tools that you can abuse to your heart’s content. (Free Trading, Canto+ Rescue, Capture, Scarves, etc.) Your party has the advantage that enemies don’t use some mechanic such as Trading, Canto, or Rescue, but they made up with much higher number.

I am a big fan of skills, and I am very pleased to see characters learning a lot of skills from level up, talk conversation, and skill scrolls, as well as from Scarves with skill embedded to them. This allows you to break the game into pieces with a right combination. Characters also have access to weapons their class normally cannot learn, such as Mercenary Swampert with access to Anima Magic, and everyone not named Lucario nor Corviknight having staff access. On one hand, it’s nice for characters to have more option. On the other hand, having unusual weapon type of the class kinda feel weird sometimes, and everyone having staff access is very OP.
I am also a big fan of you making ‘iron-tier’ physical weapon unbreakable and gives extra weapon exp since having unbreakable weapon on your characters feels so good and reliable… Though I am not a fan of those weapons being gone from Battle Preparation Shop later in the game. Speaking of shops, the shops in this game granted you access to many items that normally are very limited, such as Swiftsole, allowing you to abuse it to your heart’s content (Haha, watching this Lettuce zooming across the map.), as long as you have money, which the game gives you plenty of it. (Though I do notice that arena gives you less money than in main series, most likely to prevent grinding too much.) Also, I like how the game has postgame hub to let you train your characters, go to Trial Map, and play NG+, which is great for replayability.

Unlike main series, characters in this game have 30+30 levels (10 more if they are trainee, only 10+20 if it’s Dancer Seedie), allowing better chance for them to cap their stats. Despite of higher level cap, characters in this game still level up very fast, too fast in my opinion, to the point that I have to hold back not killing the enemies so my characters won’t cap their level too early.

Finally, about the 5-act structure of gameplay. Different PoV is good for storytelling, but I am not a fan of switching between different parties since I prefer linear storyline where you gradually gains more allies, learns more about them, train them, and grow attach to them, instead of switching between different parties a lot, especially when most characters in Act 1 and 2 do not retain their stats and inventory when they rejoin. This means it’s kinda wasteful to use any Act 1 characters that aren’t Swampert, Zoroark, Scyther, or Haxorus. (Samurott and Aggron can pitch in in a pinch since both of them are strong enough to carry Act 1.). None of Act 2 characters retained their stats, cementing the notion that Act 2 is just a playable cutscene. This means you have to wait until Act 3 before you get to invest in your units for real. And I see how you make every map on Act 3 having no more than 4 playable characters at the same time as a nod to how you can only have 4 Pokemon in your team in PMD Explorer games.

Map

The maps of this game… It started off fairly easy, especially when you learnt how to use the tools available to you. The difficulty, however, started spiking when Act 4 arrived, the same time when your army starts growing. By Act 5, each map is more intense than the last (Not counting 5-4, which is a calm before the storm). There are both pros and cons. The cons is that there are so many map to go through, yet most of them feels the same, being the ‘Fight or Flight’ map, making most of the game really monotonous. Still, there are some maps that are worth mentioning.

The first one is the Fort Heim dungeon at the end of Act 1. This map is PMD dungeon being ported into FE gameplay, which is something I have never seen before, so it got a point for uniqueness.

The second one is Act 2-3, which takes the advantage of the ‘character naming’ function of the game. Another point for its uniqueness.

The final one is Act 5-3, my favorite map of the entire game. I am always a big fan of good defense chapter, and this only one defense map of the entire game doesn’t disappoint. The map starts off easy enough, with the enemies only have one entrance to the ruins, and the forest tiles at the entrance did a fantastic job slowing them down. However, when the enemies start breaking down the wall and get more entrances to the ruins, the difficulty is increased. It is increased even more with the arrival of ballista and dancer, and it peaks when the ambush from behind appeared. This is a very intense map that will push you to use every resource available to you. Another point for allowing you to end the map early by defeating or recruiting both bosses of the map. Best map in the game, hands down.

Characters

Characters is easily the best and the strongest point of this hack. As mentioned before, every character not named Sandslash nor Seedie are heavily involved with the plot, giving them more time to shine and a lot of chance for character development. I also enjoy some silly moments between characters, such as a banter between Scyther and Haxorus, or Zoroark or Feraligatr being the goodest boy. Gameplay-wise, thanks to the existence of scarves and skill scrolls, every character can become OP, which is good since you have to use all of them.

If there’s one complain about about the characters overall, it’s the lack of class diversity. The game gives you 2 Pegasus Knight, 1 Wyvern Rider and 1 Wyvern Lord, 1 Fighter and 1 Warrior, and there are 3 characters who can potentially became a Hero. However, there’s no playable Priest/Monk, Troubadour, or Shaman (Which also means no playable Bishop* (See more in the Bug section) or Valkyrie in the main game.) Cavalier has 3 unique promotions between Paladin, Master Knight, and Mage Knight, yet there are only 2 possible playable Cavalier, one which is better off as a Dancer, so only one Cavalier and 3 promoted options that you are going to miss out two of them. There is only one possible Archer in the main game, but, again, that character is better off as a dancer, meaning basically no playable Ranger, and the only other possible Sniper in the main game doesn’t even use Bow before promotion. The only playable Mage and Thief in the game eventually got unique classes, meaning basically no playable Sage, Druid, Grandmaster, or Trickster, which is kinda shame since Grandmaster is a new class, yet the opportunity to get to play as one is extremely limited.

Now, as for individual characters…

  1. Samurott: Samurott is a complex character, suffering heavily from the consequence of his own action and other’s actions. He heavily reminds me of Sigurd, both being a knight of justice who rushed into battle without thinking first, and their action of reunite the entire western half of the continent is what allowed the antagonist to rise up and take control of it. Both also have a love of their life, and their love is what ended up being their downfall. Gameplay-wise, despite being introduced as the protagonist of the story in Act 1, you get very few chance to really use him. The only time you can use him for good is the Postgame, since he doesn’t retain his stat in Act 1, and him being playable in Act 3 and 5 are only temporary. (For Act 5, I did train him to level 30, but in the postgame he dropped back to Level 29 with 99 EXP, meaning that the playable Samurott in Act 5 and in the Postgame are two different units, gameplay-wise.)
  2. Aggron: The faithful sidekick of Samurott. Like Sacred Stones Seth, he acts as the adviser and the voice of reason to Samurott, preventing him from making bad decision all the time, and later to Zoroark. Gameplay-wise, he’s a juggernaut, boasting extreme tankiness while also able to kill his foe in 1 hit with lethality.
  3. Scyther: The buttmonkey of the story. His main role in the story is being a foil to Haxorus. This came at the cost of him having less character development than other characters, but without him, the story will be a lot more serious, so I appreciate him being here to light up the story. Gameplay-wise, his damage is deceptively high with Adept and Astra, and he can move very far with Celerity and Re-Move, making him perfect for reaching far-off area of the map.
  4. Haxorus: The character that underwent the most character development in the story, starting off as a no-nonsense serious warrior with a radical view of human, he gradually developed into someone who can think for himself and realizing the mistake of his old way. I do enjoy his relationship with Scyther and Alyx, both which defined him as a character. Gameplay-wise, like Haxorus in main series Pokemon games, he’s a physical bruiser, able to destroy everything in his path with his high strength, especially if he triggers Colossal.
  5. Katarina: Another character with strong character development, a cheerful and friendly girl with hidden insecurity. She eventually managed to overcome her past and be freed from it, now being true to herself. She is a very funny and heartwarming character. Gameplay-wise, she’s OP, learning Galeforce very early and also learn many skills to utilize her high movement.
  6. Feraligatr: The goodest boy. He is a very supportive friend who is willing to help his friends and family, someone who is comfortable to be around. This is reflected in his gameplay. Not counting the dancing lettuce, he is easily the best support character in the game, having access to some of the best support skills, and he can also go into fighter build with right skills and scarves.
  7. Kangaskhan: The mom of the team, who is strict but kind to her ‘children’, but is also a lady of war on the battlefield. Gameplay-wise, she is the closest thing to Jeigan of this game, starting off as ‘early’ pre-promoted, but she has Paragon and good growth, allowing her to stay strong in lategame. Also, she’s a walking spoiler of the game with her having support with characters who never appear in this game, hinting their appearance later in the second game.
  8. Tyranitar: A professional mercenary who gradually warmed up to Katarina and Feraligatr, eventually becoming a cool uncle to them. I enjoy seeing his hidden depth and his development. In combat, he is the only playable Berserker in the game (Not counting Swampert), and like a good Berserker, he can delete everything with critical attack and Luna. Axefaith fixed the low hit rate issue and allowed him to freely use stronger axe without durability issue. His speed is a bit low though.
  9. Markus: Besides Samurott, Markus is the only character who went through negative character development, relieving his trauma and became extremist for a while, resulting in an unexpected turn of event at the end of Act 3. Eventually, he became an Atoner for his action. Gameplay-wise, he started off strong and well-round, and once he promoted he became a delete button, capable of killing everything. With high Con, Silver Sword, and Double Lion, he is very reliable to perform Capture in the lategame, when most characters suffer from doing low damage, having low accuracy, unable to double, or outright getting doubled when they tried to capture the enemy.
  10. Alyx: The edgelord lone-wolf who pushed people away, she slowly softened up, and ended up forming an unexpected relationship with Haxorus. Gameplay-wise, she is a crit machine with high damage output but low speed and luck.
  11. Lucia: If Samurott is Sigurd, then Lucia is Deirdre, a woman who became the victim of fate that eventually let to the tragedy that caused her husband’s downfall, and I feel really bad for her and Samurott. Gameplay-wise, she started off as ‘Jeigan’ of Markus’ group, but once they catch up, she kinda became support unit of Markus’ group since she has flyer movement and staff usage, something that no one else in Markus group has or is good at.
  12. Sandslash: The average Fire Emblem character who suffered from being optional recruitment. He has almost zero plot involvement beyond his introduction chapter, only have a few more lines of dialogue in 3-2M, 3-7M, 4-4, and Endgame map. His character development is done by the time he joined the party, and he only has support with the temporarily playable Lucia, hurting his screentime and plot relevancy event more, which is a huge shame. Gameplay-wise, he also suffered from being sword unit in the same group as Markus and Lucia (And Alyx to the lesser extend). He is one of two characters who can naturally use Light Magic, but his Magic isn’t that good. His only saving grace is that he is the only character besides the dancing lettuce who can became a Sniper, which is a huge boon since the game heavily lacks Energy-focused character.
  13. Lukas: The second main protagonist of the game. Lukas started off as an aloof person who doesn’t do well around people, but a friendship with a certain fox developed him into a person willing to protect his friends. Again, if Samurott is Sigurd, then Lukas, for some reason, is Seliph, for that he kinda inherited Samurott’s legacy, working to fix Samurott’s mistake and not doing the same mistake Samurott did again. Gameplay-wise, starting off as a weak unit who needs a lot of training, he grew to be the magical powerhouse of the game, being probably the only magic-oriented characters in the game besides maybe his boyfriend, Katarina, Alyx, and Lyca. His unique promotion and his unique weapon boosted his combat capability even furthur, which is a bit of shame since he’s the only playable character who can become Sage, Grandmaster, or Druid.
  14. Zoroark: The goodest boy number 2, a seemingly minor character who turned out to be the true protagonist of the game. He underwent major development too, from a timid Zoroark into a brave and wise Zoroark who cherished his friends, especially Lukas whom he developed a romantic relationship with, and they are so cute together. Combat-wise, he started off as a good thief who is deceptively offensive. Once he earned his unique promotion, he became another powerhouse. He also has the highest room to grow among all playable characters in the game, starting off as level 1 Thief. Alongside Lukas, he is one of two characters with third-tier promotion, but unlike Lukas, he got 4 chapters in Act 4 to gain levels as second-tier unit, while Lukas only has up until the end of Act 3 to train as second-tier unit.
  15. Swampert: When I played the first non-tutorial chapter, I was upset that Swampert has noticably lower growth rate than Samurott and Aggron. This, however, is a clever story-and-gameplay integration, hinting that she is only playable temporarily, and she will fall off very soon in Act 3. Story-wise, she is kinda like Haxorus, being the one who strongly believe in the justice of the Hunt. However, unlike Haxorus, she is unable to let go of her hatred toward humans, and the appearance of Lukas rapidly makes thing worse, to the point where she eventually betrayed Lukas, leading to her dying in despair after realizing that everything she believed in so far is a lie, yet still unable to let go of her prejudice even in death.
  16. Seedie: Ah, yes, the dancing lettuce. Like Sandslash, she suffered from the fate of being optional recruitment, robbing her of screentime in the story. At least she has support conversation with Feraligatr to slightly remedy that, which Sandslash has none. Either way, Seedie has a lot of potential. She is one of the only two playable Cavalier in the game besides Alyx, allowing the access to 3 possible Cavalier-exclusive promotions. She is also the only playable Archer in the main game, turning her into a highly-wanted Energy-focused character, as well as the only possible Ranger in the main game. Finally, she is the only playable Dancer, which is an extremely valuable class that is easily her best promotion. With the right build and some luck, she can break the game into pieces and grind those pieces into dust by allowing you to clear any non-chapter 4-6 in 1 turn.
  17. Lyca: A lategame character with early cameo. Her earlygame cameo is mainly to show her relationship with Staraptor. Her real development is at Act 5, which, story-wise, is a good spot for her to shine. A lot of hidden depth regarding her character is revealed here. Gameplay-wise, however, she suffered heavily from joining very late in the game. It’s not worth using her in Act 1 since she doesn’t retain her EXP and inventory, plus Haxorus and Scyther and maybe Samurott and Aggron can handle the map just fine. When she finally became playable again, there are only 2 chapters left to use her, not counting the Postgame. While she got decent character development in Act 5, her interactions with the rest of the group suffered from it. She has no support with any character, including her future husband, which hurts her both story-wise and gameplay-wise. Speaking of gameplay, while her joining level is lower than your group, she is still a beast, especially if you gave her human-exclusive Silver Sword or Rapier. She is also one of very few characters with an access to Light Magic without the need of Light Scarf, and she is most likely going to be the main user of one. The Galeforce she learnt later is an icing on the cake.
  18. Corviknight: The final recruitable characters in the main story, not counting Samson in the Endgame. Whatever Lyca suffered from the lack of screentime, Corviknight suffered even worse. He lacks the character depth that Lyca has, being reduced to a chivalrous knight who wishes to spar against others, and his character development of deciding what he wants to do is overshadowed by Lyca’s development and the main story overall. Like Lyca, he also lacks support with the rest of the team. (I do notice that Aggron has an A support with him when he joins, but Corviknight doesn’t have it too.) Combat-wise, he’s the ultimate wall. With Fortune, Nihil, Boon, Renewal, and Nullify, nothing can kill him… And he can kill nothing either. His speed is too low to double anything by this point of the game, and both his speed growth and speed cap as a Wyvern Lord is far from the best. His high strength may allow him to land OHKO against frailer enemies with stronger weapons, but those frail enemies are mostly mages, but against physically tankier enemies, he will struggle to do damage against him. At least he’s a very good user of the Blast Band to help boosting his offense.
Bug

There are some bugs I encounter playing the game.

  1. Luck bug. Every unit is shown to have Luck cap of 30, and it did show green number when they reach 30 Luck. However, the real Luck cap is actually 40, meaning that every character can still level up their Luck beyond their 30 cap, up to 40 cap. When they reach 40 Luck, however, it won’t show the green number.
  2. Magic bug. Like Luck, every character can still level up their Magic when they reach their Magic cap. Unlike Luck cap, however, their shown Magic cap is their hard cap, so even when it showed on level up screen that they gained a Magic, in reality, their Magic stays the same at the cap.
  3. I looked it up on FE Builder and found that Feraligatr has a palette for General, Warrior, and Bishop class, yet he doesn’t have Biship promotion when I promote him. (He instead has Hero, which he doesn’t have a palette for.) Is that a bug or intentional?
  4. When you recruit Lyca in Chapter 5-3, she doesn’t retain the level she gains and her inventory. Instead, when you reach Chapter 5-4, she reverts back to Level 15 with her default inventory, meaning that any level she gains and any items given to her in Chapter 5-3 are permanently lost. This is not always a bad thing, since it means you can trade away or store her default inventory, then in Chapter 4 you will get another copy of all items in her default inventory, including the powerful Close Combat.

Overall
This is a fantastic romhack. The story is amazing. The cast is amazing. The gameplay and map design is rough around the edge that needs to get some use to, but once you do, you can abuse it to your heart’s content. There are still some rooms for improvement, which I believe that the second game will be better than this one. Can’t wait to try out the second game!

4 Likes

Hi, again. I have completed Bound Destiny 2: Destiny’s Requiem. So, here’s my review. (I played the game on Hard difficulty, with transfer bonus from BD1.)

Heavy Spoiler alert.

Story


So…
-The sequel of the previous game with a new protagonist at the start, and the protagonist of the previous game becoming playable later in the game? Check.
-The first act took place in the opposing country of the previous game, starring a ragtag group of misfits trying to survive but ended up being involved in a much bigger scheme. Check.
-Second act took place in the main country of the previous game, which is now war-torn and has a new queen facing an insurgency within her kingdom? Check.
-Third act is where the “true” story starts, and you get the beloved characters of the first game back? Check.
-Final act revealed the existence of god-like being and their involvement with the world, and the final battle took place in a multi-floor dungeon that you have to traverse through? Check.
Jokes aside, Destiny’s Requiem did tackle many topic and unanswered questions that were barely talked about in BD1, such as the creation of Unity/Tammuz and the relationship between Samson and Lukas. The story is also a lot more straightforward and easier to follow than the first game, with less PoV switching, something that I personally prefer over BD1-style plot of constantly switching the PoV.

Act 1 is a great start of the story, introducing new characters and giving spotlights to them, while also proceeding at a great pacing and ending with a cliffhanger. Act 1 also shows more about Liberation Army, which was barely talked about in BD1.

Act 2 is where the similarity to Radiant Dawn peaks, but unlike Radiant Dawn Act 2, here it does ties to the overall main plot of Destiny’s Requiem, making it feel less like a filler act. Story-wise, I think this is the best act of the story, giving screentime to old characters we all know and love, especially Sandslash, Lyca, and Corviknight, all who heavily suffered from the lack of screentime in BD1.

Now… Act 3… The biggest problem of Act 3 is that it’s way too short. Just right when the story started to become good, it ended. Many interesting plot points that could be explored at greater extend are simply neglected, such as Kalus’ Devotees’ activities around the continent, as well as Liberation Army itself. We finally get to see how the East works in Act 1, and in Act 2 they approved the support of the insurgency in the west… And then they simply disappeared from the story, despite that Kalus said that he also planned to deal with the Liberation Army after dealing with the Coalition. The Liberation Army also didn’t get any justice/karma for their treatment of humans and their involvement with the insurgency too. Another effect of Act 3 being short is that some characters who could use spotlight in the story ended up not getting one. (I am looking at you, Zoroark.)

Finally, the “- Act”… Story-wise, this act has serious plotting issue. There are lore dump on the first and last map, and then barely anything along the way. This act could be a perfect chance to have character interactions between characters that didn’t have a chance to do so earlier, such as Mightyena with Feraligatr and/or Kangaskhan (and maybe with other former Loyalists), Swampert with Zoroark (Not a fan of Zoroark shunning Swampert out completely), Zacharias with Alyx (since both were engineers at the same workplace in their old world), and Lucia with maybe Markus, Samson, Aggron, Alyx, and Sandslash.

The ending of BD2 is great. I love the end-game interaction between Lucia and Samson, as well as Lukas revealing the truth to Samson. The sequel hook is mild, not to the point that this ending doesn’t feel like a real ending, but enough to hook you to play the third game.

Overall, the story is good. I still prefer BD1 story more, except the ending which I like BD2 ending more than BD1 ending. Nevertheless, this is a good story that could use some improvements.

Gameplay

Now, the gameplay… I would say that the gameplay of BD2 is a lot better than in BD1, to the point that I could say that the gameplay is the highlight of BD2.

-BD2 has a lot more playable characters than BD1. I don’t see it as a bad thing to have this many playable characters, since one fun thing to do in Fire Emblem is to be able to compare the strength and weakness of your characters and choose among different characters to use. (And this time, the class variety is way better than in BD1.) When it comes to story, however, having this many playable characters, many of which is optional recruitment, means you cannot really give them spotlight during the main story all the time. Personally, I think it’s fine for each character to get a moment of screentime instead of being in spotlight all the time throughout the story, just like what you did with the “Paralogue” chapters. For example, Paralogue 1 gave spotlight to Decidueye and Inteleon as a compensation for them having zero screentime in the main story due to being optional recruitment. Either way, I think you did a good job balancing the screentime of most characters… With the exception of Grovyle, Arcanine, Krookodile, Sawk, Mightyena, and Swampert.

-The less amount of skills learnt by both players and enemies and the less-extreme scarves comparing to BD1 make the game more manageable.

-The options at the start of the game are something that isn’t really common among the romhack, and it’s a welcome one. The transfer bonus is great and unique, something that I have never seen before in other romhack, and I love it, since it encourages and rewards player who played previous game, as well as making Hard mode easier. 1RN, Fix Growth, and Paragon mode give a handicap and challenge to players asides the difficulty.

-The two-stage perma-death is another great mechanic. No other hacks I have played have this mechanic, and it makes the game less punishing and encouraged player to take more risk. Plus, it makes sense story-wise for this mechanic to exist.

-Tier 3 classes allowed you to customize your units and let them grow stronger more. The fact that you can reset their level makes RNG less punishing too. The problem is, again, the game is too short to fully benefit from this, since you are unlikely to hit max level by the end of the game.

-Status seeds are a nice and welcomed additions to the gameplay.

-The inventory. You no longer had to choose just 10 items to transfer between acts and now get to keep all of your items, which is greatly welcomed. This, however, came at the cost of you unable to conveniently access convoy in Act 2. Story-wise, it’s understandable that the items in the inventory mostly belonged to Aria, so a different party couldn’t use them. This, however, makes it very inconvenience in Act 2, especially when Act 2 has some really nasty chapters like 2-5 and 2-Endgame.

-Valor Proofs removed the issue in BD1 that it took forever for your unit to promote, so it’s a welcomed addition. The problem is that you obtained them way too late. I think you only start to get one in Act 3, when you should get them earlier in Act 1 or 2 to help dealing with some tough map like 1-Endgame, 2-5, and 2-Endgame. By the time of Act 3, where you can finally obtain them, you also get unlimited grinding in arena, rendering Valor Proof’s niche of allowing early promotion negligible.

-Iron-tier weapons now have durability like in most FE games. I don’t mind it as long as the players always have a way to access them, which you did by keeping the stocks of battle preparation armory constant throughout of the game. So, a point for you.

-The home base. This. This is the peak mechanic. I love this mechanic. The home base offered a nice break to the story, allowing you to train up your units and farms for resources at your own pace. (Though being able to deploy only Aria+3 units at once is a bit inconvenience when you want to train several units at once. I think the deployment should be at least 8 or 10 for Sanctuary map.) The Tellius-style base conversation is an excellent way for characters to interact with each other, getting screentime they otherwise wouldn’t get, and obtain support without having to deploy them. The problem is, once again, Act 3 being too short to fully utilize this feature, so you ended up with only 5 chances of base conversations in a playthrough, which is a shame since there could be more base conversations if only Act 3 is just longer.

Map

I can see clear improvement of map design from BD1 in this game. Most of the maps aren’t just a copy of Sacred Stones map, and the maps also have more variety than ‘Flight or Flee’. There are some maps that are worth noting.

  • 1-Endgame. I am sure that it’s more manageable in Normal difficulty, but on Hard difficulty, this map is brutal, a big difficulty spike from previous maps. You started off being surrounded on 4 sides by enemies. Several enemies spawned each turn, and many of them are promoted too, and Salamence is likely your only promoted characters by the start of the chapter. Moreover, Aria is being trapped on the other side of the map, so you need Rollcall Orb to rescue her. If you have Rollcall Orb from previous chapter, then this map became a lot easier. Otherwise, not only you have to wait for enemy with Rollcall Orb to spawn, but they also don’t drop it too, so you need to capture them or have Grovyle stealing it. Good luck doing all of that while trying to survive the enemy onslaught.

  • 2-5, aka “We have Elincia’s Gambit at home” map. Normally, this would be a challenging but fun defense map to play, except for two factors. One is that you don’t have access to Battle Preparation, meaning that you can neither manage the inventory nor swapping the starting position of characters. Two is that you need to defeat the bosses if you wanna recruit Swellow, which is easier said than done. Swellow and Salamence are on the other side of the map, so you have to fight through hoards of enemies and reinforcements, many of which are Tier 3 units, just to get to them. (At least they aren’t that hard to defeat, and defeating them immediately ends the map.) You do get your own reinforcement half-way through the map, making the map a bit easier. (Though some of them, mainly Krookodile and Sawk if you recruit them, might not be able to do much.) And those Valkyrie on Fort tile and that one Dancer… They are pure evil. This is both one of the hardest maps and one of the best maps in the game.

  • 2-Endgame. Right after intense defense map, we got intense escape map. What makes this map stand out from other escape maps in BD1-2 is the story and the atmosphere really fits for the escape map too. You are tired from defending the palace from the insurgence, then Kalus broke in, capturing Salamence and almost killing Lukas. The enemies are powerful, and you are clearly not ready to face them. All of those gave you a loud and clear message, that you need to escape. Kalus is, I must say, diabolical in this map, with him constantly inflict sleep or berserk on your units while you are trying to escape. That is evil. Truly evil, and I love it. (Also, this map somewhat reminds me of Thracia 776 Chapter 5: Mother and Child, an escape map with a fast sword character with potential previously captured by the main villain forcing to fight against you, and another powerful playable unit was taken away in this chapter too. All of these made me think that Thracia 776’s Adversity is a more fitting OST for this map than Return to Ashes.)

  • 3-2. All I want to say is that, the moment where Samson and Aggron appeared and the OST changed to Bloodlines Bequeathed is a very nostalgic moment.

  • 3-6. The moment where a bunch of reinforcements appeared, seemingly outnumbered you, then Staraptor, Mightyena, and Swampert appeared, and the OST changed to Soaring… If this isn’t the peak moment of Destiny’s Requiem, then it’s close. This (And when Samson and Aggron joined you in 3-2, to a lesser extend) gave off the same feeling as Revelation Chapter 17 when Xander and Leon finally joined you. This moment alone put 3-6 as one of my favortie chapters in the game.

  • 3-Endgame. The moment where a bunch of reinforcements appeared, and just when everything looked hopeless, Lukas and Lucia appeared and joined you. This would be a great and memorable moment… If the similar thing wasn’t already used twice by now, with the last time was just the last chapter. This turned a hype moment into a ‘Oh, okay, cool’ moment in my opinion.

  • Finale. This map has a great concept for a final map. Instead of fighting through a lot of generic enemies like the final map of BD1, here you fight a copy of your units, which is a great way to end the journey. Kalus as the final boss is… pretty pathetic. He is a lot easier to deal with comparing to Zacharias in 3-Endgame. On one hand, it’s understandable since Kalus himself isn’t that strong. It’s the Tammuz and the Ensnare Pokeball that made him a threat. The Tammuz is gone, but Kalus should still have the Ensnare Pokeball. It’s a bit weird that Kalus, as his last stance, didn’t use the Ensnare Pokeball, his greatest threat throughout the entire story that the main cast still has no counter against. Another suggestion for this map is that the deployed units could have a unique battle conversation against their own copy.

Those are all the maps I want to talk about. Now, I did say that Act 3 should be longer. Here are some suggestions about possible extra maps for Act 3.

-A few maps involving the Liberation Army. It could be that the cast learnt about Kalus attacking the Liberation Army, so at a request of Salamence, they could go there to save the Liberation Army, or by the time they arrive, the Liberation Army already suffered heavily from Kalus’ attack. This could be a screentime chance for Salamence and other characters from Liberation Army, as well as the Liberation Army receiving the karma for their action of mistreating the humans and them joining the Coalition insurgency.

-A Sanctuary Defense Map. The Unovan Defense map is easily the best map of BD1, so it could be nice to have an intense lategame defense map like that. So far, 2-5 is the only true defense map in BD2, and it’s a good map, but you have to play it with a fixed party with no preparation. It would be really nice to have a lategame defense map where you get to use your well-trained units and your resources to defend against hoards of enemies. The story could be that Kalus had discovered the Sanctuary and sent his devotees to attack the Sanctuary, and you need to defend against them for a certain amount of turn, with the map being the Sanctuary map itself. And after this map, the cast realized that the Sanctuary is no longer safe, so either that they evacuate, or they confront Kalus once and for all, leading to the 3-Endgame map. (Plus, this could be a great map to utilize the defensive Kommo-o recruited earlier.)

-Not really a main story map, but the three Misou Guards could really use their own Paralogue chapter, similar to Decidueye and Inteleon getting one Paralogue of their own. After all, the only screentime the Misou guards have is them in their joining chapter agreeing to bring the matter of Firebrand to Lyca… And then they completely disappeared from the plot, defending the palace and then escaping from palace to the sanctuary. They could use a paralogue chapter where they are like ‘What the hell are we doing? Why are we even here?’. It could also be a chance to clear the misunderstanding with Lukas and Zoroark instead of the misunderstanding being resolved off-screen in the endings. This could also be a chance for Zoroark to shine, giving him a screentime that he sorely lacks in BD2.

Bug

First, I want to say that the Magic bug and Luck bug in the first BD1 aren’t presented here, which is a point. Still, there are quite a few bugs I encountered through the game. Here are some of them that I remember.

-Sometimes, when you return to the Sanctuary and reach ‘player’s turn’, the screen will show the right side of the Sanctuary with no unit on it, and then you will hear constant sound of cursor moving, when you cannot move the screen around at all. This can be fixed by opening the Sanctuary map and then move the map to the left side, where Aria is, and then close the map.

-When Aria’s Zuneigung was destroyed, the Zuneigung from transfer bonus will also be destroyed too.

-At Sanctuary before 3-5, when you go to Sanctuary and the options for base conversation pop up. If you choose ‘Return to Sanctuary’ option, it will instead show the base conversation of Swellow and Sandslash, which is the option above the ‘Return to Sanctuary’ option.

-The game crashes when you try to view the description of some items (such as the Divine Blade and one of the Zuneigung) while you are in the Convoy screen after you obtained them and then sent them to the convoy.

-The first Joy Seed I got in Act 1 has 55 uses despite that Joy Seed is supposed to be one-time use item.

-Despite that they are shown to be able to use human weapons, some characters like Nidoqueen, Kommo-o, and Lucia cannot use any human swords except the Rapier.

I will talk about characters later on a separated post.

3 Likes

Now, about the characters… Instead of writing about each of them, I’ll ‘talk’ about them with memes instead. Again, spoiler alert

Characters
Aria

Zacharias

Salamence

Flygon

Chesnaught

Audino

Inteleon

Kim

Grovyle

Decidueye

Rhydon

Markus

Char

Feraligatr

Tyranitar

Sandslash

Arcanine, Krookodile, Sawk

Lyca

Corviknight

Lukas

Zoroark

Alyx, Haxorus, Scyther

Swellow

Tarkha

Greninja, Seedie

Kangaskhan, Nidoqueen, Spinda

Druddigon

Staraptor

Mightyena, Swampert

Kommo-o

Samson, Aggron, Lucia

Machamp

Kalus


Overall: Story-wise, I prefer BD1 more. Gameplay-wise, this game is a significant improvement from BD1, and I enjoy playing it a lot. I’ll most likely wait for BD3 to finish first, but once it does, I will definitely play it.

Edit: I cannot make a new comment since it has been 3 consecutive comments of mine right now, so I am just going to edit this post.

I eventually decided to play the BD3 Canary Demo as a test run before the real run when the game is completed. I’ll save the full review after playing the full release. For now, I did find some bugs and have some suggestions about the game. (Spoiler ahead)

Bugs
  1. Not sure if this one is a bug or intentional, but unlike in BD1 and BD2, you cannot trade with captured enemy unless you are the one holding them. (e.g. Aggron captured the enemy, but Samson, standing next to Aggron, cannot trade with the enemy unless the enemy is transferred from Aggron to Samson. Vice versa, Aggron can trade with the captured enemy he’s holding just fine, but if the enemy is transferred to Samson, then Aggron can no longer trade with them unless the enemy is transferred back to him.)

  2. Zacharias cannot access Convoy when he is standing next to someone holding a Treasure Bag. Only Zacharias has this problem, and it happens regardless of which other unit is holding the Treasure Bag. (Zacharias can still access Convoy just fine when he himself is holding the Treasure Bag.)

  3. When a unit with Galeforce defeats the enemy with Combat Art, their Galeforce won’t be triggered.

  4. When you go into Rest Stop chapter, trigger the conversations, then go back to Battle Preparation (either by Retreat or after interacting with Bond Point), save the game, and then close the game. When you open the game again, all of the conversation you have triggered will be available again. Normally, this doesn’t affect anything, but for conversations that give you items, you can get the item over and over again with this bug. (e.g. Samson talking to Feraligatr in the Counterparts Rest Stop netted you 10k gold and a Silver Card. If you trigger the conversation again via this bug, you get another 10k gold and another Silver Card again, and again.)

  5. Sometimes, when you attacked the wall but didn’t destroy it in 1 hit, when you attack the wall again, their HP resets back to max. (e.g. The wall has 50HP. Aria attacks the wall and does 30 damage, and the wall is shown to have 20 HP left. Then when Zacharias attacks the wall again, where he should do 25 damage and break the wall, the wall suddenly has 50 HP again when Zacharias attacked the wall, leaving the wall with 25 HP and thus doesn’t break.) I don’t know the specific, but this bug only appeared sometimes.

  6. Sandslash and Swellow don’t have Talent Arts yet.

  7. At Demon Rest Stop, after Samson or Tarkha interacted with their Bond Point and triggered their bond event, they will attack and kill the Bond Point after the event is done. This doesn’t have any bearing on the gameplay, besides the fact that it only appears in this rest stop and no other rest stop.

  8. If a character enters the arena and has to fight with the weapon their class doesn’t have animation (e.g. Freeblade Lucia fighting with Fang in the arena), they will only trigger one round of combat, shown as black screen with just HP bars and fighting sound, before they will be ejected out of the arena. (If they won the combat in 1 round, they still receive the reward, otherwise, they lost out the money and experience from it.)

  9. At the Counterparts Rest Stop, Staraptor wasn’t shown to have a conversation with Lyca when I first played this chapter. It’s only after I saved and reload the game that the conversation is now trigger-able.

  10. At the Counterparts Rest Stop, Lucia’s conversation with Spinda isn’t shown to be trigger-able in Lucia’s status screen (but it’s still trigger-able). However, after you trigger this conversation, Lucia can trigger this conversation again and again in the same map, even without the save-reload bug mentioned earlier. (As a note, despite of what the Lucia-Spinda conversation implied, Spinda already started off as blue unit in your party since the battle preparation screen.)

  11. At the Counterparts Rest Stop, attempting to end the map by Escape at the Escape Point does nothing. When any lord unit chose the Escape command when standing at the Escape Point, it only ends their turn (or trigger Canto if they could), and the map doesn’t end. Moreover, once it happened, the Escape command no longer appears when any lord unit stands on the Escape Point, thus softlock the game (And end this demo run for me).

Suggestion
  1. About the Objective and Secret Objective of each chapter… I am fine with Secret Objective not being revealed to the player (After all, they are “Secret” Objective), but at very least, the game should tell the player what the “Normal” Objective of that chapter is. It is kinda weird that the “Normal” Objective is hidden from the player with the existence of Secret Objective, where the player has to blindly guess what the Objective and Secret Objective of each chapter are. (I do understand that some chapter has a hint of their Objective, but not all chapters have that, unless I am missing something.)

  2. Leon’s Ultimate Combat Art, Jetstream, is kinda problematic. It is the S-rank Energy attack, requiring Leon to grind his Energy rank to S to be able to use it. Doing so is already challenging with Leon’s low Strength Growth (and low Strength cap if you go with his canon promotion of Sage/Gremory), but once he reached S-rank in Energy, Leon will be permanently crippled in the Arena. As stated in Bug #7, plus the fact that the character will fight in the arena with the weapon they have highest experience with, or in the case that there’s a tie between multiple weapon types, they will fight with the first weapon type in the order on their weapon experience screen, if Leon with S-rank in Energy, he will always fight with Energy in the arena regardless of his Element rank (since the Energy rank is listed before Element rank in his Weapon Experiment screen). In his canon class of Sage/Gremory, he doesn’t have animation when fighting with Energy, so the Bug #7 will be triggered. Plus, his low Strength Growth and low Strength Cap in his canon class will cripple him with or without the bug. I ask that you consider changing the weapon type of Jetstream from Energy to Element instead, so Leon can access it easier while also not crippling himself in the arena.

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Hi! Thanks for the feedback. Quite enjoyed the reviews, got a good chuckle out of the character discussion.

For BD3, I’ll add the side objectives and secret objectives to the in-game guide since those are all finalized now. For Leon’s Jetstream & the other arena bugs relating to battle arts, I’ll edit the battle anims to default to whatever melee/ranged anim they have available. I will be keeping Leon’s Jestream as an Energy attack, since it’s quite strong (and in-character for him to fail his way into a powerful attack).

As for bugs:

  1. Intentional to fix a crash in this version of SkillSystem
  2. I have no idea why this is happening. Poor Zach :frowning:
  3. This may be emulator-specific, since I don’t have this issue on the latest versino of mGBA. No idea why, though.
    4 (and the other rest stop bugs). I’ve tried to fix these where I can, but a lot of them aren’t super feasible to correct without a lot of event spaghetti. Points 9, 10 and 11 have been resolved in the latest canary (Spinda already being blue is to prevent him from un-recruiting himself after a bond point).

Sandslash and Swellow should also have a full list of arts. Maybe your version of canary was outdated?

3 Likes

I’ll also take this opportunity to share some more screenshots of BD3’s recent progress. All of these are available in the latest Canary patch (which now goes up to chapter 41 (!!!) of 42).

Significant changes:
The art pass is complete, with all sprites (save for a very small handful of side characters) being either overhauled or completely re-made from scratch.

Art Pass Screenshots



Staves have been reworked across the board, mainly focused on buffing the lesser-used staves (festals + venin). Festals have had their ranks reduced to be competitive with Mend / Anew. Venin and Barrier have been replaced with new staves: Ward and Siphon.
Status staves are now 100% accurate, and have had their ranges & duration reduced to compensate. This also coincides with the removal of all status staves available as combat arts. However, those staves have been replaced with new options: seeds! All status seeds (sturdy, killer, etc) can now be applied to adjacent allies, and many staffer units have received one of the seeds as a combat art.

Reworked Staves



Free Play mode has now been upgraded to Encore mode. By setting this option at the start of a new game, scripted party changes (ie between Lucia and Kassim) will be ignored. This allows you to use any unit in any chapter after they join! Additionally, certain characters from previous games return as bonus units available from the start. You’ll also have access to the three developer cameo units from the start. NOTE: To use Encore mode, please set Chapter Select to Part 1 rather than Prolouge to avoid any potential bugs.

Encore Mode Screenshots (minor spoilers)




I haven’t been able to test Encore mode thoroughly yet, so if someone finds any bugs (mainly units not joining towards the lategame), please report them!

There’s also the usual slew of rebalancing and polish in this revision. Many, MANY misspellings and general text goofs have been corrected (thanks to you-know-who-you-are). I also have a special extra planned for endgame, which you can see some samples of at the bottom of the sound room.

Thanks to everyone for your interest in the trilogy. Please look forward to the full release of Bound Destiny 3, coming soon.

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For the Galeforce bug, it is as you said. I was using mGBA version 0.10.3, while the latest version is 0.10.5. I downloaded the latest version and the bug disappeared.

As for Sandslash and Swellow not having Talent Arts, I was referring to something similar to Samson’s Rallying Cry or Scyther’s Coin Toss, not the Combat Arts like Drain Swipe or Venom Fang. I do have to apologize though since I did check and see that both Sandslash and Swellow do have Talent Arts, though Sandslash has Cher’s Sand Rush and Swellow has Jira’s Double Team instead of them having unique Talent Arts like everyone else. (I looked up the guide menu and didn’t see any Talent Arts being listed as Sandslash’s or Swellow’s, and I was being blind and didn’t notice their Talent Arts appearing on their command menu, so I thought they didn’t have one.)

One I forgot to mention earlier is that, if you choose to start at Act 3, you will start at Homefront Rest Stop instead of 3-1. I do understand if it’s intentional that way since the Rest Stop is a good place to start. However, skipping 3-1 means skipping the recruitment of Sandslash and Swellow, losing out on two beloved characters. And unlike the three developer cameo, Sandslash and Swellow (and Rhydon earlier) don’t automatically join even if you start on Encore mode.

Congrats on the new canary build release! The arts look gorgeous (especially Zach’s new portrait). I’ll most likely wait until the full release (and the guide) this time. The game has been fantastic so far. Keep up a good work!

Edit: I’ll keep editing and adding more bugs I found below here.

Bug
  1. Tyranitar and Feraligatr don’t have voice over when choosing them. (Kangaskhan, Nidoqueen, and Salamence do.)

  2. Kassim (Purple One), Julia, Kangaskhan, Nidoqueen, Salamence, Tyranitar, and Feraligatr don’t have Occult skill yet. When Occult scroll is used on them, they learn Canto+ instead. (As a note, Mullen also learns Canto+ from Occult scroll too, though I am pretty sure that Canto+ is already his designated Occult skill.)

  3. Assuming that ‘End of the World’ is Act 4, selecting to start from Act 4 on the beginning menu results in starting the game at Prologue instead.

  4. This one is technically from BD2. When I chose to generate the password at the end of BD2, my password has a ¥ letter that isn’t among the letter you can type.

When I input the password in BD3, I tried putting other letter to replace the ¥ letter, and found that the letter & works. (As a note, every character in my BD2 save file reached level 20 on the final tier or level 30 if they have unique class, and I completed the game on hard mode with over 10k gold.)

  1. Input either of the passwords that enables MyUnit characters and choose to start from Act 2/3 won’t add any MyUnit character to the playable roster.
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Bound Destiny 3 - Resonance is available in full. The trilogy is now [COMPLETE]. Continue to report bugs as they are found, I will do my best to fix them quickly.

Thank you for your support.

Goodbye, Bound Destiny.

14 Likes

Congratulations!

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Congratulation on the full release of the game!

With the 3rd game having My Unit feature, I tried to edit the My Unit characters using the FE Builder program, but I ran into some troubles. I tried looking up about them and found nothing. Could you make a guide on how to edit My Unit characters? Mainly,

-How to add voice-over to My Unit character when selecting them.
-How to add the 4th page on their character menu (The page that shows their learning skills, canon promotion, and their Combat Arts) and how to edit them so it shows My Unit character data.
-How to add Talent Art (e.g. Samson’s Rallying Cry or Scyther’s Coin Toss) to My Unit character.
-How to edit the Occult skill of My Unit character.

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Sure! Hope this helps. I’ve also updated the current patch for Bound Destiny 3 to fix some bugs, the patch notes are in the main post.

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