So 4 Bs and 1 A?
Yeah. That’s how it should work anyway.
Oh right. I forgot I made it so rangers can’t use longbows lol
Yes it should, I have no idea why that even happened lol
Prologue is kind of crazy given the ambush spawns and the Madd AI doesn’t attack Seth for the most part.
Eirika is far too weak to handle the absolute flood of enemies and since they don’t target Seth, it can lead to a mess of RNG rolls or just playing it a hyper specific way. Given the escape is blocked by 5 enemies and Pursuit means even player phasing them isn’t reliable.
It’s supposed to be a trade-off. Escaping is very easy, if you ignore the enemies. But if you want the Angelic Robe, you need to play with more purpose. And in accordance with the story, fighting should be disincentivized.
Eirika can’t kill the reinforcements from below, but that’s to be expected. They’re level 8, and she’s level 1. You’re meant to only kill the top reinforcements with her (level 3), and leave the rest to Seth.
Seth can be damaged if Eirika is away from him, so use that to your advantage (rescue Eirika, for example).
But I will admit, Prologue has a definitive answer (as in, an optimal strategy) to get the Angelic Robe and all (relevant) kills. But that’s unavoidable this early in the game.
If you’re curious, it’s like this:
Turn 1) Seth kills the closest Fighter; Eirika moves back three spaces (Loyalty deactivates)
2) Seth goes to Eirika’s right, equips Silver Lance and uses Vulnerary; Eirika uses Vulnerary if she was hit
3) Seth uses another Vulnerary (if Valter rolls up on Str, he deals exactly 23 damage); Eirika uses another, too if she was hit
Repeat until every Fighter is dead, kill Valter on Player Phase, Rescue Eirika and Escape. Assuming Eirika isn’t being hit too much or critting, this works well enough.
Is it perfect? No. I’d personally make it so the Fighters can’t do more than 9 damage (they can do 10, so two of them can kill Eirika exactly; 10+9) and can’t have 2 or 6 Def. This way, Iron Sword will 4-hit them, and Rapier can 3-hit them everytime. Even the Lv. 2 Fighter, the only one Eirika may not be able to double (Pursuit) can also be dealt with this way.
I’d also make them have 0 Skl and Luck and give them Steel Axes (for even lower hit). Both would make running away the obvious worst choice, though, since there’s basically no risk.
I’d also make it so Valter can’t kill Seth if he only used one Vulnerary (either Valter loses one Str, or Seth gains one Def or HP).
In short, this is a story-gameplay integration chapter. The odds are supposed to be against us, and in that aspect, it’s great. Sadly, it heavily limits gameplay variety. But since it’s the first chapter, that would happen regardless.
Upon closer inspection, there’s a better strategy.
- Seth kills closest Fighter; Eirika moves two left
- Seth goes to the Woods, equips Silver Lance and uses a Vulnerary; Eirika goes to his left and heals if needed
- Eirika heals if needed; Seth waits
- Eirika heals if needed; Seth kills Valter
- Eirika heals if needed (takes Vulnerary from Seth - if she could 3-hit the Fighters reliably, she would equip Rapier here); Seth waits
- Eirika kills the last Fighter; Seth Rescues her and runs away
- Seth Escapes
And the Lv. 2 Fighter can be too fast, even without Pursuit:
If I could make the stats be fixed, I’d absolutely do that for this chapter, but I don’t think there’s a way to do that.
After the prologue, the maps are way more straightforward. But the fact the very first map has an inconsistent strategy leaves a poor first impression.
Everything afterwards so far is perfectly fine.
Also, Lute’s Seal Magic seems to do nothing. After fighting a single Mogall, she had -8 Magic and the Mogall had +4. So, the opposing Seal applied twice because she doubled which would be cruel. Or for some reason her Seal debuffed herself. Then when attacking an enemy with 0 Magic it gave them +1?
Yeah that’s really bizarre. I’ve been testing it out on different enemies to see if it works, it seems really inconsistent. When the opponent has a seal skill, it seems to buff them, and when they don’t, it’s a crapshoot as to what number it debuffs them by. I don’t think this will be an easy fix for the skill itself, so I’m just going to change the Mage level 1 skill from Seal Magic to something else.
2.3 Update is live!
Changelog:
11/18/2024
- Changed the skills of Mage, Troubadour, and Pirate to avoid glitchy/unclear skills
- Removed Seal Magic from Mogall skills
- Changed the text on some skills that were incorrect
- Added a new item–the Discipline Ring–that doubles weapon EXP. It replaces the Blue Gem that Kirin gives you in the secret event in Chapter 3
- Similarly, that secret event in Chapter 3 now activates upon waiting on the forest tile, rather than visiting it
- Fixed an issue where Outdoor Fighter activates on certain indoor terrains
- Moved the event where you get Latona and Ivaldi to the beginning of the Paralogue, if unlocked (or at the end of Last Hope if not), so you actually get a chance to use them for more than two maps
- Subsequently, I removed the event from the end of the paralogue, so you don’t end up with duplicates lol
- Removed the patch that allowed units to survive the arena.
- Changed the Joshua/Caellach and Cormag/Valter battle dialogues to include dialog from both routes.
- Supposedly fixed a glitch where the buffing staves (Settis’ Grace, Freya’s Rod) crash the game when used with animations off
- Gave the Stone Staff the Stone map animations
- Reduced the Maddening Mode level buff in the Prologue and in Chapter 12 for game balance
- Changed L’Arachel’s level from 11 to 6, and slightly reduced her bases, in order to compensate for the fact she can engage in combat now, and the changed skills of the Troubadour line
This update includes a 100% and 0% growths patch
Is it possible to make a fixed growths patch? if it’s not to much trouble.
Unfortunately, the fixed growth patch doesn’t seem to work with Skillsystems. Otherwise I would love to.
Just started playing this a few days ago and didn’t like the fact that units survived the arena, this is a good change. Thanks for continuing to work on your hack
The only thing that would probably be close to fixed growth would be fixed level UPS which I think it does work with the skill system as vesly has it as an option. I could probably see how it reacts to Jade.
Yeah that sounds like it might be too much trouble lol I’m not really actively working on Jade anymore. I mainly consider it to be finished.
Yeah I get that


