Hi, I’ve included the readme also in a .txt format so it’s easier to get to.
As for mechanics, the formulas are essentially the same, aside from the doubling threshold being 2 AS instead of Gaiden/SoV’s 1 AS. The exp formulas are based on Gaiden/SoV’s as well and vary based on difficulty: Hard mode has the Gaiden/SoV exp calculation exactly, Normal mode has 1.5x, and Easy mode has 2x. The staff exp formula is still FE8’s, because in Gaiden white magic did not give exp and Serenes Forest doesn’t have data on what formula SoV used.
The latest update adds a slight buff to bow hitrates overall. (The +20 avo floor tiles are one of the first things I cut, lol.)
Speaking of latest update, a new version has been released! This update’s mostly a polish phase and adds a ton of new music and animations and map sprites as well as aesthetics tweaks. It also adds some balancing and adjustment to the Act 3 maps which I’d had to rush for the previous release.
Act 3’s chapters are now named based on the route split, as you can switch between Alm and Celica at will. The fifth Alm map (where Lawson is the boss) has received a redesign, and Desaix’s Fortress and Grieth’s Citadel have had some small adjustments for better flow.
Atlas and Palla got some changes to their bases to better keep up/distinguish themselves, and Est’s growth rates were adjusted to make her more deserving of the name.
It also bugfixes the issues with the Sacred Springs/Lion Heads, and introduces the Spring of Revival in the Dragon Shrine, giving 3 uses per save file to restore a dead unit (which will help ease some of the pressure on Classic mode.) It includes Huichelaar’s map flags rework to make the dungeons and shrines stand out more on the world map. It adds some new spell animations which address the lag that was present on GBA hardware/VC. And finally, it adds Witches in their complete form, with new animations and their classic warping ability from the original games.
This means that essentially all the major mechanics changes are complete, and from here on out we’ll be giving more focus to story, maps, gameplay, and QoL tweaks.