[FE8] Sacred Echoes [v1.1] [COMPLETE]

Wassup guys! I’m trying to get into sacred echoes, but I’m kinda struggling to find enjoyment out of the earlier chapters. Base weapon damage is awful, and I find myself having to use 3 units to finish off one single enemy. And even then, hitrates are sometimes so bad that I can’t reliably hit stuff.

Am I missing something? Or do I just need to power through until I get some good stuff to make it more fun?

I’m at chapter 6 now btw

Training at the Shrines helps alot

Especially the villagers

Once you can promote 1 or 2, it becomes alot easier

I always makes sure to have atleast 2-3 magic units cause they will eventually be able to double as healers

Helps in later chapters

Hey everyone,

The FEE3 video is dropping tomorrow while I’m on holiday, so I am uploading the v1.1 update now.
The Spanish translation is finally complete!

In addition, this release covers a ton of bugfixes and quality-of-life updates. In short:

  • Thieves’ promotion level has been lowered to 12.
  • Postgame units now have twice the chance of joining per map.
  • New music tracks have been added to the earlygame and the epilogue.
  • Built-in growths options and RNG configuration from the start of a new game.
  • The Pitchfork item has been added to the secret shops and rare chest drops in Act 4, and units now have unique palettes for every possible class as well as a spell list. (This also means reverse recruitment hacks can use villager Zeke out of the box.)
  • You can now equip and unequip rings, shields, and accessories, and they are marked in inventories clearly when active. The few accessories that can’t be stolen now also have a lock icon next to them.
  • Turn Count Record now displays during the epilogue and all chapters completed on v1.1 will have turn counts accurately tracked.
  • I finally replaced that CG of Zeke seeing Alm’s brand with a new hand-drawn one.
  • Minor graphical updates and bugfixes all around.

Link is in the OP as always!
EDIT: As of 18:13 PST October 7th I have uploaded a hotfix for promotions being messed up, if you downloaded already please redownload. Fix is for both languages.

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Time to play in Spanish, thanks a lot for your hard work!

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From skimming through this thread it seems not only have you remade Echoes which is huge in itself, you’ve also fixed parts of the story (like redoing that stupid Mathilda CG and Celica in the lategame)? That’s certainly got my interest, thanks to everyone on the team all your hard work!

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Yup! They did, they also added extra stuff around the whole game, included supports and more.

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just found out about this through your youtube video

super excited to play this thanks so much for your hard work !!! :smiling_face_with_three_hearts:

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Hi folks,

A few strings were reported as untranslated in the Spanish release. Ilmoro and I have translated them now, and the patch has been updated. If you are playing in Spanish and find any other text that was left in English, please let us know here or on the discord.

Secondly, I am aware of some bugs with character endings and with pitchfork functionality that slipped through. I have uploaded fixed patches for these in the same Dropbox link that’s in the main post. If you downloaded before 2023-10-12T05:45:00Z, you will need to update your patch. You will need to patch to a clean FE8, but I recommend updating your patch before starting the final chapter.

Thirdly, I am working on addressing some issues with Casual Mode as well as a few other minor bugs that seem to have cropped up from me switching operating systems (and dev environments) a few weeks ago. The final fix should be ready by the end of the week, and I will be providing the Chinese translation team with this patch ready to work on at that time.

Thanks for your patience everyone!

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Will 1.1 work with a save from a previous version? (Mine is from July '22, I think.)

It will. When you patch v1.1 to a clean FE8, make a copy of your .sav file and rename it to match the filename of the patched .gba

Bug report time
Emulator is MyBoy (Im on a phone).

Spoilers for Epilogue Potentially Ahead

Sacred Echoes_1697103656968

Sacred Echoes_1697144461005

This happened. I made it all the way to the final part of Endgame… then Silque, Luthier, Delthea, Zeke, and Tatiana all apparently decided to spontaneously drop dead for I don’t know why. They all say they died at Alm’s Departure… which should be impossible for all of them.

Is this an emulator issue? I can send my save via Discord to you if you need it.

I fixed this last night. Redownload the patch and redo the final two maps. (this is why I recommended to repatch before attempting the final map)

See that’s the thing.
Is the Patch still the 1.1 linked in the dropbox?

If it is, then this still happened even after that.

Yes, the patch has been updated even though it has the same name. It is the time of download that matters. You still need to redownload and repatch.

The bug occurs in the prep screen of the final chapter. So you will need to replay Kingsfang if you saved on Together to the End’s prepscreen.

Okay its fixed!
Guess I uh, I messed up lmao

(I patched the wrong patch in bc I thought it was the fix).

Dear author, I am a member of Sacred Echoes’s Chinese translation team. We are synchronously updating its Chinese translation for version 1.1. But I encountered a new bottleneck.I want to replace the “Select Mode” here with Chinese, but I can’t find the address of the image used here.I hope to receive your guidance.
.png

It is a custom graphic inserted at a variable location. In the current build it is inserted at 08FBC278.

Thank you for your help. I have already taken care of it.
QQ图片20231017120605

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Hi,

I’ve just discovered this wonderful hack and I love most of it.

I’ve got a small issue with ch 7x though. I’m in casual normal diff and I feel like I’m playing one of the most frustrating hard mode chapters of Conquest. The map plays like a puzzle that only has 1 or 2 solutions and these solutions can be ruined by RNG and force a reset (like the knight 2HKOing Mathilda, the tankiest unit on your team who starts with the armorslayer).

I think that map has way too many archers and cavalier reinforcements, it’s pissing me off, I’ve tried it like 5x and sometimes it’s impossible to win without being lucky with dodge tanking. Python is completely lame, he hits like wet noodle and has lame accuracy to top it off (and low speed) so he’s like Neimi forced into your hard mode Conquest chapter without attack stance. He dies way too fast and the chapter is game over if he dies. The mercenary with +def item is too far from your party, his item would be a godsend if it was accessible earlier in the chapter.

I’m not sure if I’ll find the items I’ve grabbed in this chapter in my characters’ inventories, should I remove Ferdinand’s jav and potion since he’s a turncoat? Inventory management in ch 7x is a nightmare due to default weapons taking up a space for 0 damage.

7x is also generous on potions, but I’d rather have them when I need them than after Forscythe, Ferdinand or Python is dead because they don’t have enough bulk/speed and get easily killed (and mages are aggravating considering there are many 3 range archers, 7 move cavaliers and mages, even mercenaries who double almost everyone).

I’ll probably try again tomorrow by going on the left wing instead of trying to go down, giving up on the top knight’s lance because the only map where it’s useful is this very map due to Ferdinand needing it to ORKO anything.

I think this map is a solved puzzle that requires to follow a very specific tactics that I haven’t tested yet despite all the possibilities that seem to be possible at first glance, which is super frustrating. Do characters (except Ferdinand) keep their bonus levels after that map or is it just a challenge map wasting my time and eating my patience?

I think I’m gonna kill Python for real, he’s such a liability, damn him!

A few things about chapter 7x that might help:

  1. Mathilda, Clive, and Fernand have pre-ranked supports that can seriously help their combat performance. Keeping them within 3 tiles of each other will make a huge difference.
  2. Python is usually best used first to deal some chip damage and set up kills for other units. His main function is out-ranging mages to make it safer for other units to fight them. (Also keep in mind Forsyth’s weapon has horse effectiveness and grants him +4 res)
  3. All units except Fernand and Mathilda keep any EXP you gain here.
  4. Any items in Fernand or Mathilda’s inventories are automatically sent to your convoy at the end of the chapter, and you directly keep any items in Clive/Forsyth/Python’s.
  5. Relating to #1, it is possible to one-round even the bulkiest enemies by using Mathilda with effective weaponry and the support bonuses granted to her by Fernand and Clive.
  6. Only one unit needs to arrive at the marked blue squares to clear the map; you won’t incur any penalties if you just use one of the horse units to reach the escape point.
  7. There will be reinforcements on even-numbered turns between 6 and 16. You are absolutely not expected to fight them all.
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