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

This is really cool! Quick question, how did you expand the palette tables for each character? I see the villagers have one per class option. Is that something you used buildfile and asm for or can you do it in febuilder?

Hey - looks like this got answered in another thread but for anyone else curious I did release the asm/buildfile for: Battle Palette Rework

Also, thanks for the feedback Shrimperor and josxx. The next release will be on Gaidenā€™s anniversary (14 March) as with previous years and itā€™ll address as much of these points as possible.

A few things weā€™re aware of already:

  • The Steel Lances in Celicaā€™s last few maps are open for suggestions, theyā€™re currently just a reference to that one quest for the merchant where you had to give him a bunch of Steel Lances to sell to Rigel.
  • The spring limit is going to be made finite (it was supposed to be in this release but somethingā€™s probably up with how I coded the save data for it)
  • Mage Ring and Triangle Attack arenā€™t fully implemented yet, since the beta cuts off right when Est joins and the Mage Ring normally drops in act 4. (Certain monsters can drop it in skirmishes/dungeons and I forgot to account for that whoops)
  • The custom AI for warping/summoning is a big pain and has already had to be pushed a few times due to complexity and lack of documentation. I have a stopgap solution for summon AI using events and might do something similar with witchwarp temporarily for the next release.
  • Atlas will likely get a buff too, to compensate for not having DF gains/looping or immediate bow access available to him here.
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Thank you! You are doing amazing work!

I recommend giving the Beloved Zofia at Grief Citadel since thatā€™s the old place where you promote Celica and Grief drops the gold mark necessary to forge it so, it kinda fits. EDIT: OH! I forgot about the Devil Axe, that could work too. I was thinking if you could maybe giveaway a Demon Ring on each route and have it be a Metiā€™s Tome on esteroids, that could be another idea.

Also, I noticed something funny. While doing a run with Faye as a mage, when she got to priestess lvl 12, she can promote to a DF? I was genuinely confused about that.

I am currently messing with codebreaker to try and break the game with at is current state. Is kinda funny how some weapons and magics work, like freeze for example: is just sleep with another name and a penalty to speed. The Saunion and Parthia really took a hit without their combat arts.

looks really cool, if i play it right now iā€™ll be able to use the same save file in future releases?

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Maybe not, in some releases in my case my save data got corrupted and i need to restart but is fun to revisit this hack

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Is this finished?

Please read the post before asking these types of questions.

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Sorry, but I canā€™t know when that post was updated for last time

Clicking the pencil in the top right of his post will tell you when the post was last updated. He also says when the latest release was within the post. As Relic said. Just read it.

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Sorry(again) I didnā€™t noticed that

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Will there be a need to max villagers before promoting, like post game super-dungeons or mid-game difficulty spikes? If grinding is allowed I usually max before promoting but the villagerā€™s exp gain got slow after level 10.

Grinding is not necessary, the gameā€™s designed to encourage and be playable when promoting soon after it becomes available. It uses the EXP formula from Echoes for this reason, which harshly cuts EXP gain after level 10. The Dread Fighter loop is in place if youā€™re dedicated enough to want to send someone through 7 tiers.

Alm Act 3 gets a slight difficulty bump, but base Python can still put in some serious work as late as Desaix fortress. Thereā€™s currently no plans for the Act 6 superdungeon at this time.

My philosophy with grinding is ā€œif youā€™re willing to put in the time to make a juggernaut, the game should let you reap the benefits of thatā€, but itā€™s also intended to still be beatable on Normal without backtracking or repeating maps.

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Thanks, I guess the same happens with learned magic so promoting when suggested doesnā€™t make you lose anything, good work with your hack itā€™s really cool!

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looks gorgeous owo

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Discovered a bug in Chapter 8. During the intro, Almā€™s group wouldnā€™t show up in the cutscene. Has no effect on gameplay, but it still is a bug. They instead appeared off of the map behind the castleā€™s wall.

Just played the first chapter, and I must say itā€™s a really nice looking game. I like how you implemented the full CG in the background at one point. Also think itā€™s really cool you managed to maintain the one weapon feature from Gaiden (though two item slots, I hope that means Rudolf can use the Angel Ring, Emperor Shield and Emperor Lance simultaneously!). Bonus exp too, it really has everything. Really great work. Though I think Iā€™ll wait until itā€™s finished before doing a full playthrough, donā€™t really like playing half a game and then hitting a sudden road block because itā€™s unfinished. In the meantime, can I steal the Mila sprite you have in this game (and eventually the Duma sprite too if you bother to give him a human looking mug) for my own project (and obviously by steal I mean use with full credit)?

Hi, hi hi, maybe it has something to do with me playing the public beta idk, nor do I know if itā€™s just a me issue or if itā€™s known but Iā€™ve been having a couple of issues with Atlas as an Axeman, such as him loosing HP when attacking a bone walker, taking no damage from said bone walker when he should have taken twelve, the freezing the game with his next swing, and in another case, attacking Sonia not causing her to take damage but instead causing his HP to overflow. ((I donā€™t quiet know the technical term, just going up to ?? I guess)

Thanks for reporting, this oneā€™s been submitted before and is now fixed for the next release.

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this looks amazing! Sooner or later every fire emblem game will be remade, it is inevitable!