Is it possible to save the green units in chapter 6? Because at a certain point, one of the baels just kills one of them regardless of what I do and I can’t get Vanessa there fast enough due to the rain limiting her move
Seth Has savior just pick one up and locate him that way bael cant attack another 2.
Put seth here and attack with silver lance on enemy and player phase and you shoud be fine
Some feedback:
Colm can proc Re-move as a green unit the turn he spawns. If he does so, he immediately rushes into a mass of enemies and it becomes impossible to get Neimi over in time before Colm dies to an enemy.
Ch9 Eirika is basically a forced RNG-fest with the boat OHKO’ing basically every magic unit the player has at this point. It’s also bulky enough that Vanessa isn’t anywhere close to killing it with the Light Brand in time. The problem becomes that you can’t get to either of the villages without taking huge risks. Lute is basically necessary as she is the only one that can kill the boat in one round with an Aqua crit, and even that requires baiting the boat with a unit that it can kill. Even then, Colm has to waterwalk down to intercept pirates going for the lower village. The western village is also horrendously difficult to reach in time. You have to brute force through half a dozen Mercenaries, Myrmidons and Mages, as well as a Sniper that can easily kill or cripple someone with Sure Shot. You also have to be very aggressive in clearing that squad out, because the Pirate going for the western village can’t be distracted by giving him something to attack; he ignores combat to go for the village. This means you need someone to rush in and assassinate him, easier said than done with there’s still several enemies that need killing in the area. And in every case, you have to make very unsafe plays that can easily end in several unit deaths.
Yes he can. It’s one of those things that I can’t really do anything about unless I change his personal skill. I didn’t because it’s not a major inconvenience imo. It rarely happens (only happened once for me in a dozen or so playthroughs), and if it does it’s only turn 2 so restarting the chapter is not a major drawback.
For Chapter 9, I actually realized that too in my latest hardmode playthrough. I usually handle the boat with Gilliam’s provoke skill, so it always attacks him, it’s the easiest way to handle him. I usually use Vanessa and Tana to clear the pirates before they can reach the east village. The west village can be reached in time by Seth or a pair of cavaliers (usuallly Kyle and Forde because of their support bonus and persona skills).
EDIT: Changed that west village pirate’s AI to not ignore you anymore, so that may help. Same with the east village pirate, also moved the hard mode pirate’s starting position to give players an extra turn to reach that village.
Maybe you can replace this door (which Colm opens) with a wall that can be destroyed?
That’s a great idea! I’ll try that, thanks.
EDIT: Implementated that change.
So i recruit xander with tana and this recrutment make no sense in 2 points
- will ignore door too tana cell end go for chest
Here where i recruit him chest open door close
-second reason its him
There is no way he kills this armor knight (only way he do that is 2 luna ) so you need to rush to save him suicide on armor
Ps i Discover this when i write this and even when he somhow kill armor this myrm will kill him
(Its on normal btw)
Am not good in hacking but there 2 ways too fix this - move armor 1 tile too right nad keep xander red (but then he need buff to his stats so dont Die to myrm)
- or just put him the same cell that tana is (1 tile under her) and alter that he try too get then out when battle get inside, and i know you can still recruit him with eprahim buty then why give tana way too recruit him if dialogue dont make sense becuse now tana is saved when he recruit him (sorry for my english this is no my Main language)
Yeah, I’m aware of that. I think I wrote the recruit convo before I scripted his AI. Turns out there is no AI to have a unit open doors, the only reason thieves do it is if there is if they have to in order to get treasure. So he never really opens that door. There’s a workaround that I can think of, just have to see if it’ll work. And the idea was to make you rush to save him if you want him.
Keeping him red wouldn’t work since I want him to be able to be attacked because he’s a prisoner. I already took care of the problem with the knight cause I changed how daggers work, they now deal 4x effective damage against knights now. I can move the myrm out of the way to solve that problem.
There’s not enough free space left to move him into the same cell, cause I would have to script an introduction between him and Tana.
I don’t know English first of all. I liked it a lot, I played both routes, I liked Erika’s route a lot more she simply at the end of the game she is so super strong with a piercing weapon and with the chance of adebt , in the beginning the issue of the steal+ not working was a problem , but playing more becomes calm since with the weapons of infinite use. One issue that bothered me is that dozola learns axefaith in cap19 , but I only found out about this by reading the conversations on this forum after finishing the game and it is not listed in the secret events of this conversation and unfortunately as I do not understand English I did not understand the conversation with galarad in chapter 19 then you could choose all conversations that give some skill or reward.
Glad you liked it! And I forgot to list axefaith for Dozla. I’ll do that soon.
So i back with xander this time there 2 glitches
- dagger 4x damage dont work
-also after he get stabed by steel lance xander dont like it and he steal it
Ps this glitch is weird becuse when he get recruited dagger work for some reason
Thanks for pointing those out. I’ll change his AI a bit to stop that. As for the dagger only working once he’s a player unit, I have no idea what could be causing that. I’ll see if I can pinpoint a possible reason.
If you have a mage knight use flux and they crit, it softlocks the game.
Have you considered making Demon King a bit hard ? I mean I get it, you don’t want him to be an unfair boss but even with Barricade+ it’s not enough.
That group of Cyclops in Darkling Woods make my life miserable but the final boss is absolute cheese compared to them.
I’ll look into that. Thanks!
I agree, the demon king is a cake walk. I just cannot think of anything to make him difficult on his own without making him too punishing or unfair. I tried giving Lethality, too unfair; I raised his avoid vs normal weapons, I could raise it a little bit more. Gave him resolve and it doesn’t matter. The thing that’s hard for me is that I can make him hard, but then Seth and Ephraim were the only two that could reliably touch fight him, and everyone else was useless and just played clean up with the other monsters. His AI is also hard to set, or at least I cannot figure it out. If you change it too much, he’ll stop summoning. I’ll play around with it and try some different combos of skills and stats.
Maybe give him multiple HP bars and remove summon+. It’s not like he’s going to be playable or anything. Making insta kill skills is a very bad idea and it will screw the players if demon king attacks someone without Nihil or Hoplon guard.
How about giving the great shield ? Now I don’t mean to make him a punching bag with high HP. If you manage to make events where monsters are automatically summoned (In every 3 turns) then players will need to think strategically to counter both Demon King and monsters
Multiple health bars aren’t a catch-all for low difficulty bosses man, plus it requires some eventing that may or may not even work with that map.
Thanks for putting in the hours to make this. Overall, there’s a lot of commendable changes.
I’ve finished Erika’s route, enjoyed it a lot. Just about every level felt tough, but fair. Most characters felt like they had a niche to fill, and could be usable for the majority of their presence in the campaign. To me, that’s the biggest “upgrade” that can be made over the base game.
A few questions:
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Are there no supprot conversations for the new characters you’ve added? The option to have them pops up, but I never get dialgoue.The choice of who these characters can support seems very intentional (like Xander having convos with both Natasha and Mulder), so I expected them to be written out. I understand why they might not be, but wanted to be sure there isn’t soemthing wrong with my patch.
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I’m replaying Ephraim’s route, currently on chapter 14. Before I kill him… Is Manse recruitable in chapter? Neither Ephraim, Cormag, or Duessal have a conversation option with him, which is who I would have expected. He popped up as a playable character on Erika’s route, so I’m aware he’s capable of joining the roster. Haven’t opened the door to engage him yet, though.
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Similarly, for chapter 14: do the waves of additional enemies spawn infintely once you get late enough in the chapter? I wanted to turn around and grab the 3 chests at the bottom of the map, but I’m on wave 3 of enemies spawning, and it seems like the message you’re sending is “stop taking your time, finish the chapter.” I’m not going to cry over whatever’s in those chests, and will wrap things up if the spawns are infinite.
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I’d be curious about the characters you’ve added in general. I haven’t seen any comments where you break them down (why you added them, what niche they fill, how you came up with the designs), but I’d be curious. I’ve appreciated them as an option. The only one that I’m a bit stuck on is the woman mercenary. Her soldier husband is a wonderful unit out the box, but she seems comparatively… unusable without a lightbrand, and not that good with it in hand. I’m not sure how she’s meant to be useful, or if she is meant to be, at all. There are way better sources of 1/2 range magic damage all throughout the game. Is there something I’m missing?
Awesome, glad you are enjoying it.
To answer your questions:
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No they do not. Unfortunately I had terrible space management starting out, so I ran out of space to add supports for them. I tried to still give them personality through their natural dialogue, but that is about it.
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Manse automatically joins your team at the end of the chapter. You can watch the chapter end cutscene to see the circumstances under which he joins, but you don’t have to do anything.
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And yes, the reinforcements do rush you lol, you can counteract it bringing keys, or fielding a second thief. And they are not infinite.
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I don’t usually go into a lot of detail with the characters, but there are quick breakdowns of them in the excel guide. But I’ll break them down a bit here.
Character Breakdowns
- Matilda came about as just a fun idea that I had for a character, unlike most other characters, who I added in to fill a need. Her niche is that she is quite good with magic weapons, and when paired with Gerald for supports, and once promoted her skill makes it so that she can be a decent veteran with handaxes, bur she is even better as a ranger with bows and increased movement to help her stay close to Gerald for those bonuses. Outside of that she does not have a lot over your better magic sword users like Eirika and Tana.
- Gerald is very simple and straight forward. He is a monster slayer, and because of that he is one of the best units that I would suggest being trained for the final chapters, because he does not need a sacred weapon. I created him because I wanted a physical character that could compare to bishops, he was a pleasant surprise because I didn’t expect him to be as good as he is. His main drawback is that he’s a bit slow, but he’s tanky, and the class movement skills means that he will rarely be out of position when you need him.
- Xander is another chest opener that can fight better than your thieves straight out of the box. I thought he would contrast well with the over representation of noble units in you army, and I also wanted a “thief” unit that I could field without feeling like I was wasting a combat slot. He is one of two units in the whole game that can capture. He also gives you easy access to a ranger since he comes at LVL 10, without having to train up Neimi or Matilda.
- Manse came about from a need to make your armored units more useful in the larger later chapters with the extra move he provides to them. I like Gilliam a lot for some reason, and didn’t want him to completely fall off in endgame. Manse comes with some pretty good stats and useful skills, like capture. Not as tanky as Gilliam, but better at dealing with magic due to his high RES and Great Shield skill. Works well with Duessel and/or Gilliam.
- Klimt is just a staff utility replacement for if you lost Moulder, Natasha, and/or Artur. I added him because apparently, he was originally supposed to be playable in vanilla. He has a cool skill that boosts damage to himself and adjacent units, but honestly not worth it if you don’t need him to replace another magic unit.
- Dara is another unit added because she was originally supposed to be playable. And she is absolutely broken with her combination of high magic for ranged staves, and her warp swap ability (She can swap places with another unit that is within half her magic range). You can imagine all the fun things you can do with that ability. Her weakness is that she will rarely survive a round of combat with anybody if she does not kill them, because she is SLOWWW, and squishy. Munio mitigates that a little though, so if you are going to swap her into danger, make sure that is equipped.
- Castellan is a high risk, high reward heavy hitter that always doubles but is just as likely to get doubled. I created him and his group as part of a small personal challenge, to see if I can take some of the most broken skills in FEBuilder and make balanced characters out of them lol. I ended up liking his utility alot, everything counts as a brave weapon on him so he will get both of his attacks before the enemy even gets their chance. So as long as he kills, which he often will, he is fine. Just be careful with his placement because most enemies are fast enough to double him later on. He also has Myrm weapon access, which is cool.
- Alaric is also part of that challenge and a machine with Galeforce, but a bit squishy. Not quite as good as Cormag with Areadbhar, but with dark magic he can hold his own. Fun unit to use.
- Crispin, also part of the challenge, is consistent chip damage, who will proc a lethality for you every now and then, and just outright kill your enemies. I haven’t used him too much to have a full grasp of his potential.
- Eric is the definition of solid. I created him because I wanted to give you a ready made unit for the final chapter in case you’ve had a rough time and lost some people along the way. He is designed to synergize with Vidofnir, if you don’t have anyone else using it. With Adept and Impale, which he’ll be procing like crazy with Vidofnir, he is quite good.
- The four monster units are purely gimmicky. And I made them for fun, and because I’ve always wanted playable monsters. They will not really outclass anyone you have at that point, but are just fun to use, especially for the Creature Campaign. Amoux (the wolf) is a myrm dog, but with better movement. Bastadus (the centaur) is your risk-free Devil Axe user with big hit issues. Kysee (the gorgon), while one of your softest hitting magic users, will apply a random negative status effect to any enemy she attacks due to her skill, which is fun. And Sugrox (the gargoyle) is a flying wall.









