[FE8] Sacred Redux v2.5.3 [COMPLETE]

This is one of those times where my rookie ROM space management shot me in the foot, because I cannot create any new events for these chapters. I also think lethality is bad, but on Fomortiis, Great shield would be so bad imo lol. Because of his defense, he would proc it more than 55% of the time, and 78% when resolve activates, which would be insane.

One thing that I did think of was to give him Foresight, which is an even better Nihil since he dodges crits and skill activations, which avoids him taking damage all together. For him it would only negate skills, since he already negates crit to begin with.

Thanks for the detailed breakdown. I’d missed the EXCEL sheet. I think most characters hit their design goal on the head.

Matilda: Hadn’t made the connection that as a ranger, she’d also trigger Geralds abilities, and how that would make them a genuinely great team. Good job with that.

Gerald: Super solid, even without slayer.

Xander: he fills the roll great at start, but I admit I was suprised by the Gladiator/Ranger upgrade options. Both seemed like they took him out of niche, and somewhere new. Not necessarily bad decision. Just suprising.

Manse: Another very solid unit. I share your bias for Gilliam. With his skills, he’s also a phenomenal early game unit, and opens a lot of cool/otherwise risky plays. I’ll admit, I’d rather that Gilliam remained relevant on his own. 2 Heavy armors feels like overkill on most chapters, and I’d prefer if they weren’t a package deal.

Klimt: I enjoy that he’s a utlitiy unit with a weird amount of gambling on his skill proc abilities. Unique design, even if I didn’t make much use of him.

Dara: Solid design. Too much of a Knoll fanboy (epecially with his expanded roll/added dialogue at the end of chapter 14) to not invest in him intead.

Castellan: very fun to play with for the percise reasons you stated.

Have’t had a chance to use the other three much.

Sidenote: The way you tuned Ross, Amelia and Ewan was very fun. They’re harder to train (thank you Gilliam for babyin them, btw), but the payoff is super satisfying.

Got a bit impatient on the answer, and ended up figuring chapter 14 out on my own. I’m not playing on the highest difficulty, so I survived the reinforcements, and ended up reading/getting manse as expected.

Also, hadn’t realized there was a limit on ROM space, as I haven’t modded before. Explains it perfectly, and I applaud you for telling us a lot about who these characters are by the selection of who’d they’d support, even without theroom to include the conversations.

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I actually had a simple* idea for how you could work out the demon king being too easy, two “kings”.

but instead of them both being bloated stat sticks, you have the original one there who can summon and everything but only has his magic attack skills, and the second I suppose would be his original body without it’s soul who has it’s physical attacks.

i mean, the story originally implies the demon king morphs Lyon’s body into a new body for it. that implies it’s original body would still be in the ruins since if it was so powerful that only sealing its soul away would work it stands to reason destroying the demon king’s body was beyond their abilities at the time.

even their skill sets could reflect this with the physical having stuff like renewal and possibly pavise while the magical has aegis and imbue.

ultimately whether or not you like/can-use this idea or not I figured I’d suggest it.

*whether or not the rom limit will allow it.

I uh, also noticed in the builder what looks like several units with broken palettes.

cause uh, this don’t look right.
Character Palette X Sacred Redux.gba_81@52 hea_01BB5C08
this is innes by the by.

other particularly borked is Lute’s Sage, L’arachel’s Valkyrie, Dozla’s Berzerker, Matilda’s Mercenary, Possibily dussel’s Greatknight, Joshua’s Myrm, Riev, Caellach, and Ismaire.

I’d try to fix them but these are palettes are so distorted I don’t know where to begin.

I might just be one of the few people who actually likes playing with animations on at all times so this kinda works as a deal breaker for me.

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excelent idea.

The recent update to the Skill System added a new skill called Dragon skin, which halves damage taken. Also maybe Frenzy rather than Resolve, as it ticks off multiple times per HP loss. Keep Demon Light, but remove Ravage? Maybe Vantage+?

That’s a solid idea. I can see what I can do with it. I may not be able to implement it how you describe because to give the two completely different sets of skills would require that I replace an existing class with a second Demon King class. But I like the whole Magic demon and physical demon split.

And that’s not a mistake, a lot of the characters use custom animations that use different palettes to the base class animations. In this case, Innes does not look the same as your base snipers, his unique animation uses a different palette format, but FEBuilder only shows the original model rather than his custom animations, so his palette looks broken on the original model. And all of those guys use custom animations different from vanilla, so that is why their palettes look like that in the builder, but it fits ingame.

I could give him frenzy, but I think with his insane health he would get to a point where he one shots everyone, and with Vantage that would mean he’d kill on hit, not giving you a chance to retaliate.

I mean that kinda matches what a final boss should be. The closer he comes to death the more dificult to deal he should be.

could take a space from a civilian and add the demon king 2

Yeah, I ended up giving blood a good Idea to work with making the sacred weapons unbreakable by balancing them to have different effectiveness.

Honestly I don’t think a lot of people ever realize they mention it was only the demon kings soul explicitly was the only thing sealed. anything that tough would have a body that’s inherent magical energy would likely prevent decay.

After all, a soulless husk of a demon king is still a demon king after all.

what’s odd is I just check Lute’s sage palette ingame a second time and you were right, it did display properly, yet last night when I check it ingame it was borked.

as far as making a second demon king with different skills wouldn’t a work around be instead of the skills being assigned to the class,they’re assigned to the character? that way you can have two different Formotiis assigned to the same class but have different skills.

2 Likes

So, I’ll try to evaluate @jackofblades1991 's plan. Correct me, if I’m wrong.

Magiortiis

Description : Lyon’s body mutated to Fomortiis by forbidden means. Excels in magic beyond mortal reach.

Class : Demon King (Skill : Summon+, Lifetaker, Nihil)

Personal skill : Aegis, Imbue, Alert Stance+

HP : 120
Str : 21
Mag : 50 + 10(50)
Skill : 38 + 10 (50)
Spd : 29 (35)
Luck : 30 + 10 (30)
Def : 42 + 10 (50)
Res : 50 + 15 (50)

Equipment
Demon Light : Mt : 20, Hit : 75, Range : 1-3, Crit : 5, Wt : 0 , Uses : —
Effect : Negates Opponent’s crit

Nightmare : Uses : — (Requires 3 turn to recharge)

Physiortiis

Description : Ancient body of Fomortiis. Hardened by vengeance since time immemorial.

Class : Demon King ( Skill : Summon+, Lifetaker, Nihil)

Personal Skill : Pavise, Renewal, Demonskin

HP : 120
Str : 50 + 15 (50)
Mag : 21 (50)
Skill : 38 + 15 (50)
Spd : 24 (35)
Luck : 20 (30)
Def : 50 + 15 (50)
Res : 42 + 10 (50)

Equipment
Ravager : Mt : 25, Hit : 85, Range : 1, Crit : 10, Wt : 0, Uses : –
Effect : Negates opponent’s crits

yeah, though seeing that magic stat, maybe giving him imbue might be a bit much. since it’s basically 50+ hp on enemy phase starting even with effective damage Dragon Skin cutting all damage in half makes doing enough damage to counter that kinda iffy, other possibilities are they both have renewal andamaterasu instead of lifetaker so the first thing you need to do is try to separate them so they don’t get 40% of their HP back on enemy phase.

honestly I have dozens of ideas for stuff that might work without hopefully too rom intensive.

another idea is instead of any recovery skills you just give him double lion and magic and physical weapons a flat 20-ish damage and Nosferatu effects. that way he’s always getting back about 40 or so HP from combat so you can only really hammer him down with attacks that deal more than that. which with Barricade would work as a possible check since it makes him having Resolve alot more double edged on both sides.

really I could just spend some time eyeing over the skills and think of some more solid ideas if anyone wants them. I would just avoid any kind of proc skills since most of them are far too overkill for anything with extreme stats.

also a lot of those items with passive skill effects won’t do anything if you can’t equip them like a shield.

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I have already nerfed his additional stats from Demon Light. And you must know that a capped str berserker Ross will deal 72 damage with Garm. It could be halved by Dragonskin but I’m thinking of something else.

Lifetaker should be there to limit Phantom abuse.

The legendary weapons are way too OP. ×3 effectiveness is the reason why demon king have absurd stats. And I noticed something, that if you somehow break all your legendary weapons, you are most likely softlocked. I know @Azreal25 gave them 40-ish uses but something that might softlock the game is still bad.

(Rapier and Chrysaor or purge may be the only way.)

Balancing the sacred weapons will go a long way in balancing demon king himself.

That idea is very similar to one of the Sacred War’s bosses.

EDIT : I want Physical Demon King to have Dragonskin because his body is almost indestructible. Imbue will likely outweigh Renewal so dragonskin can perfectly balance both Physical and Magical DK.

Well, that was why i had the idea of throwing Amaterasu on them since their low move means it takes atleast one turn to separate them depending on placement.

The main concept of the idea was to have the Demon King’s essentially counter their own strengths so the player has to combat them at a disadvantage. i.e. one countering Phyiscal the other Countering Magical.

I mean, we do have to watch how much sustain they have otherwise we could end up with a C’thun issue. This is ultimately why making a satisfying final boss is so difficult.

Another potential route we could take is actually removing summon from the board entirely to further augment the Demon Kings with a extra skill.

Ultimately it should be easier to figure out skill combo’s if we came up with a list of skill that can’t/shouldn’t be used.

The big ones to not use for me are:

That one that inflicts Berserk, Petrify, Black Magic, Luna, Colossus, Impale, Ignis, Aether, Flare, Greatshield, Towershield, hawkeye+, Killing Machine, Wrath, Rightful anything, and lethality. Feel free to add to it and we could se what we can come up with.

Hello there.
I’m a Chinese hack player, and i really enjoy this hack. I would like to ask for your permission to let me translate this hack into Chinese, to make more players enjoy this. I won’t change any statistic, just translation.
Hope to get your permission, thanks.

It seems we cannot have multiple S weapon ranks.

That sounds great! No problem at all, permission granted.

No you cannot. But there are a few characters that can, and there are some that have skills that give them multiple S ranks in effect.

One more question, who can use Absalom, the S rank weapon Manse brings when he join the team?

Joshua, Eirika, Eiphraim, and Fado (In Creature Campaign).