[FE8] Sacred Redux v2.5.3 [COMPLETE]

The Skeleton Key in patch 2.5.0 turns into a weapon, but only useful when attacked by enemies. When trying to attack the enemie with it, just the audio of unlock then the character turns grey, no combat happens.

Alright, I’ll look into it.

In the future, it intends to bring the description of weapons like this one from the demon king where it is very clear what it does, time and time again I go back to the guide to remind myself where a weapon is effective

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I believe for the Demon King’s weapons I left the Vanilla descriptions. But that’s a good point all the same. There’s a recent patch that allows more lines on weapon descriptions as opposed to vanilla’s single line. I’ll comb through the items again and clarify descriptions where I can.

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thank you very much

Is there a bug surrounding flyers and movement? They’re listed as having 7 move or above, but in reality it’s more like 4.

No, it’s not a bug. Flyers suffer movement penalty when fighting indoors.

How do you change that in FEBuilder?

As I’m on vacation I came to do a new race in version 2.50, some considerations, it was very satisfying thank you very much for being able to steal with Crispin, he became my favorite character in this version, I liked the balance he gave to the rogues’ weapons, in the versions Previously I thought the thief’s knife was the most op weapon in the game, now it’s an average weapon as it should be, the last chapter was very challenging and cool, the two demon kings were very good, I intend to start the ruins, I took a look at the first stage and I saw a good variety of enemies, which I found boring in the previous versions, always the same monsters, I like this game, in my opinion the only physics are much superior, the only magic are so fragile that it is difficult to use, just to comment I never I had used the monster units due to the bug in the animation, I decided to use it and found it by far one of the most satisfying things like a wolf that sucks life and a gorgon that can give negative status, the other two I found a little weak. a tip for those who intend to capitulate enemies, leaving the seal of the ocean on the first item makes this possible, I think it would be interesting if the intes really gave passive abilities, but I think it is difficult to do that, thank you very much for improving my favorite game.

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Glad you enjoyed it more this time arround. I haven’t had the chance to play this version yet for myself (except for the final chapter to test). But I am glad that most of the changes worked out well.

You can change the movement cost in the terrain editor. Just change the value of the relevant tile type to 1. In this case that would be the ‘Floor’ tile type.

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Thanks

skybreak skill doesn’t work

Hasn’t worked in awhile…also Resourceful doesn’t work either.

could you just swap those skills?

I’m currently in ch.12 Eirika route and decided to promote Artur and man he is scary than I thought

And I’m pretty sure that swords shouldn’t look like this


This was in Chapter 6 btw

Edit: found a bug where if Artur attacks the music stops.

I feel like I’ve seen something somewhere that has a solution for skybreaker to work. But sure, until I find it I will swap it out.

I didn’t know about resourceful, not working. It feels like it does when I use it with Gerald, but maybe not.

Nah, your Artur is just blessed lol. In mag and definitely in def. But yes, he is quite good as a whole.

And Pirate Ross is able to use swords. There’s just no sword animation in the Repo, so he uses his axe animation.

I’ll look into that music problem.

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I don’t know if there’s room for that, but is there any possibility that you can bring the damage and skill marker on the screen?

That’s odd, wait he’s using those backflip pirate animations right?

Cause I know there are sword pirate animations in the repo, just for default pirate anims.