[FE8] Sacred Stones "Anything Goes" PME

I dont think blossom works, mahoraga got a blank level up

3 Likes

Another late game map! Enjoy!


Chapter Replacing: Chapter 20 Darkling fields
Chapter Objective: Kill bosses.

Map

Ch20

Map file

Map source

Units placement.

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So first off, I know that the reinforcements would be area based. Like entering a square and that activates the reinforcements? Is it possible to do the opposite? Like the trigger would be if the player leaves the area? ofc if it’s too hard to implement then no worries.

"Where are these new square areas located?
here
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Notes: So why did the objective ask to kill bosses and not just a boss?
Well, I want 3 draco zombies to spawn at each of the temple like structures and sit there. I don’t see this as overboard cause wow the next one would be even more crazier. Sooooo I think this fits lol.

4 Likes

Darting ironthorn doesnt have range anims, give it the fimbulvetr animations

Also give this to yanqing for his swordmaster animations
Sword

4 Likes

Mountain maps are so hard to so I just kinda don’t (for now)
So the replacement would be this


Chapter Replacing: Chapter 10 Revolt at Carcino
Chapter Objective: Seize

Map

Ch10a
Map file

Source

Unit placement

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Player units

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Enemy units

Reinforcements

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Turn 4

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Turn 6

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Both Turn 9

Equipment

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Anyone above that line would have a steel weapon instead
The priest would also have a Sleep, physic. And is also droppable

5 Likes

This map is fine. Considering that Simuna has a 15-range instakill ballista, I’ll have to reposition him to be far away from all the other units. I might expand the map to the east simply so I can keep him at a reasonable distance.

3 Likes

I damn forgot that you can only recruit Simuna using Inigo. Thought that the lord is enough

Yeah I appreciate the change, perhaps making them a reinforcement very late in the game
Could almost become a game over condition with that prf in hand if you don’t finish the map in time or for some reason not managing to recruit Inigo.

I’ll have him spawn on turn 10 I guess :woman_shrugging:. He’ll be scooted off 8 tiles east of the map and keep his talk event with Inigo as an optional recruitment. It isn’t too difficult to recruit him if you dancer-train with Olivia and Inigo.

In terms of map layout, I’ll probably flood the new area with impassable terrain, only allowing a small space for Simuna to spawn in.

2 Likes

I want to mention that on revolt of carcino the generic balista archer one shots olivia thus making inigo leave. The paladin guy also has a habit of not helping much because of his 5 range and lunge. To fix this here is my submission. The green units instead join immediately without a talk convo

4 Likes

Sure, that’s fine. I’m modifying that map so I can reposition that ballistician somewhere else.

3 Likes

I think I underestimated how long they can reach oops

If your gonna move the balastition and relieve a bit of pressure from them then i would prefer if they stayed green. I feel like they should be the incentive to push forward but it shouldn’t feel unfair

2 Likes

Sentinal is not set as a promoted unit so nagito gets ridiculous amounts of exp after promotion

2 Likes

In chapter 16 there is an axe paladin who only has a silver sword as a weapon that they cannot use

Edit: Also moon gradivus doesnt have a ranged animation

Edit 2: In chapter 17 there is a mage knight with a silver blade that the cannot use

Edit 3: the shadow killer and bright lance are 0 gold in the shop

2 Likes

Updated patch with more bugfixes and tweaks. Took a while. Eventing those “Clear Units” chapters is a pain to do.

The original Clearing intermission had to load in every single unit at once which caused a bunch of issues. Now there are two maps where you have to send 5 units away per team (provided you have more than 5 units on hand).

Patch Notes

Chapter 10a updated
Mahoraga’s Blossom fixed
Iron Sword locks fixed
Fae’s Dragonstone lock fixed
Eliwood spawns correctly in Ch18
Satoshi has Swordfaire
Classes given their proper abilities
Sentinel experience fixed
Fixed Ch16 Paladin, Ch17 Mage Knight
Fixed ranged animations for various weapons
Fixed anti-monster weapon costs
Second intermission split into 2 separate maps
Ch10b NPC stats updated (+5 to all stats)
Gojunior promotion fixed

https://www.dropbox.com/scl/fi/saftg0klcqyk21bw588ai/CelesPME0.10.ups?rlkey=ca6trcbuxgrpnihrwmlelum81&st=qs6fsxwd&dl=0

5 Likes

Anyone else has class skills they might want to take a shot at adding looking at we are doing
Unpromoted skill learns: 5 and 15
Promoted skill learns: 1 and 10
The classes we have writen down(doesnt mean ya cant suggest celest something else)
Solider with underdog and quick draw/quick stirke
Mercenary with Armstrift and Lucky 7
Pirate with Darting blow and Dispoil
Archer opportunity shot and point blank
Halb with renewal and axebreaker
Sentinel with bracing stance and lancefaire
Wyvern lord with Quick burn and Trample
Hero with Sol and patience
Sage with tomefaire and flare(magic luna)
Cav with Rush and trample
Myrm with duelist blow and seal speed
Mage with focus and seal strength

3 Likes

Scorching sand re adds some units you kicked, except kazuha for me

1 Like

Snipers: BowFaire and Double Lion
Berserkers: Deadly Blow and Crit +30 :smiling_imp:
Armor: Wary Fighter and Armor March
General: Countermagic and Inspiration
Mage Knight: Chaos Style and SwordFaire
Pegasi: Pass and a skill that makes them only targetable by ranged attacks
Falcon: Staff savant (give them staves if they don’t have it already) and GaleForce
Swordmaster: Swordbreaker and Lancebreaker

1 Like

Chaos style?

I want to make a few edits to the Ephraim map where you recruit cormag. (I dont remember the name but its the dussel defend map) 1, if its possible make the cormag replacement charge you (and not the green units) as soon as the water dissappears. If its not possible to do this then make her stationary. 2, add a notice to the player a turn before the water appears and dissappears. And beef up the green units a lot. They get one rounded making the master seal you get for saving them nearly impossible to get

2 Likes

I’m removing the whole “Ephraim comes in with reinforcements” part of the map and have Soleil’s army handle the rest on their own.

The whole unit reinforcement event is cool, but way too buggy to get working properly. Cut units get reintroduced, missing units inexplicably join, sprites get cut off due to the sheer amount of units on screen, it’s all a giant mess and I’m getting a headache trying to fix all the errors.

I’ll resign to having Ephraim’s team appear as reinforcements after the map is over.

2 Likes