[FE8] Sacred Stones "Anything Goes" PME

Thanks i didnt want to pick skills if you wanted to give them something special like i did with pupil.
Also i dont think we should have the solider patch with are two playable soliders their hp pools are just too much

2 Likes

Screenshot_20240701_040919_My Boy! Free
18 luck btw >_>

4 Likes

Finished making Chapter 16, the map was initially too large to be inserted, so some parts of the map are smaller than intended. I barely know anything about eventing, so I’ve only included instructions in the eventing section. There are 5 free River Folk slots, so 4 of them could be used for the green units of this chapter. If theres anything you feel needs changing, feel free to do so.


Map Files

Chapter 16

Chapter Objective: Seize Throne (40 turn limit)

Unit Placements

Player and Green Units (Soleil on left, Sentia on right):

Enemy:
Place enemies however you want, though the upper sections should have more of a focus on bulky enemies and reinforcements, while the bottom half should have a large clump of enemies in the center, and reinforcements attacking the town. More powerful enemies should be on the pillars in the center room and the throne room.

Map Objects
  • The top left chests have the same things as the chests in the vanilla map.
  • The chest the Rogue needs to reach has the “Edging Blade” weapon
  • The shop and armory have the same stuff as the Chapter 17 ones.

Chapter 16 Tile Changes





Chapter 16 Events
Sage
  • Check coordinates of Sage
  • If location = coordinates of bottom left house:
    If it hasn’t been executed, execute Tile Change 0
    Execute Tile Change 2
    Open bottom left castle door
Warrior
  • Check coordinates of Warrior
  • If the coordinates are in the town in the bottom right:
    If it hasn’t been executed, execute Tile Change 0
    Execute Tile Change 3
    Open bottom right castle door
Bishop
  • Check if a unit is on both blue tiles
  • If there’s a unit on both blue tiles:
    • If Tile change 0 has been executed (Center room is open):
      execute Tile Change 4
      Open top left castle door
Rogue
  • Check if Rogue is on the chest tile
  • If Rogue is on the chest tile:
    • If Tile Change 4 has been executed (all prior objectives complete):
      execute Tile Change 5 and Tile Change 1
      Open top right castle door

Just to be clear, the order in which events would go would be:

Warrior (Opens center room via left entrance), Sage (Opens center room via right entrance) or
both (Opens center room via both entrances)

Bishop (Opens outer throne room door)
Rogue (Opens inner throne room door and throne room)

5 Likes

I dont want to disrespect the whole anything goes thing but could you make a separate patch that doesn’t give soldiers unreasonable hp, doesn’t change the mercs, and doesn’t make hand axes and javelins 5 uses. Not against all the changes random wizard made but me personally, i wont play the rom with all those changes applied
Oh and make the whole timed hits optional too. Im here for a casual time and not mario rpg lol

2 Likes

Enemy soldiers/halbs are rare and pre-existing Soldiers/Halberdiers have their default HP stats (though not on existing saves). Only Inigo has his promotion updated, the other Mercenaries are unchanged for various reasons.

I can add in a mini-Javelin akin to the Hatchet. Javelins/Handaxes themselves are hot garbage but you can still make use of their weaker counterparts.

1 Like

The 5 uses only javs and handaxe is ridiculous. They’re already nerfed

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I know its a anything goes pme and as such your kinda requred to accept any submission. There are other submissions i dont like for various reasons like the op personal weapons but i feep like some of the changes mentioned take it to far. For the promotion only effecting inigo is fine but for handaxes and javelins, they went from meh weapons that still had their place to downright detrimental to ever have and would be better off if they didn’t exist. They basically reduce the avoid and spd to 0, cant double, and have 5 uses while also having their hit lowered due to the weight. They may as well not exist as any enemy using one will be more usless than a thief with a poison sword. Any green units welding one are basically dead as soon as they equip the item, and this also requires you to redesign certain maps that have an abundance of those weapons on enemies in order to keep the map even slightly difficult. Changing soldiers is also awful as while you may make them more rare, the whole design of soldiers is to basically be disposable garbage to feed your weak units. Soldiers getting changes completely destroys the tempo of the game in my opinion and also may drastically effect the design of maps that others may have created.
I like where this rom was going but these changes will completely kill any enjoyment for the rom from me and likley many others. Im even willing to put it down to a vote but if your not willing to make a separate patch with these changes not applied then atleast take a vote and see what others think. I wont post any more on the matter but i ask that you give it some thought.
(Edit: if your not gonna revert the changes then add a slim javelin and make the stats on it as follows, 3mt 100hit 0crit 6wt and keep the previous speed penalty of 4. Hatchet has 4mt 90hit, 0crit, and 8 wt wish the spd penalty too. Give them the ability to double and make them both d rank 20 uses. Purchaseable at all armories that hold their regular counterparts 1.5× the price of an iron weapon)

1 Like

I’ll see what I can make work with this map.

Just to be clear, I’m going to be using your specified events as a template, not @Shrimperor. I might use some of their ideas for enemy placement though.

I had to change some terrain. The central and village walls wouldn’t let fliers through, so I made them into fences. Enemies won’t be hidden unless they’re on top of “Roof” tiles, so I had to tweak those too.

Sure, I can oblige. I’ll also add in Daggers to shops since I completely forgot to do that.

3 Likes

I agree, its pretty impressive that one guys changes could ruin a pretty decent romhack but here we are, like why nerf weapons that are already nerfed? half of the cast has 1-2 range personal weapons they barely use hand axes or javilins so it’s just a kick in the teeth to the rest of the cast. Not to mention timed hit are just lame, like i dont want to have to deal with quick time events to make sure my strategy works, and the soldier changes are just wack.
Gona stick to playing the patch before these changes were added, or go into fe builder myself and revert them.

1 Like

Not to mention we have two playable soliders one ment to be a shakey defensly offensive solider(which id like to make their 0% magic growth go to 15%) and a solider that is basically an all around general with no armorslayer weakness that becomes immortal with the hp change unless hit with blaze

1 Like

Exactly what i was trying to mention here. I am 99% sure that the person who made those edits were trolling and did it exclusively to ruin the rom as much as possible as those edits are downright horrible. I’ll be going into febuilder too atleast to revert the hand axe and javelin one.

I want to also add that i hate going into febuilder to “fix” something but in this case im calling it justified

You can revert the hand axes and javelins, though I think the soldiers and halb buffs also had great negative impacts considering it changed the enemy placement of every map.

I think the trolling thing is accurate as its evident that the person who made the universally controversial edits has never had any looks at the pme.

2 Likes

I even found in the original post a spot where random wizard said "buff halbs (if youve added it) suggesting that the person has not read the changes made or played the rom.

Celest can you remove the trollish add-ons im fine with the worst fow about everyone who has playtested agree with removing the 1-2 mega nerf and the solider hp boost to ungodly levels

Soldier/Halb HP and Javelins/Handaxes are reverted. I’d just leave them as is but when everyone’s so adamantly against them that they’ll refuse to play the hack, I don’t have much of a choice.

Timed hits are probably not going anywhere since I can’t figure out how to add the patch.

@RandomWizard’s other edits will stay with no debates, please. Don’t derail the thread any more than it already has been.

9 Likes

Im agreeing with you about everything but saying a person is doing it on purpose is a bit harsh
Maybe they just didn’t read most of the stuff implemented? And didn’t read in general and thought everything in here is very vanilla fe8

Or possibly a different game design philosophy

Edit: nvm there is a possibility then, and im probably just too nice.

Yall lets just pick up where we left off and make class skills we still have a few to go

Unit edit: i want to give trenton a 15% magic growth so the light spell isnt locked at 8 damage XD

Which class that hasnt have their class skills?

1 Like

Ill go ask the list i made and edit it
Unpromoted:5 and 15
Promoted:1 and 10
Pagasi (this also applies to the staff pegasus): Pass and tower shield (Towershield+ is too much).
Falcon knights: tomebreaker (instead of staff savant) and Galeforce
Seraph knight: Breath of life and powerstaff
Monks: Miracle and Shade
Bishops: Slayer/holy aura(waiting for which to be chosen) and Live to serve
Priest: Voice of peace and Blessing
Ranger: Outdoor fighter and forager
Bow knight: Elbow room and Resourcefulness
Snipers: BowFaire and Double Lion
Berserkers: Deadly Blow and Killing machine
Armor: Wary Fighter and Armor March
General: Countermagic and Inspiration
Mage Knight: Chaos Style and SwordFaire
Swordmaster: Swordbreaker and Lancebreaker
Solider: battle veteran and quick draw/quick stirke
Mercenary: Armstrift and Lucky 7
Pirate: Darting blow and Dispoil
Archer: opportunist 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
Trainees all have paragon as a class skill
Guardian lv1 Vantage lv 10 wrath
Headhunter (ruby) lv1 Lifetaker lv10 Slayer
Shrine Maiden lv1 lily poise Lv10 Night tide
Ross trainee:lightweith at lv1 and oppurtunist at lv10
Troubadour: Bond and Patience
Valk: Drive resistance and Rally spectrum.
Entombed: 8C Fury
Melee Promo Skeleton: A5 Spectrum Stance
Ranged Promo Skeleton: C9 Vanity
Elder Bael: FD Dragon Fang
Cyclops: 09 Frenzy
Gwyllgi: 1C Darting Blow
Maelduin: C5 Outrider
Archmogall: DC Insight
Gorgon: F6 Corona (Rename to Flare+, remove the “(Skill% activation)” part of the description to avoid confusion
Deathgoyle: 16 Bowbreaker
Necrodragon: BC Dragonskin+
assassin:killing machine and wrath
Wyvern Riders: Pursuit and Armored blow
Wyvern knights: Infiltrator and Sure shot
Rogue: Acrobat and Shade

For me id say dont give beserker killing machine(rosey with 18 luck when attacking had 100% crit with a iron axe) and id say swap quick strike and battle veteran level requirements i made it 5 for underdog(because it would make them better) but because battle veteran needs lvl 10 might aswell make it level 15 to learn

2 Likes

I’ll add some promoted monster skills (not levelup skills)
Entombed: 8C Fury
Melee Promo Skeleton: A5 Spectrum Stance
Ranged Promo Skeleton: C9 Vanity
Elder Bael: FD Dragon Fang
Cyclops: 09 Frenzy
Gwyllgi: 1C Darting Blow
Maelduin: C5 Outrider
Archmogall: DC Insight
Gorgon: F6 Corona (Rename to Flare+, remove the “(Skill% activation)” part of the description to avoid confusion
Deathgoyle: 16 Bowbreaker
Necrodragon: BC Dragonskin+


Since all thieves have locktouch here, lockpicks are kind of irrelevant, so could the one in Arreus’ inventory be replaced with a dagger?

2 Likes