[FE8] Sacred Stones Duality [Eirika Route Complete]

…wait is the only Sage Lute animation around one that gives her a massive chest?
WHY???

Wrong. He’s 30 WEXP away. Your entire argument is invalid.

Jokes aside, I’m aware the S Rank weapons are busted, but…well, that’s kind of the point? They’re legendary weapons that the army specifically seeks out in order to have a chance at defeating the Demon King, having them be a huge spike in power makes sense. The enemy quality does start ramping up significantly once you actually start getting these weapons.

Now, are they a little too busted? Probably. Although Gerik with Audhulma is by far the worst offender. Audhulma is probably the best legendary weapon in a vacuum, and on top of that, Gerik himself in retrospect is a bit too overtuned due to favoritism bias. Most of the other legendary weapons lack Audhulma’s availability or the ease of getting a unit with S Rank in their weapon type.

I don’t think limiting the uses would actually do much of anything about this, though, barring bringing the uses down to 20 or so, and that probably wouldn’t make sense for the legendary weapons. Audhulma and maybe Gleipnir were the only ones I think I used 30 or more times in the test playthrough I did (where I got someone using every legendary weapon on my main team), and even if I reverted Hammerne back to 3 uses, I still wouldn’t have to worry about breaking any of the really good ones. Although limiting the uses would give Hammerne more of a use, which I feel like the game kind of lacks without the legendary weapons being limited use.

Not sure where 11 weight Hand Axes are coming from. They’re 12 in vanilla and 8 in this. Every Axe user in the game besides Ross can wield Hand Axes at base without losing speed. Enemy Axe Cavs’ Con is too low to wield Iron Axes without a -1 speed penalty, though, which might need to be remedied, as it does make them pretty easy to kill.

Uh…have you seen some of the Camilla animations people have made? I don’t think this one is particularly bad in comparison.

The EXP and Swordslayer bugs have been fixed. The Swordslayer has been made effective against the melee variants of Bonewalkers and Wights to give it a bit more usage on Eirika route.

Lute has flat girl energy people can’t be giving her massive honkers like that

okay I want you to look up steamingtofu then tell me that those animations have a huge chest-

he draws characters that do in fact have large breasts. Lute? That’s sacrilege. That’s calories that could be going to her brain. If anything the physics should go into her cranium

id just relax and not worry over it after all it wasnt the creator who made those animations it was Aruka and Kenpuhu.

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While I do agree, I don’t see a problem with giving my favorite nerdy mage some curves.

(Maybe in the future I’ll work on an animation of lute that doesn’t)

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Okay guys, if it’s all the same, can we cool it with the posts about Lute’s chest? I just thought it was cool how the animation mirrored her official art and put it in the game. I really didn’t think it was that provocative.

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Yeah imo it really isn’t.

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I’m at chapter 9a on 1rn.

Really fresh take on Seth. I like how he plays in this hack. He might be a little slow though as he struggles to double some stronger enemies.
Increase his spd but lower his con so there’s a tradeoff between doubling with light weapons and hitting once with heavy weapons.

Franz being locked to lances sucks for earlygame. He should be able to use swords too.

Garcia is actually useful this time around. He’s the earlygame heavy hitter he was always meant to be.

Gilliam deserves mention as he has full triangle control in a context where that’s important. I find him quite helpful for reliability early on, especially on 1rn.

Moulder vs. Natasha is more compelling here, with the former having lower stats but high level and wexp and the latter having better stats and promotion. I went Natasha for this run which was the right call as heal exp is generous and Valkyrie is busted (more on that later). Moulder got to level 13 but his magic was a measly 5, less than Natasha’s base of 7. Natasha got to 10 fairly quickly by healing every turn and spamming torch on chapter 6, and by then her stats blew his out of the water. Not that I’m complaining. Moulder is still quite useful for earlygame and I’m fine with him being a temporary unit here.

Lute being a stronger Lilina helps separate her from Artur. I mostly used her and her magic got ridiculously high as a Mage. I might try using Artur if I do another run, but he wasn’t fast enough in mine to stand out.

General is completely outclassed by great knight lol. imo playable armors should get +1 move so the movement discrepancy is lower. then give general increased defense gain. plus 5 or 6 or so. Alternatively give General more strength/skill to emphasize its flexibility and power in combat.

Sage and especially Valkyrie completely dominate Bishop when they all have monster-effective light magic. There’s literally no reason to use a Bishop at all. Valks get 8 move too which only rubs salt in the wound.

Speaking of 8 move, Mage Knights have 8 move. And staves. I mean Sage gets Slayer on light tomes but the +2 move can’t be passed up. At least remove staves from them so sages get unique staff access.

For Valks, give them E rank anima instead of light if you want to keep light magic as is. For L’Arachel, idk. Troubadour promotion doesn’t matter all too much so pull a class out of your ass that has less move than valkyrie but has access to light magic alongside anima.

Difficulty overall? It’s harder FE8, which is fine for what you’re going for. The reinforcement cavs on chapter 7 should be pushed back a turn or two. They show up really early and I was able to kill them right where they spawned. The chapter 6 reinforcements are delayed from vanilla, which is really odd. I was waiting for the cavs to show up for a few turns until they started spawning. Otherwise, I recommend scaling HM bonuses up as the game progresses so enemy units aren’t falling behind as your units promote.

Honestly, this hack (so far) has potential. Units are useful and the maps are somewhat difficult. I had more fun with it than reforged. Its issues are mostly in class balancing.

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Really appreciate the kind words and thoroughness of your feedback!

Yeah, this is kind of by design. I wanted Franz to still be behind Kyle and Forde by the time they joined, but unless you’re specifically investing a ton of EXP into him, Franz is probably gonna be pretty bad in most runs. Originally I made it so when you initiated combat, you couldn’t face Weapon Triangle disadvantage (which is why I initially increased WT bonus values), so he could still be used reliably on player phase, but I changed that because it messed up how reaver weapons worked. I might reinstate that in the future, and I think that alone would get Franz to where I want him.

Edit: I remembered you can also give characters access to weapons that the class normally doesn’t. If I don’t change how Weapon Triangle works, I might just give Franz E Swords, because him having worse weapon ranks than the other Cavs but the only one with access to two weapons would be kinda cool.

I forgot to mention increased Staff EXP in the changes, although that’s something that I might change in the future as well (upping the staff-locked units’ base levels to compensate if I go through with that), because while I think it’s fine for unpromoted units, just getting EXP from Staffing is probably a bit too viable for promoted units now.

I will put my foot down on not making Generals 6 move. I hate 5 move Armors/6 move Generals with a passion, and it’s one of the only things I don’t see myself ever doing in one of my projects. As for Great Knights being way better than General, long-term…pretty much. Gilliam having an extra point of speed helped quite a bit in a handful of situations, but better stats and the higher weapon ranks don’t exactly outweigh a whole 2 points of movement. How much movement to give Great Knights was something I wasn’t sure of because 7 move just completely outclasses General but 6 move makes it completely outclassed by Paladin. I’ll could probably make it so if you promoted to it from Knight it has 6 move, and has 7 if from Cav, or maybe even further nerf its movement values on rough terrain.

Promotion bonuses in general will probably be tweaked, as currently I pretty much upped vanilla bonuses by +1 and then swapped some numbers around, deciding that seemed good enough.

In retrospect, making all Light Magic 3x effective against monsters is good at making it more viable but doesn’t exactly make it an interesting weapon type when it’s still objectively worse than Anima against non-monsters and objectively better against monsters. Anima in general is really good, so maybe the move is nerfing its hit rate and keeping that of Light Magic the same to have high accuracy be its niche. If I did that, I’d bring slayer back for Bishops.

The Chapter 7 reinforcements did show up two(?) turns later originally, but I thought they showed up too late, so maybe I was wrong. I also did not intend for people to fight the Chapter 6 reinforcements, and only kept them in because they were there in vanilla, as I wanted the spider to be the main anti-turtle of the map. Part of me is against just raising the levels of reinforcements to the point where you can’t reasonably fight them because that wasn’t really a thing in the base game, but it is something I personally like to do, and the initial vision of this being a simpler rebalance of Sacred Stones has kind of been shattered (and honestly it’s not like it’d be that big a departure from vanilla compared to some of the other changes I made, lol).

I definitely plan on either raising HM bonuses or increasing enemy growths, although I personally felt like the early to mid game needed a difficulty buff more than the lategame.

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Franz should have E Swords, then. Kinda like how Jugdral has both mono-weapon knights and the standard Cavalier class.

My recommendation to fix Great Knight is to give it 6 move and replace the Cavalier promotion with a bow-using class. That way Great Knight is only competing with General and not Paladin, and bows get a use outside of Neimi and Innes.

Honestly keep light magic as is, it’s more interesting that way. I just think that the classes should be balanced around it as FE8’s vanilla classes weren’t designed with it in mind.

The Chapter 6 reinforcements should be cut then if you don’t want them. Making them OP would be too much a shock to anyone used to the vanilla game on a map that’s already quite difficult.

I just finished chapter 9. It was pretty easy after clearing the initial wave of enemies. the reinforcements come in weirdly late at turn 10, when I was approaching Binks.

The map’s better than vanilla for sure. In vanilla you clear the first 2/3 of the map and the last third is quite boring. Here, it isn’t rout and there are pirates that chase the final village making the last third more engaging.

The sniper almost crit Natasha to death. I can see why you get two hoplon guards.

This piece of shit has 17 crit on my Natasha with 21 luck. What % crit boost do snipers get?

I promoted Amelia. She was quite easy to get to 10 without grinding in chapter 9. Imo armor amelia should have a ridiculous defense gain. like +8 or something. At least so the armor amelia enjoyers can have some fun with her.

Edit: Promoted Vanessa. Wyvern Knight is still the best option. IMO it should give -2 or -3 speed to make doubling thresholds harder to reach. also have it tank your res like -6 or -7 so falcon knight has the niche of high resistance.

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