No problem; i wouldn’t mind restarting but I don’t really need them. Challenging games are my favorite.
can you add casual mode?
I agree with this one. I’m sure he’ll add it in the updates sooner or later.
It may be awhile since it’s not super high on the priority list atm but I am open to this!
Major update 1.0.1 is here! I have taken a lot of feedback from everyone here and on the discord server and worked to polish as many things as possible!
Check out the full changelog here and on the main post:
1.0.1 Changelog
Major Changes:
Lute is now recruited on Ch.4
Zenald is now an early game optional Shaman that can be recruited in the same district as Mina
Mina is now an optional recruitment, speaking to her will not immediately make her join
The first page of the stats screen now displays Attack Speed instead of Range
Visual Edits:
Updated Gilliam’s knight palette to match his portrait more accurately
Updated O’Neil’s fighter palette to match his portrait more accurately
Improved the Wyvern Lord map sprite
Great Knights now have an improved sword animation
Adjusted the confusing names of some Light magic tomes
Colm is no longer permanently smiling in all conversations
Balance Adjustments:
Units can now gain multiple S rank weapon types
Reavers no longer double weapon triangle effectiveness
The Swordslayer, Lancebane, and Axebuster have been added to the game and can be obtained from skirmishes
The Swordslayer, Lancebane, and Axebuster are B rank reavers that are effective and double weapon triangle
Entombed no longer have renewal (no more bullying the poor ch4 zombie)
The Demon King now starts with Demon Light equipped
Shatter can now be purchased at the Ch.5 vendor
Slim weapons now grant even more weapon experience
Tier one magic tomes now grant additional weapon experience
Reaver weapons no longer double the triangle
Slim Lance - +5 Hit, +1 Mt
Slim Axe - +5 Hit
Iron Blade - -5 Hit
Mageseeker is now effective against Mogalls and Gorgons
The Cure staff now has 15 uses instead of 10
Units can now use actions after stealing (Attack, Talk, Hide, etc)
Colm now starts with an Iron Sword in his inventory in addition to the Stiletto
Colm now starts with Shadowstep instead of Hide
Colm now gains Silencer on promotion to Assassin
Colm now gains Hide on promotion to Rogue
Colm - +2 base Str, -2 Str on promotion bonus to Assassin
Duessel - +5 Str, +2 Spd
Alice - +4 Str, +5 Spd. +10% Spd Growth, -10% Luck Growth
Seth - +2 HP, +2 Def, +1 Res
Kyle - +10% Str Growth
Dozla - +1 HP, +1 Spd, +10% Dex Growth
Saleh - +4 HP, +1 Mag, +25% HP Growth, +15% Res Growth
Saleh now starts with an A staff rank
Ewan - +2 Str, +1 Res, -1 Skl
Ewan now starts with a personal skill that grants him 25% increased experience gain
Gerik now starts with A rank swords
Gerik now has a Silver Blade in his inventory instead of a Zanbato
Reduced the hard mode bonuses on Marisa
Marisa now joins at level 8 instead of level 5
Marisa now has a 2% HP growth instead of 0% (lol)
Marisa’s skill, Crimson Flash, now grants 30% bonus avoid when at max HP instead of 40%
Tethys now displays magic instead of strength on the stats screen
Tethys’ magic cap changed from 10 to 20
Tethys now has a 20% Mag growth (this effects fa’s lullaby)
Adjusted stat caps of Duelist, Dark Sage, Light Sage, Druid, and Summoner
Reduced the amount of Mogall reinforcements on Ch.11 Phantom Ship
The Gargoyle Boss on Ch.11 Phantom Ship and Ch.11 Creeping Darkness has been slightly weakened
The Gargoyle Boss on Ch.11 Phantom Ship and Ch.11 Creeping Darkness now drops a Master Seal
The Vendors on Ch.12 Village of Silence and Ch.12 Landing at Taizel now sell a Master Seal
The Rausten Vendor now sells infinitely purchasable Master Seals
Enemy reinforcements on Ch.6 Victims of War now arrive one turn later
Poison now always deals a fixed 3 damage per turn
The Sentinel class now has crit boost and is considered armored
Amelia now no longer loses con when promoting from Knight to Sentinel
Reduced the sell value of gems
Bug Fixes:
Fixed an issue with the turn display count at the end of the game (this requires a new save file to take effect)
Fixed an issue where Amelia’s palette for knight wasn’t loading correctly
Fixed an issue where Seth was being force deployed on chapter 16
Fixed a potential crash in chapter 9A’s intro
Fixed Eirika not displaying as the lord in the status menu for the first 3 chapters of the game
Fixed an issue where it wasn’t possible to steal from monsters
Fixed an issue where suspending and reloading on a chapter would mess up the limited stock shops
Fixed an issue where the limited stock shop on Ch16 wasn’t actually limited
Fixed an issue where Silence would sometimes randomly disable certain non-magical weapons
Multiple minor fixes
Innocent question, Why is every weapon (thankfully) unbreakable except staves? I understand limiting Latona and maybe the status staves but every other choice is questionable.
I’m in Eikira Cayon chapter is it ok ?
This is basically how it works in Fates/Engage where everything but staves are unbreakable, I assume because staves are basically exp buttons when used, and staff exp was already raised.
my is normal :V i eq this on captain ross :)))
Wiill Lute and Marisa get their own custom sprite class (Sage, Swdmaster/Assasin) like other game?
Doing a hotfix for this soon! It’s specifically the burglar axe not working atm
Is this update okay if we have already started and past some of these points? Like will I be able to still get zenald without issue?
Heya. I just a blind Lunatic playthrough, got some things to note.
As a few others have noticed, stealing doesn’t work? I’ve stolen from every stealable enemy with Colm, and none of the items I have stolen have remained in his inventory, but they do appear in the supply if his inventory is already full.
Seth seems woefully underpowered compared to other units now, unsure if that’s Lunatic thing, or you really just nerfed him that hard. It didn’t take much effort at all for him to be surpassed by about every other unit. I understand he’s meant to be a Jagen, but making Seth not Seth anymore feels a bit strange. Especially when un-promoted units will outpace him, even when he’s 7-10 levels deep. I still brought him into just about every battle barring the absolute last one.
Lunatic doesn’t feel like it should be named that. It feels like a proper hard mode for Sacred Stones, rather than a Lunatic mode for any other game. Still fun though. Really enjoyed it. Snowballed the last few maps with how beefy my units got with skill stealing and the absurd about of strong weapons you get.
Some of the OC units feel middling, and I have no earthly idea how to recruit the final one in Jehanna Halls, I checked every single chapter after that battle, and he’d always tell me to come back at a later date.
Speaking of Districts, the arena didn’t work in Raustsen when I tried it.
Cutscenes were really nice and so were the new conversations. I’m also really glad you changed some of the music to be more fitting, the Eirika map theme tends to get old when you hear it for half the game.
In the Darkling Woods and The Sacred Stone chapter, some of the enemies that would appear (I think they were a mix of Wights and Gargoyles), had broken map graphics, not super sure why. They were mostly the reinforcement ones.
Lastly, in the last two maps (The Sacred Stone chapter), the two bosses in the fight with Lyon have the little icon, indicating you’d get something from them, but you don’t. I killed them both to make sure. Neither of them gave you anything. The Shrike bow you’d obtain from the wights near Lyon, also just turns into an Iron Bow when you get it from them. Not sure if that’s meant to be intentional, and now that bows are on my mind, the Mystic Bow’s examine text says that the attacker will switch places with the defender afterward, but that doesn’t actually happen.
Formotiis is still woefully underwhelming with all the buffs you gave him on Lunatic, the skills don’t really mean anything when he starts with Ravager equipped, and nearly every single unit you have, INCLUDING Myrrh, has a 1-2 or 2-3 ranged attack, and he wastes a turn still summoning allies that do nothing that turn.
All in all, I had a great time with this hack, barring the ghost ship, but the ghost ship always sucked and was never fun.
I am saddened to have found a game breaking bug on my Iron Lunatic save file.
Neimi only has 2 defense, so stats can go in the negative when they really shouldn’t.
At least I have some fire power to correctly begin the route split !
Thank you for the feedback! Good news is, pretty much everything you addressed has been fixed/updated in 1.0.1!
The Rausten and Jehanna districts are still being worked on a bit, the red haired wyvern lord is not recruitable yet and is using a temp portrait for now. The arena is a placeholder atm for a custom statue tile being worked on, which you will be able to donate money to for rewards
1.0.1 Hotfix
Fixed an issue where Lute would get erased from the party after clearing 5xx
Fixed an issue where the Burglar Axe wasn’t allowing you to steal
Fixed an issue where units could not Steal with a full inventory
Fixed an issue with using the Unlock staff on randomized chests in Lagdou and Valni
Updated fog palettes for several skirmish maps
How can you get chapter 5xx? is there a guide for the new implemented secrets?
I will be putting together a full secrets guide soon once the completion of the last secret is implemented! For now though, reaching 5xx is done by beating ch5x in 10 turns or less (Hint: Use Orson, and break the wall on the right)