[FE8] Sacred Stones Reforged v1.0.4

1.0.3 is still in the works, it’s a very large scale update that is addressing just about all of the common feedback received as well as a lot of new content. A beta test was just run for it so it will be coming fairly soon alongside a post and guide update!

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Would you be able to say we can expect it this year with confidence?

The update is nearly complete, it should be out before the end of the month! Possibly very soon depending on the time I have to finish the final few things

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Neat. Then I’ll wait for that to come out before I look into playing it myself.

Ok coming back after completing the game on lunatic. I will say the difficulty falls off quite a bit after the first few chapters and then I mostly never had to think too hard about what I was doing. Amelia as a wyver ride is a demon and I had her maxed in every stat by end of game, soloing everything from 3 tiles away with a harpoon. My archer with 3 range also could cheese almost every boss. I think bosses should start moving when you’re in their range, because it’s a little too easy to cheese them. Only map I really had trouble with was that final defend map, and the few times I got berserked and didn’t have a status restore staff, which just felt cheap and really forced me to slow down. Other than that really fun hack and definitely an improvement on the base game IMO.

Not sure if it’s something you already added or not, but would it all be possible to add an option to keep the original music tracks of the game? Thanks a lot and great work on this!

Im in champer 10 and the tower is not yet available. When can I access it? I need exp

The tower doesn’t unlock until near the endgame on Lunatic Mode specifically. It’s meant to be more challenging than other modes, so exp is less freely given out

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Looking forward to v1.0.3, but take your time Struedel! You’ve done amazing work already!

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This is really cool! I was wondering how hard it would be to allow players to play both routes in one playthrough. Each with unique units that all meet up after the route split. This would work similar to the Ephraim map (different lord and unique units). I never liked that all of the units went with one of the lords in sacred stones. Doesn’t make much sense story wise.

like project jade?

I’m not familiar with that one. Maybe I’ll check it out!

After Colm and Neimi’s A support convo, only Neimi had an A support with Colm, while Colm still had a B support. This resulted in things like Neimi gaining only +2 might from the support while Colm gained +3 might. Hilariously, Neimi did not have an ending at the Epilogue. Despite this bug, Neimi still dominanted in my playthrough. (she did not need that point of might)

Yeah this is a known issue, it’s fixed for the next version!

next version? when?

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The 1.0.3 update is finally here! This took quite awhile as it was a much more involved update than the previous versions, and it includes a ton of new features like new skills, animations, balance changes, events, a new character, and more!

Also… FISHING


The full changelog can be viewed here as well as above on the main post!

1.0.3 Changelog

New Character:
A new recruitable unit, Vike, has been added to the game!
Vike is a Wyvern Knight who can be recruited optionally from the Jehanna District

General Changes:
Fishing is now available for 800G in the Bethroen and Port Kiris districts!
Bethroen and Port Kiris each both have unique fishing rewards
The Rausten District now features a blacksmith and a holy statue
Offering 10,000G to the holy statue will award the Halo Band (Grants +2 to all stats when held in inventory)
The blacksmith can repair certain weapons you may find rarely when fishing for 3000G
Adjusted stat bar lengths
Dozla now has a unique map sprite
Lucan and Alice now have character endings
Added a Slim Bow to the Ide map node armory
Tier 2 Reavers (B rank, triple triangle effectiveness) can now be purchased in the armory on Ch.16 Beyond Escape
Tier 1 magic tomes now mention that they increase weapon ranks faster
Improved the clarity of Excalibur’s description (it’s Canto+ not Galeforce!)
If the Chapter 13, Hamill Canyon, secret event is triggered, the chapter now ends immediately upon recruiting or defeating Groth instead of at the end of the 11 turn timer
Neimi now has a start of battle quote on Chapter 11, Phantom Ship (and an additional one if Colm is also deployed)
If Zenald is hired, he now also gifts the player with their choice of a Shine, Thunder, or Miasma tome
The chest containing a Mystic Bow on Ch.14 (both routes) now contains a Talisman instead
The chest containing a Talisman on Ch.17 (both routes) now contains a Tomahawk instead
Reverted some chapter themes back to the original FE8 soundtrack
Lots of minor tweaks and visual improvements

Balance Changes:
Increased the power of mid-late game promoted enemies
Increased enemy Dex growths (overall higher hit rates of late game enemies)
Light magic tomes now have increasing crit values (Flash - 0, Shine - 5, Divine - 10, Luce - 15, Aura - 20, Ivaldi - 25)
Wyvern Lords can now use both Lances and Axes upon promotion (Dracoknights still lose axe ranks and are lance only)
Wyvern Lord and Dracoknight promotion bonuses have been reworked
New Dracoknight promotion bonuses - 3 Hp, 3 Str, 2 Dex, 3 Spd, 2 Def, 0 Res
New Wyvern Lord promotion bonuses - 4 Hp, 2 Str, 1 Dex, 0 Spd, 3 Def, 1 Res
Dracoknight Strength cap increased from 25 to 28
Wyvern Lord Strength cap reduced from 27 to 26
Recruitable units that start as enemies (Joshua, Marisa, Cormag, Rennac) no longer gain hard mode bonus levels
Blight Lance: Now deals magic damage instead of ignoring defense
Crest Lance: +10 Crit, +1 Dmg
Harpoon: -2 Dmg, +1 Wt
Excalibur: +1 Dmg
Audhulma: +1 Dmg, Removed stack skills being able to activate on player phase (Astra, Twinblade, etc)
Short Spear: -1 Dmg
Spear: -2 Dmg
Dragonstone: Now has infinite uses, no longer effective vs monsters (still effective vs Demon King)
Soulstone: +7 Dmg
Sieglinde/Siegmund: -2 Dmg
Garm: Now grants wielder +10 Dex instead of +50 Hit/Avo against swords
Battle Axe: +10 crit
Ivaldi: -1 dmg
Switched Ivaldi and Aura’s effects (Ivaldi now grants +10 damage on initiation, Aura now grants +20 crit on initiation)
Ch.18 River of Regrets now has a Sage commander that will drop Fimbulvetr
Joshua’s base Str, Spd, HP, and Def have been increased by 1 (Accounting for loss of HM bonuses)
Cormag’s base Str, Spd, HP, and Def have been increased by 1 (Accounting for loss of HM bonuses)
Rennac has gained +3 HP, +2 Str, and +2 Spd (Accounting for loss of HM bonuses)
Dozla has gained +3 base HP, +1 Str, and +1 Spd
Gilliam’s HP and Str and growths have been increased by 5, and Dex growth has been increased by 10
Lute’s base defense has been reduced by 2
Artur has gained +2 base HP, +1 base Mag, +1 base Def, and +3 base Dex
Artur now has a 25% Def Growth instead of 15%
Zenald has gained +3 base HP and Def, and +2 base Dex
Zenald’s base Mag and Spd have been reduced by 1
Vanessa has gained +1 base Str and 15 Res growth
Moulder’s base Dex has been decreased by 3 and his Dex growth has been lowered by 25
Moulder’s base Def has been increased by 1, his HP/Def growth have been increased by 5, and his Res growth by 10
Amelia’s base luck has been decreased from 21 to 13
Amelia’s growths have been reduced from 40 in all stats (except HP) to 35
Colm’s base strength has been reduced by 1
Neimi’s base strength has been reduced by 1
Neimi’s strength growth has been reduced from 55 to 40 and her Dex and Spd growths have been increased by 5
Colm and Neimi now both join at level 3 (Stats are unchanged)
Gerik has gained +1 Str and Def
Gerik now joins with a C rank in Swords and a Steel Blade
Marisa’s stats, growths, and skill have been redesigned
Marisa now joins at level 12 instead of level 5
Marisa’s skill, Crimson Flash, no longer grants +30 Avoid at full HP. Instead, it now deals +5 damage to opponents that are below full HP
Lucan now joins with an S rank in Bows
Lucan’s speed growth has been increased by 10
Lucan has gained +2 base Str and Def
Lucan now joins with a Killer Bow when hired
Alice’s strength growth has been increased by 10
Alice has gained +2 base Spd
Alice now joins with a Silver Blade when hired
Knight promotion bonus changed from +4 Def to +3 Def
Sentinel promotion bonus changed from +4 Atk and Spd to +3 Atk and Spd
Savant promotion bonus changed from +4 Def, +2 Res to +8 Def, +1 Res
Savant strength cap increased from 24 to 26
Minor adjustments to Eirika and Ephraims promotion bonuses
Eirika: 4 Hp, 2 Str, 3 Dex, 2 Spd, 2 Def, 5 Res → 3 Hp, 3 Str, 3 Dex, 3 Spd, 1 Def, 3 Res
Ephraim: 4 Hp, 2 Str, 2 Dex, 2 Spd, 3 Def, 5 Res → 4 Hp, 3 Str, 2 Dex, 2 Spd, 3 Def, 2 Res

Skill Changes:
Inspire’s (Rebel skill) attack buffing effect now has a 4 tile radius instead of 2
Luna’s (Dark Sage skill) activation condition has been changed from being hit two times to hitting two times
Shadowfiend’s (Dullahan skill) activation has been changed from RNG luck% chance to being hit two times
A new Valkyrie skill, Einherjar, has been added into the game
Einerjar: Charges from using a staff once. The next attack will deal 20 flat damage to all enemies adjacent to the target
A new Warrior skill, Conquest, has been added into the game
Conquest: Charges from defeating enemies. At 4 charges, unit gains +4 Str/Dex/Spd for the rest of the chapter
Hide and Shadowstep (Colm personal skills) have been reworked
Hide: Now works through charges. Starts with 1 charge (max of one charge) and attacking or stealing adds a charge. When
charged, grants the “Hide” command, which makes enemies ignore this unit for one turn
Shadowstep: Now works through charges and a new command. Starts with 1 charge (max of one charge) and attacking and defeating an enemy grants one charge. When charged, grants the “Shadowstep” command, which is a regular attack that will Hide the unit if it kills the enemy
Colm no longer gains Silencer upon promotion to Assassin
Colm now gains Locktouch upon promotion to Rogue

Boss Skill Changes:
(These skills will also all be available to the player on Lunatic mode)
Tirado now has Cleave (Deals 5 flat damage to enemies adjacent to target) instead of Heavy Impact (Def debuff after combat)
Novala now has Natural Cover (-3 dmg taken when on terrain with effects) instead of Soul Shackle (Str/Mag debuff after combat)
Pablo now has Soul Shackle (Str/Mag debuff after combat) instead of Fate’s Accomplice (Luck debuff after combat)
Selena now has Stormcall (+4 damage dealt if foe cannot counter)
Caellach now has Ambition (+5 damage dealt when holding 4+ items) instead of Cleave (Deals 5 flat damage to enemies adjacent to target)

New secret event (Spoiler Warning!)
Save Glen:
This event can only be done on Eirika Route, you must choose to go with Eirika after chapter 8 to experience it.
Conditions -

  1. Chapter 5xx must be unlocked by beating Chapter 5x in 10 turns or less
  2. On Chapter 5xx, victory must be attained by defeating Valter instead of escaping
    Event -
    In the scene following Chapter 11, Creeping Darkness, when Valter attacks Glen, Valter will miss his second attack and
    Glen will narrowly survive the encounter
    Upon reaching Chapter 16, Beyond Escape, Glen will appear at the start of turn 5 as a powerful green unit. He cannot be
    recruited, but can be talked to by both Eirika and Cormag.
    If Glen survives until the end of the chapter and Cormag is alive and has been recruited, Glen will speak with Cormag. This will unlock the “Kinship” skill for Cormag which grants him a permanent +2 to Str/Spd. Glen will not join the party.
    Successful completion of this event will also result in a minor change to Ch.21, Darkling Woods, where undead Glen will instead be replaced with undead Fado. Fado will be equipped with a unique, stronger variant of the Mortal Axe that is normally obtained by defeating Glen on this map.

Bug Fixes:
Fixed an issue where Hide had no visual effect play after stealing
Fixed an issue with Galeforce effect animations in fog of war
Fixed an issue where Rennac wasn’t using his unique palette
Fixed an issue with enemy myrmidon’s palette
Fixed an issue with Selena’s palette
Fixed an issue where Joshua’s Savant class had 5 movement instead of 6 (Generics had 6 after the 1.0.2 buff as intended)
Fixed an issue where Mina’s character endings didn’t appear on Ephraim route
Shadowshot now accurately displays what its effect is
Lots of minor fixes

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awesome! I have been very excited for this!

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I played a bit of this over the weekend, it’s very fun, good job with it! All the little changes really add up to almost make this feel like a whole new game. Love the +1 Bow Range on Neimi, it gives her a much needed boost and an immediate niche in reliably hitting from 3-range. Excited to give the new update a try :slight_smile:

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he/she has recruitment guide