[FE8] Sacred Stones Reforged v1.0.4

where?

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Seth seems super nerfed

He’s still very strong, but he falls off closer to the mid-late game now rather than being the strongest unit for pretty much all of the game. A lot of his strength was pushed into being defensive rather than offensive so he could remain useful though

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Does the Wyvern Knight class has the Fellbeast Knight animation? (Author = Nuramon).

So basicly Glen saved but unplayable? Trade off for good end Lore? I think that fine with me.

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Standard Wyvern Knight animation, though I do have plans for using fellbeast in some way or another since I do love that anim!

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Yep, can be saved through the unique easter egg but it’s pretty difficult to pull off and a lot more in depth than other easter eggs in the hack. The main two bonuses are the skill you get on Cormag for saving him and the unique event that happens on Darkling Woods if he was saved, but also the good end lore is pretty worth it if you’re a Glen fan lol

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I’m trying out the support conversations of the new characters out of curiosity, but I noticed Alice and some other characters don’t have theirs yet. Will they be added in future updates?

P.S: I loved the conversations between Ross and Mina.

Yes those are being worked on currently still! I’d like to have them out in a mini update along with some bug fixes from 1.0.3 soonish

Is there a guide with the secret Easter eggs? I’m loving this so far. Probably the best revamp of sacred stones I’ve played to date. Wasn’t sure if I’d like the unbreakable weapons but you spread them out sufficiently enough to where I don’t have item bloat. Another quick question, which characters don’t have their supports yet? I figured all the extra characters don’t so I went ahead and had Ross and Garcia A support like I usually do. Did I miss a good support with Ross and Mina?

So Sad not being able to recruit and play as Glen. Is there anyway you could change your mind on this decision?(Yes I am a Glen Fanboy)

The thing is that he’s already available in the Creature Campaign post game and I didn’t want to interfere with that for the secret event

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So, postgame, an area called Melkaen Coast opens up. It it a place that, when creatures attack there, there’s like 50 monsters there, high level, so on and so forth.

A couple of times I went there, and couldn’t understand why my characters were dying so easily. Then when I looked at their stats… I found a bunch of them had MASSIVE debuffs to their stats. Putting them below even what their original base stats were.

Is there a reason for this? Or is it just a glitch or something?

It’s a bug from the FEBuilder skill system.

The debuff table eats into the space reserved for loading units (it used to be 50, then got reduced to like 15). So you can only load up to 15 playable units at a time as a result.

Ah.

Do you know if it’s going to get fixed for future patches, or is it just something that they can’t do anything about?

I won’t speak for Struedel, but I’d imagine it’d be difficult since this is an FEBuilder hack.

There’s very few occasions where you can load over 15 units though, so the quickest band aid fix would just be to lower the max deployment count for those maps.

This was just fixed in a minor update with some bug fixes. Redownloading the hack should have it working again!

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After the route split, new characters do not have skills. Amelia, Tana, Duessel, and Cormag for example have no skills beyond Canto. I suspect this is not supposed to be the case. Any ideas on what may be causing this?

This is intended, some characters have skills while others do not. Note that, pre-route split, a lot of characters didn’t have personal skills either (Franz, Gilliam, Ross, Garcia, Seth, etc). There are still characters post route split that do have skills, but not all of them.

Just to clarify though, characters that don’t have a personal skill are not weaker than ones that do. Many of the best units in the hack have no skills. The reason why some characters have them and others don’t is due to classes (some class promos come with skills, others don’t) and for preventing things from getting complicated with excess skills the player has to keep in mind all the time

understood and that makes complete sense. I am very much enjoying the game. This is currently in my top 2 Sacred Stones remakes along with Sacred Trilogy. You did great work!

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