[FE8] The Princess's Lament - A Sacred Stones rebalance, rewrite, overhaul, expansion extravaganza!

Hey, great hack as someone who played sacred trilogy and other similar hacks, this is the best one so far. Its fe8 with a twist. No ridiculous crap like 1 range thunder and 3 range wind and it strives to be fe8. With this being the case i do have some constructive criticism that might help make the hack better. For the sake of simplicity i will divide my advice into 2 different categories, major and minor things.

Major things.
Compact axe. The main downside of axe units is they tend to need a speed wing or something of thaf nature to double. Their high str means that the compact axe just makes the iron axe just bad. Use the compact axe and you will probably do better in most senerios.
Nammah’s person tomb. 2-3 range high might brave tomb with a nosferatu effect that also gives extra def. Thats a bit much. I’d remove an effect or 2 from that to balance it. Or give it 20 uses so you have to be more aware when you use it.
Portraits. Some of the Portraits just look crunched up and its kinda weird. Erika encluded.
Minor changes i would make.
Mage knight should get e staves while sage gets c or d rank.
Aristobulus should come pre promoted. Moulders dad should be more than a little ahead of him.
D’erika should have higher axe rank so she can use the hammer.
Share the love. I feel like too many new characters join on Ephraim route. It makes it hard to use mostly new characters.
Why do knights still have 4 mov. They are already below average so just why.
Margret. She felt super underwhelming. Especially for syrenes right hand man. +2 base str and spd in exchange for 10% growth in both stats would probably help a lot.
There are other changes to classes specifically that i would make like +4 def on promo to great knight to make you consider it over paladin as you get a substantial boost to your bulk if you do.
My save got corrupted after phantom ship but i do plan to play it again as this hack was just that much fun. Just needs a little polishing up around the edges to be perfect.

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Thank you for the kind words! Glad you enjoyed this little hack. Shame to hear about the saves corrupting - here’s hoping it’s not my bad haha.

I will keep the feedback in mind if I get around to patching this again at some point. A few points:

I thought the lack of 1 range might balance it, since you can’t use it to nosferatank, but it’s probably still a bit much, yeah. It’s pretty much guaranteed to kill anything haha. It’s also a direct reference to something, but I could probably stand to lower the uses. We’ll see.

I wanted to avoid the typical “mounted option better” situation. Staves are supposed to be the advantage sages/druids get over their alternatives. Even if their rank was lower, just having them would make the alternate promotions plain better. I think. As for why valkyries get them, bishops have Slayer to compensate.

That’s a pretty good idea. I might implement this.

I thought just raising their movement would be a boring fix. That’s why they all get bows, so their extra reach compensates somewhat for their movement. Simply raising their movement would probably be better, but I felt like getting a bit more creative than that.

Margaret is pretty much just genderbent FE11 Wolf and Sedgar - a prepromote Est. With her massive growths, raising her bases would be dangerous. Runs the risk of turning her into Vanilla Seth, and that’s the last thing I want. She’s supposed to be difficult to use at first.

Nah, definitely not. Margaret is nearly too good, she just needs a little babying, and having bow access and a horse makes that babying easy. Give her a Juna Fruit too for an extra four levels of those wild growths.

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I saw the similarities to wolf and sedgar in Margaret however Margaret probably has the worst mounted class baring sword cav and unlike wolf, she cant change that. She also has pretty bad bulk and that isn’t changing any time soon so she is a glass cannon that requires way more work than just promoting neimi. The boost to her bases would only help kickstart her career while trading off the growths would hopefully balance her late game. Her low exp gain makes it harder to level her as well.
Oh i wanted to ask. Are you a fan on octopath traveler. It seems odd that the red haired dancer gets a dark spell with the same name as a spell from that game lmao. Loved the reference.
As for the knights, fair enough. I didn’t originally notice the lack of terrian penalties (or is that just Amelia) i do really enjoy this hack. Its telling that even the major problems i have are just nitpicks at the end of the day. Keep up the good work.

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Please if y’all do not mind, I need REALLY need to know who’s the secret characters because I messed it up and made Amelia a Halberdier instead of a General and I want to finish the game without having the bittersweet feeling of having to play the entire game once again to see the secret character
Anyways, very good hack so far, fun units, nice narrative too

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The secret character

Spoiler

Is that random soldier that has been talking to Amelia in the chaper you recruit her. He’s a generic in every way, but fun easter egg nonetheless.

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Hey, i ran into a bug after chapter 21x where my convoy crashes the game. If the lance tab was opened by any means then my game would crash. I had a 121 uses brave axe in the axe tab. I also had the demon kings abilities in my item tab some how. And a 170 use slim sword. Thats all i noticed. Also during chapter 21x the unit sprites on the map were breaking and not showing up properly. Also the units at the bottom of my deployment were being displayed as the wrong class. Ie quastiman was a sword master. I think there is too many new units. Also with the end turn bug, i think its caused particularly by the new units as it only happened to me when they were the last to move. I dont think the game recognizes them as units and it causes all sorts of stuff. Either way i have a backup so if avery or the money items or the wyvern promo is whats causing this i can fix it.

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The units list at the prep menu being broken is a known issue. It’s merely cosmetic and I wouldn’t know how to go about fixing it, so I’m afraid you’ll have to bear with it. Sorry.

As for the convoy corruption and crash… Yeesh. I’ve gotten multiple reports of it by now, but I haven’t the faintest idea what could be causing it. Everyone that’s reported it has gotten it in different chapters under different circumstances, and I’ve never been able to reproduce it. I kinda want to say it’s an emulator issue, but I can’t be sure at this point. What emulator are you using?

Well, I don’t know if I’d describe myself as “fan”, but I did play Octopath back in the day and enjoyed it quite a bit. It’s not so much a reference as I needed a name for the tome and that was the first thing that came to mind. I figured it fit the weapon haha.

Thank you so much for the high praise! Liemile is correct about the secret character. They’re strictly worse than the character that needs to die for them to join, but then, they’re a meme through and through, so I suppose that’s the point haha.

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Were other people able to fix the issue by replaying a map or 2 or is it something that will keep happening every time i make it that far. Also vbagx on wii is my emulator. When i lost my save i was using 3ds vc so that was probably why it corrupted that time. Vbagx has been very good in the past as is well tested so i dont know. Might be the game getting overloaded when the armies combine.

So far, enjoyed it. The addition of Novala’s fate was very funny.

Have to admit, though, that I’m stuck with chapter 6x on HARD mode. I can’t figure out how to keep all Erika, Novala, and Melville alive up there. Especially with Melville getting doubled across the board.

How did any of you manage it?

Melville can survive one enemy but nothing more if he doesn’t get crit so just dont really use him. If erika has a light brand and her rapier you should be fine. Rapier the knights and use trade strats to make sure she counters the hand axe fighters and mages. Sending a strong unit north as fast as possible also helped me a lot. Seth is your best choice here.

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In my case i rescue one of the guys in the cells and then hold that chokepoint with eirika and provide some ranged asistance with novala as long as i can, it worked for me

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I started this and have enjoyed it a lot. Sacred Stones was my first Fire Emblem game and kept a special place in my heart until now, but it always felt… incomplete? Like it was bringing things just shy of the level they could be at. Just adding the “conversation” between Fado and Vigarde in the opening adds so much. So far, I think that if you’re a person who already likes the plot and characters of Sacred Stones, this is the hack for you.
Spoilery commentary:

Ch. 6 and 6x

The entire process of Novala joining Eirika’s retinue is simply hilarious, there’s no other word for it. And that “Punished Fado” tease, my goodness, with that sprite and portrait I wouldn’t object if an excerpt from the Doom Eternal soundtrack was playing during his escape.

Now I’m wondering if there’ll be other people that only Natasha’s particular brand of compassion can recruit. That’d be a pretty cool incentive to use her over Moulder… of course, my FE8 party composition primarily comes from which characters I ship together, so I was going to use her and Joshua anyway.

Ch. 8

Well, I knew it was coming. I started playing Lament because I saw it referenced in some thread about whether or not forcibly killing the player’s Jagen is a good idea or not. Here’s the things I already love about this chapter:

  • The soundtracks used for the entire chapter are perfect, I mean it.
  • The way the twist is presented and written is all excellent work. I certainly wouldn’t have thought of having the screen blackout during the fight.
  • That the story is altered so that Ephraim and Co. were actually captured. Ephraim was cool in the original story, but it was taken to the point where he just completely outshines his sister. So it’s very nice to see him pay for his reckless behavior, which was set up as a weakness but never really had consequences in the vanilla story before he went full-on Leeroy Jenkins and lost the Stone of Renais to Lyon. Meanwhile, Eirika got very few opportunities to be awesome, speaking of which…
  • “What are you waiting for?! Come for me!”
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So happy you are enjoying the hack!

Spoiler stuffs

Sadly, Natasha does not recruit anyone past Novala. The entire recruitment is just generally a meme, as you could probably tell haha. I suppose it might’ve been a nice little thing for her to have on Moulder, but uh… I’ll admit, giving Moulder’s competition advantages over Moulder isn’t something I am capable of wanting haha. You’ll be able to tell as the hack goes on, I like Moulder something fierce.

Glad you enjoyed Fado’s introduction and the chapter 8 twist as well! I came up with most of the hack’s ideas as I went, but the whole thing was born of two ideas I really wanted to try and pull off, being the aforementioned two. I probably could’ve saved a couple weeks of hacking by not forcing myself to rewrite the entire game by killing off one of its vital characters, but well… worth it.

Definitely agree about Eirika getting kind of shafted when compared to Ephraim. Of course, in the hack I perhaps overcompensated and screwed Ephraim over a bit too much, but I became way more invested in writing Eirika than him. I’d say it’s pretty noticeable, as the hack goes on.

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Oh this a anti grind hack… ok

Ehhhhhhhhhh sorta?

Trust me, exp is only an issue for the units that need it get started. Oh, and Knoll is unusable due to 0 base luck and luck growth.

Took a while, but I beat it. A+ hack.

Thoughts, spoilery, in no order

Things that are not necessary, but might be fun:

Earlier Warp/Rescue staves. Maybe Aristobulus comes with a whole stack of the “weird” staves.
Sure, they can break the game a little, but they can also administer fun silliness.
Alternate lord promotions. While I think staying on the ground makes sense for Ephraim, there
is a fun mage-lord class for Eirika that some other hack uses. Just food for thought.
Let Na’amah use Shadowshot. She’ll only get 5 uses, after all.
Some use for the Crimson Javelin after That Thing happens. I kind of expected Eirika would be
able to use it on promotion? Bastion getting it as a stat buff item?

Things that might be QOL:
-Ephraim’s lord class has lost river-movement. Restoring it would be especially useful for Ch23
River of Regrets.
-Ephraim de-equiped at the end of 2F of Evil.
-Seth de-equipped at the end of 8. (Seth’s supports being removed after 8?)

It was a little unclear what was happening at the end of Two Faces of Evil. Like, of course
they explain it and I can puzzle it out, but I think there might be a better way. If there was a
mini-scene where Bastion was shown with a Rescue icon after pulling Ephraim out of the lava only
to Drop an ‘unconscious npc’ icon (like Nils FE7 or the shithead merchant in 21x) before/after
fighting Lyon might make it clear. Not sure how feasible that is, though.

I love removing fog. I do however think that Last Hope loses some tenseness when it isn’t foggy
though. It might be interesting to put a unit who’s said to CAUSE the fog on the top right edge
of the map; pushing there would make a fun secondary objective when you otherwise don’t really
need to.

Most of the character additions are fun. It’s sad that they don’t have full support lines, but they’re
broadly given enough story time to ascribe them personality. Na’amah, D’Erica, and Margaret were all endgame main players for me.

I think you go a little far on pressing down on mounted units to push infantry. The weapon restrictions they deal with, particularly magical mounted units, is a little brutal. Even just pushing the idea that only infantry can use specific weapons (the Arbalest for bowmen, etc) might be better than “mounted units have punishingly low stat caps.” Honestly, I think you could pop up almost every mounted unit stat cap by +1 and be well on the way to reaching a more comfortable parity.

Bastion can use all Evil / Monster Prf weapons. This is great, since he can borrow a 1-2 range weapon andbe viable for endgame. It might also be interesting to give him good stat growths? In case you really wanna feed him juna fruit for the last levels of the game.

The story changes were great. The gameplay is great. This, to me, is the best FE8 ‘remixing’ hack out there.

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Thank you for the kind words! I’m glad you enjoyed this little experiment of mine.

Detailed responses

The Crimson Javelin is intended as nothing more than a Jeigan weapon, so I figured it wouldn’t be needed past That Thing anyway. At the same time, I could’ve sworn I ended up making it usable by Eirika after popular demand… Maybe I intended to and forgot lol. Na’amah using Shadowshot does sound pretty fun, though. Maybe Qastimon taught her how haha.

The river movement thing is a mistake. Whoops.

I did intend to use a “fallen guy” class in the cutscene in Two Faces of Evil, but I ran out of classes. I used every single class slot - In fact, did you wonder why Vilmorin cannot be selected in 21x? It’s because the fallen Lyon class’s moving sprites are Myrrh’s map animations as a dragon. I felt the fallen Lyon sprite didn’t suit Ephraim, so I ended up being forced to let the player use their imagination haha.

That’s a pretty interesting idea you got for Last Hope. I thought having a second boss spawn there that you have to kill as well in order to finish the map early was reason enough to incentivise pushing that side of the map, though.

Yeah, I probably got a bit carried away with the cavalry nerfs. All the standard cavaliers in particular ended up being super underwhelming - Albertus in particular was so sad that I ended up throwing him a bone in 21x lol

That Bastion thing’s… a huge oversight. But, eh. I guess might as well let it be, I mean, Bastion ought to be powerful, considering what it is.

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I don’t really post here, but just wanna share something dumb I’ve done on this game - beating it with minimum growths.


Quick background: this is not my first runthrough of the game, I beat it on v1.1.3 but with growths, while playing I thought 0 growths might be an interesting challenge (because the game devolved into basically a Garcia/Ross destruction derby by endgame) so I decided to try another run of it.

Basic gist of it is character growths of all playable units are set to 0%, unless a particular growth is over 100% in which case it’s set to 100%. I personally debated between whether to do pure 0% (no guaranteed stats) or do min growths (yes guaranteed stats), but since some units genuinely needed to level up for promotions (spider comes to mind) and I didn’t like the idea of stats being kept the same when by design they were intended to be guaranteed to go up, so I did the latter instead.

0 growths vs min growths differences

Characters which get growth rates are Myrrh (HP/Def), Margaret (HP/Skill), Melville (HP/Luck) and D’Erica (HP).
(For the curious, the main ramifications mainly affect Melville and Myrrh - in carcino map Melville’s high HP was used to tank some hits, while on endgame Myrrh was used to tank 2 dogs and counter OHKO with Dragonstone, the latter would have been impossible if she didn’t gain HP/Def per level)

Chapter thoughts

For the most part I expected the hardest map to be Rausten (Chapter 25), since you can’t LTC the map now as you have to wait for Jude to spawn on turn 8. This means sitting through the series of reinforcements, which you have to actively engage because I ran into perhaps the funniest bug ever (more on that later). The real hardest map however is the desert map (Chapter 21), since Eirika’s group has very limited amount of people while you have to deal with aggro enemies from Caellach’s group + flier reinforcements + time limit to save Ismaire so you can’t exactly turtle it either.

The rest of the maps were okay though Melkaen Coast (Chapter 26) is probably slightly overtuned for my party with a shitload of reinforcements.

The final map with 3 DK was also silly but basically i had to hope the reinforcements didn’t fuck up my game (first run I did it managed to glitch the convoy). Went right first as the dracozombie reinforcements start from the left. Because I had limited units I had to rig a killer bow pierce crit against the right DK, middle one was easy as I could just drop gleipnir nukes and while i could do killer bow pierce crit on the left DK i decided to set up for a Garcia kill with Nidhogg by repeatedly using the eclipse tome to chip DK down to 15 HP.

Character reviews

Will be talking about them in order of killcounts, the relevant characters that is:

A swords S Lances
Killcount: 241
Statboosters: everything that I could get my hands on except for 1 speedwing (Joshua) and 1 secret book (Innes)

Most 0 growth runs tend to invest heavily into one unit in order for them to juggernaut through the game (think say FE6 Perceval). TPL has a bit of an issue where there isn’t really an obviously good lategame candidate, in fact most lategame joiners tend to have some serious flaws that make using them difficult. Syrene was eventually chosen after quite a lot of consideration: she flies, has a high enough speed cap to enable doubling lategame mobs, and has competitive enough stats relative to the later units anyway. Syrene however suffers from a low strength cap, meaning that she actually misses out on quite a good amount of ORKO thresholds lategame. Filla’s Might+Demon Surge remedies this to some extent but it also means I can’t use Ninis’ Grace to tank hits which makes things a lot trickier.
Investing hard into Syrene early on also has the side effect of making the Ephraim split a lot easier to play, since there’s a strong unit now that can be reliably fallen back upon. Eirika split however gets their own carry…

S Axes, S Bows, A support Ross, B support Fado
Killcount: 168
Promotion: Chapter 6 (Warrior)

Syrene may have the higher killcount but Garcia is the true hero of the run, even if his stats don’t look like it. As it turns out, he doesn’t even need statboosters! Grinding out A support with Ross asap for the double fire support is insane for his damage output and turns Garcia into the best unit of the party for a long period of time. I expected Garcia to fall off lategame but he turned out to still be relevant with the ability to crit things using Killer Bows and even gets a second lease of life with B Fado. I did not plan for S Bows at all but after Garcia was able to grind to D rank he just popped off with steel kills followed by killer crits… etc you get the idea. This man is nuts.

S bows, B support Gerik/Eirika, C support Drau
Killcount: 123
Statboosters: 1 secret book, enough energy rings to cap str

The 3rd and final carry of the run, Innes is more a late bloomer that comes into his own due to snipers getting the pierce skill in this game. Several lategame bosses (Jude, Lyon) have ridiculous enough stats that the only real answer is to rig pierce crits, and Innes happens to be the perfect man for the job. Bows in general are solid for this run and Innes basically spends most of his existence sniping things with killer/silver bow/the nidhogg.

A swords, D lances, S axes, S bows, C support Ephraim, B support Eirika/Garcia
Killcount: 84

Standard lategame prepromote, but Fado comes with pretty solid stats and weapon ranks (not axes, I grinded that with devil axe for lulz) and being able to use things like the arbalest is pretty clutch.

S axes, A support Garcia
Killcount: 81
Promotion: Chapter 4 (Pirate), Chapter 11 (Berserker)

The real cursed unit of the run. Yes, the killcount is not a joke. While Ross spends most of his existence as Garcia’s personal moral support backpack, he also demonstrates how stupid double fire is by being able to pickup kills on his own with effective weaponry/the devil axe and crit rigs. Berserker is used for the ability to walk on mountains, which came in handy exactly once (Berserker Ross was used with swordslayer to neutralise the swordmaster in carcino map by sitting on a peak so the swordmaster had 0 hit on Ross)




Novala: S Dark, A support Melville
Na’amah: S Dark

Killcounts: 55 (Novala), 35 (Na’amah), 2 (Dara)
Promotions: Chapter 8 (Novala - Summoner), Chapter 14 (Na’amah - Summoner)

putting these 3 together since they mostly do the same thing - summon shit to piss the AI off. Novala has pretty solid combat at base though and Na’amah’s PRF is silly busted (brave nosferatu lmao). Gleipnir usage at endgame is also neat since it can one shot nearly everything.

Gotoh and the Jagen. Monster characters sharing the same lock means Bastion gets to use two weapons that are effectively an upgrade over his default weaponry - flesh render and crimson eye. Bastion also gets shadowshot which can be used to snipe some random things, and he doesn’t even lose AS from it which is the funniest part. Main complaint about this doggo is probably the relatively low-ish speed: a 29AS Gwyllgi spawned as a reinforcement in darkling woods and this actually made things tricky because Bastion suddenly had a much bigger death risk than intended. I could talk about his actual identity but I mean we all kinda know how he played out when we had access to him, minus the part where Garcia took over as the carry as soon as he promoted.

A swords, C Marisa/Gerik
Killcount: 42
Promotion: Chapter 7 (Assassin)

Joshua was used in order to steal a speedwing on chapter 9. While I could have also promoted Colm, Joshua starts as a higher level, with better stats, and crucially more speed. Joshua took over as thief from Colm following promotion and was basically used until the merge before I switched over to Rennac.

S swords, C bows, C Ephraim, B Fado/Innes
Promotion: Chapter 22 (Master Lord)
Killcount: 42

Standard bad lord. She gets kills mostly to finish off things. Post-promo she gets a horse and Killer bows which makes her a bit less shit but still overall ew.

Most of the other units are fillers which aren’t that worth talking about. For a general idea:
Duessel - used until the merge, okay stats, doesn’t really fly or have funny utility so yeah
Gerik/Melville - same as Duessel.
Dozla/Rennac/Glen/Drau/Ismaire - lategame fillers. Dozla gets used for crit boost+peak walking (ross with actual stats), Rennac actually has some solid ass stats and +2 move by default so pretty okay
Ephraim - Reginleif-bot early on. Falls into a volcano after eating too many omelettes so he missed out on a few maps.
Myrrh - endgame filler, dragonstone is strong enough to OHKO most monsters so she didn’t need much investment.
Amelia - lunaaxeslayer lance PRF is actually pretty neat and she saw use on quite a lot more occasions than expected. Her stats eventually catches up to her, as does Fauchard’s durability, but she’s earned her fair share of kills by then.
Harriett - Bootleg innes on ephraim split. Got replaced by the OG on the merge.
Klimt - was picked over Salvador, mostly because Salvador doesnt provide anything interesting while Klimt can rescue drop Fado and Garcia. Klimt ended up being brought along for the rest of the game though he didn’t do anything else interesting outside of staff duty, rescuedrop and some warps.
Albertus/Cormag/Knoll - neither were particularly impressive beyond being random filler on Eph split, but both of them were used on gorgon eggs map as filler alongside Syrene and Glen to help clear the eggs fast. Knoll might be a good alternative as a late carry over Syrene but he doesn’t have the availability, which is why I eventually passed on him.

Glitches found

Not exactly one per se, more of a GBAFE limitation, but in the Rausten map it is possible to softlock if Jude is unable to load as a reinforcement due to 50 enemy unit cap. This glitch meant that I wasn’t able to just lolturtle with unequipped units choking the bottom left corridor until the map ended


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What an interesting read. Thank you for sharing this, and good work beating the hack like this! It’s kind of hilarious to see a bad TPL!Eirika.

The Rausten thing seems like something I should’ve realized, but well… I didn’t lol. Worst part is that the softlock is most likely caused by a cursor highlight or something superfluous like that.