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

Played On Version 1.16
Difficult Mode
Recruit Guide Used
Seth Was Not Used Past Ch 4

Hello I very much enjoyed this Hack so here are some edited notes I made while playing/review thing If I don’t specifically mention a thing you can assume I enjoyed it or completely missed it

I did poke around in FEBuilderGBA after finishing to check events and such so I wasn’t too wrong about how things work

Spoilers are in each section so all are Hidden

Chapter Overview

Ch 1 was fun hard to make worse than original

Ch 2 was very good not much to say, reinforcements
being part of map and not after thought is good

In Ch 3 I felt the reinforcements near the top left village where quite superfluous and while not hurting the flow of the map they also didn’t improve it

Ch 4 Rotten claws having 1-2 range can be very oppressive especially without Seth due to map size, squishiness of units and lack of 1-2 range for player, I feel this map is more of a difficulty spike than a natural increase but it’s not too bad. Artur’s new class is cool.

In ch 5 the bandit with the battle axe one shots or near one shots most units and could be toned down, perhaps a steel axe would work better?, Although you could just use Seth so it’s not that big a deal this is really nitpick-y for an overall good map, liked the use of unused bandit man

Ch 5x Much improved adding recruitable characters to the top right and left corners and the breakable wall really makes this map much more enjoyable

Ch 6 the spider moved very fast and it felt almost impossible to stop before it killed the last villager as Vanessa was untrained and stronger enemies slowed the advance giving even one more turn [as in original] would be nice, I was also sad to see the fog gone as it was one of the better fog maps, the cav reinforcements where a nice but I wish they where telegraphed as they spawned on top of me

Ch 6x was fun but could use less reinforcements, staggering the south cavs from the center over every two turns would work and the northern ones were mostly fine although I would like more healing there,
I would also swap the luna and physic rewards and raise Novala’s tome rank so he can use it immediately and a staffer can heal the trio at the top I also noticed the map has some unconnected walls and could use some visual clean up
A shaman was also placed on the same tile as the boss which seems unintentional

Ch 7 the killer lance pegs where very unfun to deal with as they where very difficult to deal with from the south as the mountain/cliffs and overlapping enemy ranges blocks Neimi from safely shooting them down early basically giving them a guaranteed approach,
they also have high crit making them super risky to engage at 1 range regardless of phase as they can one shot most units and if they don’t the other peg or the ballista can easily pick them off if they don’t miss, the middling hit makes them very luck based to take on outside of their crit, D’Erica recruit was cool

Ch 8 was a fun and interesting change up to the map that still allowed for the original army split to form naturally yet allowed for convergence if one desires to flow much better

Ch 9 was very similar to vanilla I liked the speedwings being made into a stealable

Ch 10 Epharim could use a second healer, having Natasha go with Epharim would work, Natshia ends up being a little redundent with Erika as she already has many mages that can be promoted and Moulder who is probably the better staffer due to joining earlier, allowing him to out grow her with uncontested heal XP and with how useful healing is in this hack he will get a lot of experience.
Maybe toning down the mercs would be nice as Mia can die really fast form minor mistakes
but that’s probably just a skill issue

Ch 11 basically same as vanilla

Ch 12 Basically same as vanilla

Ch 13 again no fog not the biggest loss but still sad, Funny doggo

Ch 14 I was quite surprised the fog remained on this map, and immediately disappointed to see it go, replacement boat was cool, really good justification for zombie recruitment

Ch 15 Oh my god yes much improved the mountain being removed and the changed objective make the map much more engaging though I doubt anyone could make this map much worse lol

Ch 16 interesting change up adding a boss that encourages splitting the army more than the original, enemies are very oppressive if the player moves fast compared to other maps

Ch 17 Initially I was very put of by the map when I found killing Aias no longer ends the map however once I understood the map I found appreciation for the change up however I find there is very little encouraging the player to push towards Aias as a silver blade really isn’t worth the immense danger the player is put in by going for Aias quickly and I feel the Pablo reinforcements were not telegraphed well making them feel very cruel if you do play passively, I feel encouraging the player to rush Aias either through dialogue or much better rewards would make this map flow better. I would personally go for dialogue either before or on map from Moulder or Erika along the lines of expecting reinforcements from behind and/or wanting to take out Aias quickly or something similar.
If I just missed this exact kind of thing, Oops, my bad, I’m sorry.

Ch 18 Mostly the same not much change, I liked the idea of having a dragonstoneless Myrrh for a chapter, funny doggo

Ch 19 Mostly the same again but lack of second thief hurts a bit as the chest are very spread out and chest keys not buyable

Ch 20 pretty similar, Fado appearing is enough spice I feel for a map like this

Ch 21 pretty similar the changed objective is good and would encourage spliting if Valter didn’t become aggressive based on a range event as the terrain and enemy quality can easily trap the player in an unwinnable situation, perhaps it would be fairer if he became aggressive on Caellach death and vice versa or if aggression was based on turn limit

Ch 21x I found this map unpleasant It feels quite cruel to cut off convoy access especially when
Gaidens aren’t optional and there are units requiring 8,000 gold to recruit and this group of Epharim’s army haven’t been given the opportunity to sort their inventory after Ch 20 with no fore warning that this would be the case Missing Rennac dragged the map a bit due to lacking
chest keys.
The Merc you talk to dying just feels bad and unintuitive if blind especially when there is no warning of this or indication you can only recruit one, as I was using the guide I ended up selling many Items to get enough gold for both mercs and as such I felt cheated, the fact this is not specified in the recruit guide is less than Ideal.
I will say I was tiered when I played this and the Item selling ordeal may have made me feel worse on the map than I otherwise would have

Ch 22 pretty similar although I feel the Ephiram route player placement is much better
the reinforcements once the player reaches past the generals in the first hall are harsh
for players who split and can lead to cheap feeling deaths if the squad on the left side are still outside
Orsen Charge was scary but fun lol

Ch 23 fun enough but pretty much identical to vanilla. Lyon moving I feel is a value neutral change, on one hand it does cause a fun rush south, however the reinforcements still spawning Particularly the Warriors I can see making it a drag if the player lacks fliers as the army has to slowly fight through them to reach Lyon at a reasonable pace, The druids also preoccupy a chunk of the army in this case.

Ch 24 Mostly the same, good map, funny doggo

Ch 25 Again a disappointment of Fog not existing it makes this map kinda boring, I also dislike “”“”“killing”“”“” Riev not ending map, Aura is not a good reward for the resources and danger it requires

Ch 26 Miklan coast has always felt incomplete and this definitely feels less so. I enjoy the reference to FE6, I feel like the bosses should have portraits, if you desire them to be different making them use the “super morph” skin tone from fe7 would work

Ch 27 Again I feel Seth should have a portrait in general the reinforcements go on a little
too long and the final room has really strong enemies when combined with the Shadowshot Gorgon which is also really strong and covers almost the whole room, the warp was useless as the bosses and abundance of enemies would slaughter any duo of my units I ran low on weapons I feel this map would improve if the bosses charged after a time as the reinforcements in the final room are presumably endless it would keep in the pressure they provide anyway and be a final amp up for the end of Erika’s arc
While visually the map is fine I would have liked if the building wasn’t a square box

Ch 28 Same old map, Warp, Patricide, Warp, Seize, it’s a little unreasonable to expect anyone to deal with Jude without a def/res pierce weapon [and a user able to survive her] and they lack phantoms or warp, Her having pierce also makes it bad as she can randomly kill any who attack her or are attacked by her like an undisplayed crit

Endgame Same Jude complaints, less bad as you can jump her from spawn, Lucky I had Amelia
the fe6 ch 22 style tile additions where a nice way to alter the map though I do miss the chests lol

EndgameX Same Jude complaints, less bad as you can jump her from spawn
Each demon king having it’s own summons was initially scary but they ended up not being too strong, very fun change up overall

Story/Characters

Overall a fun rewrite no one felt out of character and swapping each map is fun and uniqe compared to other fe8 remaster/rework/reskin hacks it creates some tension to see what comes next especially with the rewritten parts

The oc units fit well enough into the story, I’m mixed on not seeing the cut/beta characters Nate, and Deni, on one hand it is done in almost every hack in this genre[?] on the other I do like seeing how people interpret them.

While the ocs did have unique portraits the style is inconsistent but that is a very minor nitpick as not everyone can make portraits and they are all on par with Vanilla’s quality at worst and not distractedly far from the vanilla portraits style-wise.

Novala recruitment is a fun thing and I hope this trend of redux/reskin/etc hacks adding random bosses to the playable cast keeps up.

Dialogue in Ch 21x about dismounting feels out of place as fliers are around in all the previous maps were it makes as much sense and nothing was made of it.
I also didn’t like the way the mercs in Ch 21x Die it felt odd that they would try to reason with the boss like that, and as such more annoying than tragic.
Perhaps this is just a case of “Hey I Wouldn’t do that!” and my selling of Items souring me.
It also felt a little inconsistent when one is defeated that they die despite my healer being alive, As Glen and Ismire survive similar circumstances.
But again see above caveat.
However outside of this I found the character revelations satisfying
This chapter feels very much like 19xx A Glimpse In Time of fe7 in that regard
The chapter name was also cool as you can read it as both being about Africa’s Zombification in that Na’amah betrayed Aristobulus and herself in a sense or about the two Mercs recruitment event and the bit with Albertus getting the wyvern was cool

In the Ch 22 end event I think the L’Arachel mentions the original ending of Hamill Canyon where the raustan knights assist Erika? I am unsure though as I played the hack over multiple days
and may have forgor this event.

Ch 23 ending acts as if Drau died if recruited either an alt event where he joins or returns to
Frelia would be better as he is not dead

I really liked Elaine and Harriett

Other Notes, Random Thoughts, Bugs, Etc...

Male Valkyrie class being called Valkyrie is funny as Valkyrie is a term used for women [hence Strategist in fates, This isn’t a complaint I just find it amusing]

Poison deals A LOT of damage for how low HP is relative to enemy quality in the early game I would suggest the “Change the minimum poison damage for each chapter” patch to at least lower the max roll in the early game
despite the name it allows complete control over poison damage in each chapter and even by character although if you want scary poison then you have it!

Spiders have incorrectly scripted ranged animations, as such the game freezes if they use the Rotten claw at range if the use of Rotten claw is unintentional it is not properly class locked.

Torches are available in Ch 12 shop I would recommend removing them as they are just a money black hole with there being no real fog maps

Aircalibur is not effective on fliers which feels weird though the extended range is an interesting trade off

Wind sword also isn’t effective.

I think the Juna fruit would be more fun if the minimum level to use it was reduced to level 5

Ewan being recruited earlier and on a map it is easier to train him on is wonderful for his viability
and enjoyability to use

I feel adding vulneraries and keys to the Preps armory would be nice as Epharim’s army got very few opportunists to restock especially ch 21x and I used a lot of the former and would have liked more of the later

I would Note in the recruitment guide that you can only have one of the Ch 21x mercs
Something like this
“Lorell: Talk to Avery and pay her 8,000 gold. Can only recruit one.”
“Avery: Talk to Lorell and pay him 8,000 gold. Can only recruit one.”
As it will leave out spoilers yet still inform guide users

Summoners losing staves really hurts them on turns they can’t summon or summoning overall isn’t optimal, limiting staves in a way that I find unpleasant when vulneraries only heal 10 hp

The boat in ch 23 would look better when trading with it, If assigned a portrait in Character editor,
you could assign it the class card as a portrait

I feel it would be very easy to make a lot of the units recruitable by the lords, which I like to
have for Iron man purposes, and for convenience, I do understand not everyone being recruitable [e.g. Na’amah] but I feel like Drau for example should be lord recruitable

Female Halberdier stat screen/courser animation[last 3 frame of moving map animation] is offset down and left

Bastion does not have death quote at least in Endgame and EndgameX

I feel Fado and Vigarde should have unique map sprites however I understand the classes were all used up you can expand the table if you enable it in FEBuilderGBA’s options menu however it can cause errors and is advised against if not necessary

I noticed I could flip through the entire army in EndgameX and it can cause some glitchy behavior if the status screen is exited on an undeployed unit

Both versions of Carcino scene play in Epilogue, I recruited Klimt.

People from Jahanna have unchanged skin tone in credits cgs [this is not a serious complaint
I just think it’s funny]

The second last line of Na’amah’s ending is slightly too long and causes a slight visual issue
overlapping the first letter[s] of the final line

Rannac showed up as “Died at fall of Renais” in the character endings, he was unrecruited

Reading an earlier comment I thought I’d note that there is a patch to prevent a soft-lock if the unit being looked for by an event is not on the map

Final Team

Figured I’d show this off, people like to see this kind of thing.

Erika statsErika Items
Epharim StatsEpharim Items

The Princess Lament v1.16-0The Princess Lament v1.16-1
The Princess Lament v1.16-2The Princess Lament v1.16-3

The Princess Lament v1.16-4The Princess Lament v1.16-5
The Princess Lament v1.16-7The Princess Lament v1.16-6

The Princess Lament v1.16-8The Princess Lament v1.16-9
The Princess Lament v1.16-10The Princess Lament v1.16-11

The Princess Lament v1.16-12The Princess Lament v1.16-13
The Princess Lament v1.16-14The Princess Lament v1.16-15

The Princess Lament v1.16-16The Princess Lament v1.16-17
The Princess Lament v1.16-20The Princess Lament v1.16-21

The Princess Lament v1.16-18The Princess Lament v1.16-19
The Princess Lament v1.16-24The Princess Lament v1.16-25

The Princess Lament v1.16-22The Princess Lament v1.16-23
The Princess Lament v1.16-26The Princess Lament v1.16-27

Franz and Dara did not make the Endgame due to deployment slots but were used through whole playthrough up to that point
The Princess Lament v1.16-28The Princess Lament v1.16-29
The Princess Lament v1.16-30The Princess Lament v1.16-31

Liselotte was the main thief when the armies converged she was mostly untrained

The Princess Lament v1.16-32The Princess Lament v1.16-33

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Thank you so much for the detailed impressions, and I’m glad you enjoyed the hack!

A few spoilerific responses.

I have heard some complaints about the 6x reinforcements. I’ve not worked on this for a while, but perhaps a patch might be in order sooner than later.

Novala being unable to use the luna you get here is part of the joke lol, though I understand it can be annoying to get a shaman and a dark tome he can’t immediately use in the same chapter.

Dang it! That shaman has been the bane of my existence for way too many versions now. It seems no matter where I place her, she screws something up. Might just go ahead and delete her at this rate.

I won’t lie, chapter 21x is cruel by design. I just had this really funny idea to trick people into trying to recruit someone and then having them die and getting the other guy instead. I’m kind of a jerk haha. Still, I suppose the guide could really stand to be a bit more clear on that front.

I just love how you commented on the doggo every time lol

The revenant bosses have no portraits for the same reason you never get to see Monica in vanilla. I thought it’d be a bit more effective if the player’s mind fills the gaps. Same portrait but pale just doesn’t have the same punch, but I suppose that’s a matter of opinion.

To be completely honest, the reason I did this sort of overhaul of FE8 instead of a fully unique hack is map design. Map design is my weakness. Exhibit one: Church map that’s a square box haha.

As for the bosses, primarily I wanted to avoid having them get separated. With Seth’s higher move, it struck me as too easy to isolate them and get them to lose their support bonuses. Still, there probably was a better way to go about it.

Jude could probably stand to get a nerf, that’s true. Might’ve gotten a bit carried away with her haha, even if it does make the “oh shoot the optional boss is chasing me” jumpscare more effective.
EDIT: Oh wait, she’s actually set to grow like a generic enemy. That’s why she’s so strong lol, yeah I definitely should fix that.

I actually had no idea they existed. I only knew about Jude Ruvert, whom I decided to implement as a new villain. My idea was to have one of the Grado folks realize the truth, but choose to cast their lot with the Demon King. It seemed like a fun concept to write about.

…In retrospect, the name was a bit of a missed opportunity. Considering I came up with a character whose entire character was “Duessel stole my position” by pure coincidence, I can’t believe I didn’t realize he was the perfect guy to name Jude, since Duessel literally stole Beta Jude’s position. He should’ve been Jude and Jude should’ve been named something else.

Fun fact: Albertus getting the wyvern was a pretty last-minute idea. I did it primarily because he seemed way too underpowered, especially when Duessel joins a chapter after he does.

The knights of Rausten do go to Eirika’s aid off-screen at the desert.

That’s… one helluva bug and I’m surprised nobody has mentioned it before haha. There is very much a scene if he survives, it’s just not triggering properly. I think I might know why, but we’ll see.

Glad to hear it. I love those two as well.

Throughout the development of the entire hack, I brainstormed many names for the male valkyrie. None convinced me. Eventually I started putting it off, until I found myself releasing the hack and I just never changed it. Eh, it’s not that big a deal.

I wanted poison to be an actual threat, and I did use that patch to that end. Still, perhaps I went overboard a bit. I utilized the Berwick Saga poison values, more or less, but Berwick Saga is a wildly different game, so perhaps that wasn’t a great idea.

That’s an oversight. Thanks for letting me know.

Yeah that’s also an oversight. I do know Bastion can apparently use eye weapons, so really the monster locks are just a mess in general. Oof…

Never thought someone would try trading with the boat lol, I’ll see what I can do.

The epilogue’s kind of messy in general. You might’ve noticed, for example, that Mansel is a cavalier. I couldn’t find the events for this, so I just edited some scenes and hoped it would work.

Cool team! Poor Elaime doesn’t look so good lol

Oops. The Drau thing was a mistype the end event acts as if he died if UNRECRUITED and he survived the map not recruited.

I took a look at the start event of Ch 6x the last move unit at position command moves the shaman down one tile to the same tile the boss is moved to.

Yeah Elaine did seem to get a little stat screwed lol

And again I did really like the hack.

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Hi again! Finished the hack a while ago, and loved it.
Couple things:
I’m currently adding the skill system to your hack to see how it impacts the game, and was wondering: do you have any personal skills in mind for the new characters from the Ephraim route?
Also, I was considering doing some writing for some of the unfinished supports - obviously, I’m not going to publish anything and would be happy to share anything and everything I write with you (and not with anyone else) - but I wanted to make sure I had your consent to do that/if you had any notes about the content of the supports.

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Thank you for the kind words!

I can’t say I ever gave the skill system any thought, no. I never had any intention of implementing it. Go crazy!

Feel free to send those supports my way! I’d be happy to give them a read. If they are to my liking I’d also be happy to add them. I definitely would like to have more written supports in the hack.

Been a while, huh. This is just a small patch fixing a few issues that have been reported over the months.

1.17 released

  • Eirika can now use the crimson spear after promotion.
  • Drau should join if he survives even if he isn’t recruited during River of Regrets.
  • Game hopefully no longer softlocks if Jude can’t spawn in Last Hope.
  • Jude’s stats have been nerfed/fixed in Darkling Woods and Sacred Stone.
  • With luck, Einar’s positioning in chapter 5x will finally, FINALLY have been fixed.
  • Added a hint for Phantom Ship’s recruitments.
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I am loving the hack so far!

I was hoping to make more progress, but I just made it to chapter 8 and excuse you what the fuck. I really have to hand it to you on your attention to detail with the other character’s portrait though.

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:smiley::smiley::smiley::smiley:

This kind of message always gets a huge grin on my face. Thanks.

This has gotta be my favorite FE hack so far. It’s exactly what I was looking for to get my feet wet with FE mods: a new spin on vanilla, but one with some bite to it. I saw all those extra units on Ch 0 and said yeeeeeess. I’ve also been surprised by how many story changes I’ve seen - even before Ch 8! Like with Ch 6, the one map that seems to have its difficulty reduced…and then that has a story purpose as

(this is for spoilers I guess? I'm new lol)

Novala turns into comic relief, a gaiden chapter and a recruit! That was just a stroke of genius right there.

If I had to make a complaint, it’d be about Artur. His rework is pretty jarring and doesn’t really seem to fit him, and it kinda hurts the symmetry/balance he has going with Lute. But who knows, it may have a greater purpose too =)

At any rate, great work on this. I’ll post again when I make further progress…maybe as soon as Ch 8, if it’s as crazy as the above message makes it sound XD

3 Likes

I’m glad you’re enjoying the hack and the little story changes so far! About Artur, to be completely honest, I wasn’t sure what to do with him. I didn’t want to allow for too many bishops, because slayer, so once I added too many bishops I had to take the option away from him. I decided to do it by putting him on a horse, but it was a bit of a clumsy change. Probably would’ve been better not to add so many bishops lol

@SaintRubenio Somewhat of a game breaking bug, but on Chapter 13 Eirika route the game freezes if the dog summon dies before its scripted event, mostly a minor issue but on hard mode its something that can happen surprisingly often and requires a full chapter restart.

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Oh dear. People must’ve been pretty lucky if this hasn’t been reported until now haha. I’ll take a look.

Well! That sure was crazy alright!

Spoilers because wow

I really liked the twist with Seth. I really liked Ephraim actually getting captured. I really like Moulder having relevance again (hope to see some for Vanessa too). I really liked the conversation edits for Eirika/Tirado and Franz/Forde (thought you’d ignore that one!). I liked it all, man. Can’t wait to fight Orson.

But those portraits… :sweat_smile:

The art style’s not my thing, I’ll admit that first off. So what I’m about to say may be biased. But I think that so far - from the war council to the intro to Chapter 9 - the dialogue hasn’t been changed enough to warrant the second new portrait. It’s weird to see Eirika’s calm, gentle dialogue coming out of that pinched, angry face. I realize that’s a very small sample size, but it’s also the most important one: the one just after the twist. Next up there’ll be a whole new map to play, and then I’ll go on to Ephraim’s map and then it’ll be old news.

I’m not saying to scrap the second portrait entirely. But I would like to see it saved for special occasions in the dialogue, with the default becoming the default again. I know this might seem like it’s undermining the change, but to me it’s more undermining to see a changed face without changed dialogue. Seeing it pop up every now and again would be more effective IMO.

Other than that…I got nuttin’, lol. No other crits. This is just the best mod =D

2 Likes
About those spoilers

Glad you enjoyed my little chapter 8 tweaks. I roped myself into having the rewrite the entire game as a result of that, but I’ll be danged if it wasn’t worth it! As I recall, I sort of stumbled into the Franz/Forde convo, remembered it exists and thought it’d be a nice opportunity for some more heartbreak.

About Vanessa… Unfortunately, Moulder got his story prominence for two reasons: One, he’s established to be an advisor to King Hayden who later becomes an advisor to Innes as well. It makes the most sense for him to replace Seth’s role as Eirika’s advisor; And two, I’m biased. Moulder’s my favorite character in the game and I think you can really tell. Meanwhile, Vanessa… well, let me just say, I put all the pegasus knights in the series except for like, Caeda and Syrene (who also enjoys a fair bit of bias in the hack - you’ll see for yourself soon) in one big ol’ sack labeled “you all look the same to me and bore me to tears.” Sorry. I do like the SS peggies a little more than the average pegasus knight, but not enough to give either the Moulder treatment.

I can totally understand if you don’t like the portraits. More on that below. I will, however, defend Eirika’s portrait change a bit - Seth’s death is supposed to have severely impacted Eirika emotionally. I didn’t want to make her go full Dimitri right off the bat (although I did make some subtle changes to her dialogue to make her seem just a tad less chipper), but going back to her regular, perfectly neutral face would make it seem like she just got over it already. I’ll admit the face might be a bit too much for this point of the game, though. It’ll start making more sense in a couple chapters.

As for the art style thing you mentioned… The hack’s “art style” is called “I’m not an expert at portrait making” lol. I can totally understand why you wouldn’t like those faces so much. Many people have told me that before, it’s okay. I’ve been working on a new hack and I’d like to think I’ve improved, though.

And well, thank you for the continued praise! I wouldn’t say this is anywhere close to being the “best” mod, but I did have a lot of fun making it and it always makes me happy when other people also have fun with it!

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Hey! Been playing through this hack, and I just wanted to say I love how over-the-top you went with everything. Out of the big FE8 rebalance hacks, I’ve been having the most fun with this one so far, and I appreciate how much you’ve added to the world. You went bonkers on the story rewrites and new characters, and I’m loving it. The portraits are a bit uncanny sometimes, but I can look past it with the goofy-but-also-serious vibe I’ve been getting so far. I also really enjoy the talks that give stat boosts, such a fun little mechanic that is getting me to deploy units I otherwise might not.

Just wanted to let you know that the game stalls when using a 2 range Rotten Claw attack with Melville&animations on, presumably because there’s no animation attached to Bael/Elder Bael for that like there is for Revenant.

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Glad you’re enjoying the silliness! Yeah, Melville’s not supposed to use the zombie claw. I kind of screwed up the monster weapon locks.

Hell yeah dude, big fan of the way it’s been going so far. Just got to chapter 20.

Yeah, I feel like you’d have to make prf weapons for all the monster units if you don’t want others to use specific monster weapons, which would be a pain. Personally I think being able to give Melville Rotten Claw is awesome because he makes good use of 1-2 range and I haven’t touched Afrira in this playthrough. A feature, not a bug! (except for the animation part. And Melville literally being a bug ofc)

Edit to not double post: Just promoted Amelia to Halberdier and realized that the map sprite for F!Halberdier isn’t offset correctly when hovered over for the class, so it’s off-centered. Pictured below:

spoiler

I assume this likely went under the radar since people would promote her to General for the meme character, but Halberdier is my favorite class and Amelia is one of my favorite units so whenever the option is there in a hack I go for it lol.

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That’s a good catch. Not sure if there’s anything I could do about it, I just pulled that map sprite from the repo haha.

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Go to the Halberdier’s moving map sprite animations and try changing the AP it uses.

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Holly shit chapter 6x is impossible with the infinite reinforcements.

The bottom squad cant even get passed the first stationary knights because it takes all of them to kill the 2 cav reinforcements. And the top squad’s only member that does not die in one encounter is Erika, the shaman can kill the enemies but the spider can only one-shot the mages and if it misses the mage kills it when retaliating.

Maybe I’m just unlucky with my unit growths or I’m just so shit but I retried that chapter 50 times and can’t beat it. And I refuse to let a unit die so any death is a restart. One time I managed to stay alive long enough that a general reinforcement came to the bottom and that was the end of that try.

All in all, I’m asking for advice and just venting.