[FE8] Westrian War (18 chapters) [COMPLETE]

first spin

noob down


is this thief meant to have only door keys and no chest key?

Also, with the new promotion system, are t2 classes intended to still receive halved exp gain from staves?


This thief never moved after looting this chest?


If you use this patch, you can edit the maximum length of stat bars to be 20 instead of 40, making stat values easier to judge at a glance.

Female!Shaman promotes to Male!Druid. Is this intentional?

The troubadour con cap is higher than the con caps for most other classes.

I’d strongly recommend greatly cutting the prices of the “grants a skill while held” weapons (e.g. the cursed weapons, the blood sword, etc.). The 5k price tag for such niche weapons is, quite frankly, absurd, even if you took the 20k gold instead of the bard. I’d maybe lower their prices to, like, 1k?

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No Lunge preventing doubling wasn’t intentional, I just didn’t know how to change it.

The thief having just door keys was intentional, the idea was him opening doors causing stronger enemies to come after you.

And thanks for the stat bar and weapon price suggestions, I only made the weapons to make sure you always have something to spend extra money on and they were supposed to be niche but I agree that 5k is still way too much (might do 2k). When I have more time I’ll fix these and the other stuff you mentioned & the ch. 3 berserk staff only having 3 uses.

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Oh, another minor suggestion, now that I’m closer to the end of the hack:

  • Make rejecting the bard give you 10K gold and the silver card instead of 20K gold.
  • Make the silver card slot in the lottery give boots instead of a silver card.

This will make rejecting the bard have a more significant long-term effect on your finances. It also makes gambling at the lottery more tempting once you’ve already highrolled the best item from it (like I did on my first attempt).

The gimmick of ch. 11x could probably have been explained better, the alarm being raised and reinforcements appearing caught me off guard. The civilians are also under no real danger unless you yourself release them; maybe make the berserkers that the door key myrms set free have destroy wall AI?

In the chapter with the impostor armor knights, the warning about the shops being temporary made me think the armor knights were going to destroy them like they would villages. IMO, you should scrap the “the shops/arena are going to BLOW UP” lines of dialogue (in this chapter and the following one) and just have the arena keeper say that he’s going to move soon because the real conflict draws away his business or something.

The Swordmaster boss of ch. 11x doesn’t have any authority stars. Is this intentional?

Also, do you have a discord account, or just an FEU one?

Oh, and I was wondering, is there any particular reason you set the CRPs of most (used) classes to 2 instead of the default of 3? Due to how the EXP formulae work, this makes level differences have less of an impact on the EXP you get from killing enemies (and technically also increases the impact of level differences on chip EXP, but to a lesser degree). It might also make the Baron class’s EXP slightly wonky, since you forgot to set the CRP of Arch Mogall to 2.

Some more subjective suggestions:

  • Increasing the base mov of Rogues to 7 would be neat, as a “reward” for training Moritz.
  • IMO, the C rank physical weapons in the shop should be replaced with a shine tome, a thunder tome, and a mend staff. The former are rarely used, while the latter are used around as often or more often than basic weaponry.
  • Increasing Daisy’s base anima rank to S would give her more of a niche.
  • Making S ranks non-mutually exclusive would be nice; there’s a patch to do that.
  • Luna is currently near-useless because enemy res is almost always lower than the Mt of a Flux tome, even for enemy mages. Maybe some additional niche could be found for it, on top of the res-piercing gimmick? Low Wt? Uncounterable? A crit rate? IDK.
  • Most of the lategame recruits felt entirely irrelevant because they were like 10 levels behind my carries. I might go into this in more detail once I finish the final map, but the lategame of Westrian War (normal mode) feels similar to the lategame of fe6 (hard mode), where you have a couple of gods amongst men accompanied by a gang of scrubs who struggle to 3RKO enemies. The strength of statboosters might play into this? I could see halving the effects of some stat boosters being a positive change, but that could just be my personal bias.
  • Some of the doom reinforcements should probably have void curse? IMO, the reward for taking them out should be the legendary weapons they come with, not mounds of EXP that rocket you ahead of the curve. Making doom reinforcements give EXP also incentivizes the player to stick around and kill them all, which I think goes contrary to their intended purpose of hurrying the player up.
  • The light brand is interesting, but comes too late to really be relevant. I think adding a second light brand in an earlier chapter (and maybe buffing up its base hit rate) could let it serve a role similar to that of the fe6 light brand?
  • IMO, the second thief should join at the start of ch. 12 if you skip the gaiden instead of the end of ch. 12, to make it more obvious (to a player who’s using savestates) that you’ll still recruit them even if you skip 11x.

And finally, a bug report: The text used for if an enemy seizes the gate in Ch. 4 uses vanilla Eirika-Seth dialogue, seemingly unintentionally.

I think I’ll check out this hack once I beat an easy game like Eligor’s spear lunatic mode

Looks promising

The actual (probably) final version is now available. Here are the changes:

  • a new gaiden (9x)
  • exp formula changed (kills went from [45 +/- 2.5 per level difference] to [45 +/- 4.25] and chip exp from [10 +/- 0.5] to [5 +/- 0.25]) so you don’t overlevel as easily
  • boss stats were changed from random to fixed
  • slightly changed enemy luck growths to have more variance since going from random to fixed meant all enemies having the same luck before
  • ch. 10’s boss now charges you on turn 15
  • small rebalancing and fixes for some units (Sergio, Darko, Katalin, Marie, Leopold, Zoran, Pauline, Filip, Istvan, Jean, Pierre, Marcel, Aleksa) mostly by giving them a few levels
  • starting inventories for many units were improved & more shops now sell better tomes and mend staves
  • item changes (silver card sell price went from 2k to 7.5k, luna became more accurate and lighter, shamshir got buffed, a few item description were made more clear & the special weapons went from 5k to 2.5k)
  • the 11x boss got the leadership star he always deserved
  • fixed a few con values (Sergio, Lina & the troubadour cap)
  • fixed ch. 3’s berserk staff having 3 uses
  • fixed ch. 4 & ch. 5’s game over text
  • fixed f!shaman promoting to m!druid
  • stat bars were lengthened
  • very very minor portrait changes
6 Likes

I originally went with 2 to make chip exp scale faster and to always have kills be 5x chip exp for simplicity but yeah it unfortunately was bad for kill exp scaling. I thought about using the fates exp patch but it wasn’t really compatible with promos not resetting your level and I didn’t feel like figuring out what I had to edit to fix that.

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In case you missed my comments above, is Bilford (Knight) and Blanka (Nomad) not being able to use longbow intended or a bug?

In most games, vanilla and most rom hacks (don’t know if this one too so maybe I shouldn’t even be saying this) the longbow is archer/sniper only

I’m not too sure, but I think in FE8 and this romhack there’s no text stating only archer/sniper can use longbow. According to Serenes Forest, it’s restricted to archer/sniper in FE9 though.

Intended. The description was updated in the latest patch.

3 Likes

I finished my run last week, and will be posting my final team soon. A few more bugs/quirks I noticed:

  • One of the doors in the final map seems to be unable to be door key’d?
  • The enemies in the final map all had 0 displayed crit in their status screens (in the menu that shows their inventories), and I have no idea why.
Unit Review



One of the two units I hard fed in the early game, and a carry for most of the run. As it turns out, having STR issues as your “weakness” doesn’t really matter when the game hands out two early energy rings.



The other unit I hard fed in the early game. He was a solid statball, although his spd was sometimes lacking. He was mostly just trained because he had a good starting point (and because speedwinging him let him double mercs). He was my second best unit after Clemens in the early game, but became much less vital after the other carries joined.



S light Clara. She got there in ch. 15, and I was excited to use Ivaldi in the finale… and then the finale turned out to be a nothingburger and she barely got to use it.



Carlo was here I guess. He was a decent wall of meat who could chip at 2 range and help boost the atk of other units for one-rounds. He wasn’t glamorous, but he was consistently a solid flunky.



Level capped Blanka. I fed her pretty hard after she joined and she was able to promote at, like, lv. 16 near the end of Darko’s join map? She killed things really, really well.



Transmasc(?) Pauline. They were fed, rolled some really solid levels (including Spd), and quickly started one-rounding (and sometimes even one-shotting things). One of my better enemy phasers vs. the midgame nomads. I got them to A staves, but was disappointed to learn that warp was utterly irrelevant due to being locked to the final map and requiring more effort to get than just beating the map would. Being able to status staff things with near-perfect accuracy and from 10 tiles away was really nice, though.



I invested resources into training him, but he just didn’t really get anything to show for it. He made it onto the lategame team purely due to the abundance of slots. Rally Skill was pretty nice.



she might be a little bit overtuned

I unironically deployed the other, untrained pegasus knights in her join map and the map following it so that she could triangle attack and benefit from support bonuses.





Filler. I was pretty disappointed that Daisy didn’t join with S anima, an anima user would’ve been nice (well, it would’ve been if the final map was real).


Didn’t drop off nearly as hard as I thought he would. He definitely became filler, but he was decent, accurate filler that dealt good chunks of damage and didn’t disintegrate on enemy phase. Really cool Jagen design.



Moritz!


Konrad!



Jacques was a neat lord design, I liked that his spd was a legitimate earlygame niche. He fell off not because of stats (well maybe a bit from that strength), but because of his starting position always being forced to be near the rear of the army.

The two deaths were:
Giovanni: ch. 4 (didn’t realize that I was supposed to put Bilford on the gate and run instead of fighting the cavs, he whiffed an attack and died on EP)
Aleksa: ch. 12 (forgot he was there/a character while I was playing the map, crashed into Jannik on enemy phase and was disintegrated upon contact)

Overall, I enjoyed my time with Westrian War! The early map designs are creative, and while they waver a little bit in the midgame/lategame, none of them felt bad, which is an achievement few FE games (even hacks) can actually claim. Well, except for…

On the final map

… the final map, which was an incredible disappointment. It’s… pathetically easy.


You walk up to this spot next to the throne room, wait for Gabriel to attack you over the wall on enemy phase, and then blender explode him with a competent mage. The map took two turns and I didn’t even bother moving 2/3 of my units (all of the ones that weren’t in the top right chamber).

Even without this cheese strat, the map seems pretty… pathetic? The enemies are sparse and their levels/stats are tame. The rate that Gabriel opens the doors at is laughably slow, especially considering that the player will likely open the doors to the three starting chambers themselves on turn 1.

I came into the finale expecting an awesome showdown that I could unleash my legendary weapons and super-units on, and what I got was Beyond Darkness (FE6 ch. 25).

The map really needs a touch-up, a redesign, or an outright rework. Maybe hand out warp and a Gotoh who can use it at the start of the map, and design the map around that? IDK.

Oh, also, I had edited some additional reported bugs into my previous posts (before your recent update post) while I was waiting for someone to break the 3 post limit; you saw them, right? Just wanted to make sure.

1 Like

A door not being a door was big enough of a mistake to warrant another update:

  • all doors should now work
  • the final boss starts out with stationary & healing ai until you kill his healer
  • the final boss got +6 hp, +4 res & 1-3 range on his weapon
  • all events in the last chapter happen 2 turns earlier and new reinforcements appear on turn 13
  • saving at least one green unit in ch. 14 rewards the player with 5000 gold
6 Likes

After some testing I decided to remove the healing ai and healer. He instead charges you on turn 11. And the reinforcements were moved to turn 12.

2 Likes

Thank you for the update!

Is turn 11 when he opens the door to his room?

Yup, same turn

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Looks interesting! This is going on my backlog!