Pre-emptive Patch Day!
I have been making several edits behind the scenes and I figure now is as good time as any to release it. Some of these changes may have been included in smaller patches up till this point, but I wanted to document them all here in one place:
Changes:
Every unit across the board has had their growths modified. Generally they have been decreased, but several units have received increases. In particular Klay, Aalez and Ansel. Many non-trainee units had their bases modified so that they feel better to use alongside the trainees.
In a related note Clyde is no longer recruitable, however there are still benefits to finding him and keeping him alive.
Keyla’s recruitment has been moved. She is no longer available in the current build (but she will return).
Silas can now promote into a Light Cav from squire.
Hattie’s class was changed to Light Cav
Light Cav now use Lances and Bows instead of swords and bows.
Holy Knights use Staves and Lances now.
Narratively and mechanically Aron now fits in both easy and normal mode. This does mean the story in easy and normal mode is slightly different than the hard mode story.
On easy mode Freya will join the party at the start of chapter 1, alongside Silas and Luin, so you have 3 units to defend the inn
In chapter 1 markers have been added around the inn to make it more clear what tiles the enemy has to stand on for the inn to get destroyed
The difficultly of Chapter 1 on hard mode was greatly reduced
Going to chapter 1x is optional
Enemy Brawler Units have been added to the game. They are similar to Martial Artists but are slower and more defensive. In future there is a recruitable Brawler on Ryne’s route
Miriel has stuff going on.
Chapter 5 has been tweaked to make finn more recruitable. The green units have been buffed a smidge. He should die around turn 6-8 if the player does nothing, so it should be possible to get to him in time without using rescue, though you still have to get moving.
Promotion items have been replaced with master seals.
Castor (of Pollux and Castor) is now an Occultist rather than an outlaw.
The Scout’s battle animation has been changed.
If the player lacks a second supplier in the party spilt, and the player hasn’t done chapter 1x, Teffen becomes available in the spilt and joins the party.
Teffen’s potions (the dancing rings) have all been given 5 durability. (I may bump this down to 3 or up to 10 depending on feedback). Additionally Teffen has a chance of creating a dancing ring potion every battle he is deployed, alongside other potions he may create.
Finally, there is a new chapter, Heir of Arcor which is chapter 11 on Silas’s route, which makes Silas’s route now end at Chapter 13. The route is 6 chapters long.
There is a bit of odd chapter number sequencing right now the gaps are described below:
Summary
Silas Route
Chapter 9 → Chapter 11
Chapter 10 is under construction
Ryne Route
Chapter 8 → Chapter 12
Chapter 9, 10, 11 need more playtesting
Finally thank you for all the feedback that you have given me! It has been helpful to make this hack better!
How do you do more palettes then FEBuilder allows? I think it allows for 7? But looks like some characters you have uses more between all class changes
I have been mildly clever in how I distribute them. So each character has 7, but you can make the actual class palette the palette of a particular character. So, as long as there is not enough overlap between the the trainees classes everyone can fit (which is one of the many reasons that the trainees promote the way they do). I still have to add the sprites for all the non-trainees.
One can also do a bit of a workaround using the personal animations patch to assign a “personal” animation that is just the normal animation but with a different default “class” palette for that particular character’s palette, to assign a palette without actually using up one of the 7 palettes the game allows a character to have.
I also did a bit of this for certain characters and classes. Like Leon’s pirate sprite. But that was because I wanted to use a sprite that would be easier to make appear topless, but preferred the vanilla pirate sprite most of the time.
Thanks for pointing this out. That’s what I get for not looking the early chapters for light cav (i forgot they were first introduced in chapter 3). I checked ahead and there are 3 units total that suffer this issue in the rom, so I’m not gonna rush out a patch to fix it yet.
It will be fixed properly in the next announced patch day, when I’m certain that the other changes I have been tinkering with work as intended.
is there where you post feedback? (if not my bad, it’s my first time doing feedbacking? I’m more of a lurker but I really wanted to share this feedback cause I’m locked and I legit love the concept of your Romhack and I want to continue playing)
(Playing on Myboy) so at chapter 9x whenever the Nomad/Light Calvalier that has the orion’s bolt moves, the whole game just freezes and crashes a few seconds after.
Ya thats how thread works and congrats on your first feed back as for not being able to send image its because you were and will be a basic user for 1 week unless u get member level if you visit daily for more that a month or so you get regular level
Work has been kicking my ass… So the hack was not touched for a bit. Anyway the following changes have been made.
Light Cav have their weapons fixed.
The tomes Dying Blaze (low weapon rank and accuracy, high might fire tome), Wilderwind (high crit rate wind tome), Tempest (wind tomb that gives the wielder acrobat), and Dire Thunder
Removed nerf on brave weapons
Increased Con of chapter 0 boss
Changed some enemy spawns on chapter 1, and Freya now joins the party on turn 1 on easy and normal mode. On easy mode Christen appears and helps out on turn 2. This should aid with the challenge of the first level for those playing on lower difficulties.
There are probably some smaller things in there that I missed but yeah!
All supports have been added and are connected to the right characters (as in all units have the correct support partners, growths and starting values).
Additionally 5 pairings have their complete supports written by my friend ValerLance. (Ryne and Lynx, Ryne and Irene, Irene and Finn, Irene and Morgan, and Morgan and Quinn).
Mmmm… 16 chapters + 7 gaidens, uh. What kind of game are you making here? I read up there something about “Ryne’s route”, yet you also say that you want to refine the final few chapters. Does that mean that the other route/routes that are not Ryne’s are finsihed, even if they are unrefined?
No routes are done as of now, work has been in the way. (Most maps are are done, I just have to test them a lot more.) the gaidens are spilt along different routes.
The basic outline of the hack is as follows: Act 1:
Prologue → Chapter 6 Act 2a aka Silas Route:
Chapter 7 → Chapter 13 Act 2b aka Ryne Route: (7,8, and 13 are done)
Chapter 7 → Chapter 13 Act 3 Unification: (not available for play)
Chapter 14 → Chapter 18
After chapter 6 you spilt your army in two. In the current version of the hack you play through Silas 7-13 and then play through Ryne 7-13.
In the final version there will be 2 versions of the hack; one that has you play through both Silas and Ryne in order and another that you make a choice which character you want to follow, skipping the route of the one you don’t pick.
Right now you can play from the beginning to Silas chapter 13.
Decided to give this one a try after seeing the trailer. The trainee concept really interested me, and I’m up for a challenge honestly. As long as it’s not impossible, I’ll find a way. I honestly scraped by the prologue and luckily got some W dodges against the powerful boss, then Irene secured the kill wonderfully. Chapter 1 was going well, and I’m happy Luin joined party, and all. But…
My god, that’s a weird way of doing things, I guess you are trying to make a version with a Shadows of Valentia approach and another with a Sacred Stones approach. I don’t understand why do you want to do it like that instead of directly making us able to play both, but sure. You do you.