Lazberian Turn Flow (LTF)
Do any of you guys know about Berwick Saga? If you don’t, you should check it out! It’s a very interesting game. But if you do know about it, you probably know that in the land of Lazberia; turns flow fairly differently there than in your average Fire Emblem setting. This hack tries to implement the Berwick Saga “dynamic” turn system in FE8(U).
(Source included, but can also be found in the CHAX GitHub Repository. Note that you won’t be able to build the source without the CHAX setup or something like it).
#include "LazberianTurnFlow/LazberianTurnFlow.event"
in your buildfile and you should be good to go.
2019-09-22 Update: LTF is now toggleable! By default, it is done on a per-chapter basis (the hack maker would define a list of chapter ids LTF is enabled in), but if you don’t mind for a bit of asm you could change the check for which LTF would be enabled. This is notable as previous versions would just force LTF globally. See installer for details.
This version may still have some issues, In terms of features this is basically done, but due to the scale of the changes this hack introduces it would require a lot of testing (both with LTF enabled and disabled) to be 100% sure there isn’t any bugs with it.
Detailed Feature List
- Lazberian Turn Flow
- Each time a move is made, a phase switch occurs.
- “End Turn” will gray out all your units, preventing you from getting a move before every other (AI) unit has moved.
- When every unit has moved, a turn switch occurs.
- This is where stuff that normally occur for vanilla phase switches will execute (status depletion, trap checks, terrain healing, etc…)
- Most notably,
TURN
events are executed at turn switch, and now ignore the phase part of the code/definition.
- Berserk phase has been accounted for
- all berserked units are pooled into the same “faction”, and have a dedicated phase
- Some factions are biased towards having their (first) move before others
- Blue > Red > Green > Berserked
- Each time a move is made, a phase switch occurs.
- Phase Prediction Display (up to 5 moves ahead; configurable if building from source)
- Can be toggled with the “Display Help Subtitles” option; which, if you use HP Bars, will probably be replaced by the “HP Bars” option. (This may change in the future).
- Reworked AI to fit the flow better
- It’s a bit complicated. See
AiThePlan.txt
andsrc/LTFAi.c
for notes and details I guess
- It’s a bit complicated. See
- Hold R at any point (when not hovering a unit, because that will open the stat screen) to disable map sprites being “grayed out” (since now units of all factions can be grayed out simultaneously, I wanted to give quick access to a way of distinguishing them)
- A replacement for the
PLAYER PHASE
screen where it displays the turn number on turn change.- Note that the default graphics for this are probably not suitable for use in serious projects. You should however be able to edit those easily.
Known shortcomings
- AI decision making take a while when many units have to move. This is more of an unfortunate side effect of the AI changes than a bug.
- The cursor is reset after each move, even if the next phase is the same as the previous one.
-
Phase prediction display is probably active more often than it should be (even during events/menus/stuff like that). Planning on maybe polishing that eventually.- Mostly fine now, I think.
-
There is no big “PLAYER PHASE”/“ENEMY PHASE” screen message anymore. This is actually probably a good thing considering phase switches now occur way more often than in vanilla. However, the plan was to “replace” that with a “TURN {X}” message that happens during turn switch; and that isn’t done yet.
Reporting bugs and feedback
This hack is quite big and changes a lot of things. Some things will maybe end up being weird or broken. So if you find anything, or just have suggestions on improving this, or even just questions, or just want to say hi, you can do so by posting here, by finding me on discord, or by adding an issue on the CHAX GitHub repository.