Thanks for the review guys. Sory I couldn’t respond, I didn’t answer because I had no internet since yesterday u.u.
Some spoilers :,v
Generally, aside from prepromotes like Artemisa or lategame units like Hall and Mithra, Player unit bases are extremely low with growths that I think are intended to make up for it, but a few units like Maria and Josephine lack those growths from what I recall.
Actually Maria’s growths are sliiightly lower than usual to balance the fact that she gets axefaire. Josephine’s growths and Schwarze’s bases probably do need an adjustment xd. Gawain IS a pref, but it doesn’t say it because I messed up somewhere.
I don’t remember doing anything to the iron sword, but I probably touched something I shouldn’t have lol.
The mechanic of Leadership Stars on generics, even if they’re named something like “Commander” or “Chief,” rubbed many of us the wrong way, since despite the fact that we have Leadership Stars of our own, our perception of it tended to skew towards how much free Avoid the enemies were getting despite the Hit we’d get from our own.
Actually the hit rate bonus is much more significant than the avoid one, so it’s kinda meant to allow enemies to hit you even when you have 6+ stars. As for Zero having lead stars, It was supposed to be because he was the leader of chapter 2x, but now that I think about it it’s kinda weird XD.
Forts lowering your Hit by 10
wait wat
It was generally agreed upon in the stream group that the Mercenary/Fort being where the gate would normally be and thus locking your unit in to wait for Anna to ferry them out was not a great decision.
Full disclosure, confession time. I never tested the door XD. I’m going to try and change the village so it’s a regular one instead :v.
One chest in particular, the rightmost of the southern pair, seems to contain infinite Green Gems
AAA THAT BUG IS BACK FROM HELL NOO ;_;
Several magic users throughout the game, particularly a Mage or two in Chapter 3 have ridiculous magic.
The wind mage miniboss (I just call him Gandalf) is mostly there to discourage going straight to the door, which is where the mine is hidden. There are probably still some ways around it if you want to low-turn clear. For example, he’s completely defenseless against melee attacks, so if you rescue chain well then he’s screwed :3. The shaman commander can (And maybe should) also be avoided entirely.
Oliver’s talk makes the boss stop attacking or moving forever, but since he still counters and the other units don’t stop it doesn’t help much. (Noir did warn you tho).
I changed a bit the stairs during a problem I had where the stairs patch was incompatible with the skilsystems patch. Now that the problem’s fixed I should redo that part. Also, given that the hall is pretty tight, there is little to no way to get in before killing the boss anyway.
I think the replicating items issue got fixed in the latest patch. I think. The west door is not a really good option though. Guess I’m going to rework the patrol a little. The time limit seems kind of okay to me, usually in my runs I can get to the village and then to the exit before I even get the turn 10 warning. (Then again I did make the map, so it definitely counts as cheating :v). Also, keep in mind that stealth is recommended but optional.
About chapter 8, Sorry about the forced level ups, but I have to put them in to keep EXP levels balanced with the other route (Penalizing players for being stealthy would be pretty stupid. LOOKING AT YOU, REVELATIONS. DON’T LOOK AWAY EITHER, MANSTER ARC.). The northwest ballista in the fort is mostly there for symmetry. Though the center actually blocking player units rather than helping is kinda worrying. Also yes Lazarus does move. The map is actually set up so that he can always attack without geting out of cover. Also I’m shocked that the green rider actually did something good, my RNG always has him miss epically against ballista users or something :v.
A quick tip is to use Taurus to eliminate the low-right ballista user. Elizabeth gains spur speed and that really helps kill them, since they have 0 attack speed.
Also, the freeze in preparations bug seems to be caused by selecting an unit with the steel daggers. Sadly I haven’t fixed that one yet D:.
I think that’s all. Again, thanks a lot for the feedback. I recommend you try Act 2 part 1 ASAP, since it doesn’t conflict with save files (I think, anyway.)