Hey everyone, got an update that is both small and big, I guess.
As mentioned earlier, I’ve been working through balancing the newly incorporated STR/MAG split, and I’ve finally gotten to a point where I’m feeling comfortable re-releasing this. In truth, this patch only has one extra chapter of content, but there has been a slew of changes under the hood to the balance of the game that I’m feeling good about.
Some of these changes include:
- Changing the class of a certain boss character
- Various skill tweaks. As I’ve gotten more comfortable with ASM, I’ve started being able to change skills around here and there. Nothing groundbreaking, but some notable changes for balance. Certainly worth reading up on skills this go around (solidarity, anathema, darting blow, opportunist, focus, elbow room, impale just to name a few. Seriously, you should read the descriptions!)
- Some units have entirely new skills and learn different skills than they used to. Many (but not all) skills that rely on chance for extra damage (Sol, Impale, etc.) have been phased out or moved to a later promotion.
- Enough promotion items to have promoted everyone by hack’s end.
- Small changes to player growths here and there for balance.
- Some additional classes.
- A change to WeaponExp. Due to the small cast, the likelihood is that most units have an A rank in their weapon by the time they promote… Leading to them nearly having an S by the time they promote. To get around this, I have since changed the max unpromoted weapon level to B and added an extra 10 WEXP to get from B to A (from 60 to 70).
- To balance this, I have increased the WEXP gain upon promotion to 70, meaning that for units that have a B rank when promoting, they will immediately be given A Weapon proficiency. I’ve also decreased the amount of WEXP needed to get to S rank by 10 (from 70 to 60).
- This increase in weapon EXP upon promotion also works for newly learned weapons, meaning that any newly learned weapon types will default to C (unless the class learns more than 1 new weapon or for another character due to story reasons).
- Silver weapons and most A rank weapons have been moved to B to accommodate enemies. There is also a secondary reason for this down the line.
Now for the bit of bad news. Due to the str/mag split, this patch is pretty uncompatible with the previous patch. I apologize about this, but in the long run, many of the magic related skills actually work and make sense now. This should be the last time I have to reset saves, so from here on, it should just be a matter of pushing out new content.
Palettes aren’t in the best place right now and I’m fully aware of it. I will certainly revisit this down the line and clean it up, but priority for me at this point is getting more content out. Things like custom battle animations, better palettes, new music are all things I want to get to in order to improve the aesthetic quality of the hack… But content takes prioirty. However, if you like the hack and are good at any of the those things (and willing to help), shoot me a message because I certainly wouldn’t say no to the help.
The last bit of tweaking I am working on is a change to the Paragon skill as long term this can really start to ruin some of the balance of the later game. I think I’ve landed on a happy medium for a number but I’m still trying to iron on the kinks about why the change from 2x to 1.5x is breaking the game. For now, it will remain at 2x.
Thanks for reading. The OP is updated with the newest patch. For anyone who gives it a go (or re-go), I hope you enjoy it. Any feedback, just like any other hack in FeUniverse (which I really need to play some of the other great projects), is always appreciated.
Quick Edit: Have had a few people try the patch out, which is awesome to hear, but Sokaballa made a dumb mistake and left in the debug chapter after the prologue. Whoops. The OP is updated with the new patch… Sorry about that!