No fixed growths mode?
Oh, does it not apply to lethal hits on enemies too? I have been able to consistently use it on enemies to get a lethal hit when i otherwise would not have been able to kill, and not just because of the exception with the first hit on doubling.
You can very easily patch in fixed growths mode yourself in FEbuilder, just go to chapter 1 start events, and insert a FLAG ON EF command, and your game is now in fixed growths mode.
Nope, just to incoming lethal hits. Because foes can’t block timed hits, the provision to stop lethal hits does not apply to them. Basic logic for timed hits:
If you are attacking, opponents can’t block timed hits so lethal damage will always be lethal damage. If timed hit takes nonlethal damage into lethal damage, it will kill.
If you are defending, timed blocks cannot block an attack that would be lethal BEFORE a timed block occurs. If an enemy is projected to hit for 15 damage and you have 15 health, a timed block will not save you. However, if an enemy is going to double you for 10x2, and you have 20 health, a timed hit block on the first strike will make it so the second hit will not kill.
Hopefully that clarifies things. Also, be careful if implementing fixed growths (there aren’t any in the game). I use a lot of global flags for NG+ mode and EF could cause things to be affected, can’t remember if it is a conflict or not.
Hey everyone, monthly update coming in!
Was able to make some decent progress over the past month and a half. Two more chapters are now complete, both Chapter 25x and Chapter 26. Both are still in need of some testing/feedback for both gameplay and story, so for anyone who may have been playing through Illuminated and would like to try it or help out, I would encourage you to hop on over to the Illuminated discord to grab the patch. Because there hasn’t been too much playtesting of the chapters as of yet, I don’t want to release a public patch until I’m sure things are working properly.
I will also use this for a quick devblog moment to say with Chapter 26 done, I only have one chapter to go. I am seeing light at the end of the tunnel, though the finale will have to be large in both gameplay and story elements to wrap up everything nicely. It will be a biggin’!
Lastly, I would also like to use this post as a way to invite some playtesters. As things get closer to completion and as I work on the final chapter, it would be great to get a couple new playtesters to help give some feedback (especially on the newer chapters). My hope is to have a decently polished product by the time I release it. I’m happy to hear feedback in any form, be it here or on the Illuminated discord, and would truly appreciate the help!
Thanks for following along with Illuminated. Can’t wait for it to finally be [Complete]!
April update!
Can’t believe I am finally writing this after almost six and a half years of development… But the game is finished. The final end events in the final chapter were just put in. It’s a surreal feeling to be nearly [Complete]. I still need to finish the epilogue as well as clean up one small detail related to a specific character, but the game is officially beatable up through the ending.
I will be updating the title of the Illuminated thread, but I would also like to use this post to once again ask for some potential playtesters. I’m going to start a round of closed playtesting within the Illuminated discord to iron out any remaining bugs, and once that is finished, I will be releasing the official complete patch (hopefully within a month).
Please let me know if you’re interested in playtesting Illuminated and I’ll get you hooked up with the patch. The quickest way into playtesting would be to join the Illuminated discord and check the announcements channel. Please be sure to drop me a line in the playtesting channel as well saying you’re on board. You can also DM me directly or reply in this FEU thread and I’ll get things sorted for you.
Soon!
This hack took almost 6 years to finish development that is crazy length of time and dedication. Congrats @Sokaballa
I appreciate the compliment, thank you!
Congrats on release! I remember playing a version up to I want to say around 13 chapters? Cool to see it pass the finish line.
Congrats!!! this is a really fun hack, it needs more spotlight!!!
Thanks so much Rivian and Ilmoro!
Congrats to being so close to the game being done . It sure is a hack that stood out positively in my mind from the litttle i played.
Thank you for the kind feedback!
I wonder since I checked the op post
are there really no male pegasus animations?
There are some armored ones I think but the ones I needed specifically use swords. As far as I could tell, there isn’t a male pegasus rider animation that uses swords. Oh well, not a big issue at all and I can work around it
I seen a male pegasus but lance only
So this is complete? Just need to check for bugs?
Just curious any paired endings.
Yes it is, just need to check for bugs
No, there isnt any, main units dont support each other, except for one





