Fire Emblem: Illusory Dungeon | A Fire Emblem Rogue-Like [FE8]

Actually I think Renaultius is onto something. I’m pretty sure promo mounts should have base 25 aid, ofc minus their own con.

I think what’s happening is, the generated pre-promoted mount units are made with base 20 con. I’m seeing this on enemies as well as my own lv 1 paladin that I chose as end of battle prize.

However, my own trained paladin (I grabbed him as a cav and promo’d myself) has the base 25 aid horse. I also just promoted another cav and he increased from 20 aid horse up to 25 aid horse.

I suppose the question is, did Renaultius have the wyvern lord as a wyvern rider and promo it himself yet it still had the base 20 aid dragon, OR, was this wyvern lord an end of battle prize (if he got it as WL, I strongly believe my theory is correct about enemy promo units not generating with the correct 25 aid mount.)

I set the base aid at 20, but have 5 bonus aid of classes like pegs and cavs, which is why some have higher aid than others. The con of all classes is very intentional.

Okay, I had some time and I grinded out a quick bug fix update. I want to at some point do some more specific balancing and add more features, but I just wanted to try and fix some glaring issues quickly.

FE: ID v1.1 Release Changes

Fixes

  • The “Pizza Time” glitch has been (hopefully??) fixed
    • But if it hasn’t there is a much more informative error message
    • I will continue to try and diagnose exactly what is causing this issue
  • Act II Finale sage no longer has an unusable light tome
  • Act III encounter river chapter now has a usable vendor/armory
  • Issues with units not being the right class/not showing up should be fixed
  • Chapters named “Dungeon Encounter” have been changed to “Act I encounter”
  • The secret seal is now functional (hopefully)
  • Dragon weapons are now effective vs Manaketes

Changes

  • The turn limit is now explicitly stated
  • Merritte’s classes are now more clear about what they offer
  • Most classes with crit bonuses (not assassin yet) now make that known

Balances

  • Shamans and Fighters have taken a slight HP cut
  • Mages received a bonus point of speed and some more growth

Known Glitches

  • The per-chapter turn counts are weird when looking at them in the epilogue
    • This isn’t trivial to fix, but I’ll get to it eventually
  • Some minor visual bugs

Future Plans

  • I would like to add more classes and more units that can use the secret seal eventually
  • I would also like to try and add Gaiden chapters with legendary weapon rewards
  • More balancing and more maps should hopefully be in the future
  • And I also plan to add more random elements to shake up enemy formations
  • Some Hard-Mode changes
    • Currently it’s only a small stat increase, but I want to make it a true hard mode that shakes up the difficulty of the hack significantly

Ending
Hopefully I was able to purge all of the worst glitches but I’ll still be on it trying to perfect this hack. Thanks to the large influx of people that are interested in my lil hack as well, I’m glad more people are enjoying it. And as always, feedback is greatly appreciated :slight_smile:.

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Oh hell yeah, a patch- I’m gonna play this immediately. :smiley:
As for the Wyvern Lord’s aid- it was a unit I recruited at those stats/class. The WL couldn’t pick up any of my units whatsoever except some dancers, so I assumed it was a bug involving the unit’s low Aid- it couldn’t even pick up Meriette or my druid/bishop. I’ll admit that I don’t know how Aid works exactly, though, but surely with that much CON it shouldn’t have been an issue (unfortunately I don’t have the save anymore so I can’t check the other units’ CON).
Speaking of, my Bishop was pretty cool- his crit rate was always in the upper 10s or low 20s, which made him feel like a magic swordmaster or something. I think he was on par with my Druid in terms of how killy they were (which is to say, still not that great but still usable), though the Druid had Luna and Nosferatu which made them much stronger.

As mentioned above, mounted units have lower aid the higher their con is. So, your WL having such large con meant their aid was tiny.

Nice update, lots to look forward to. Any love for armors/generals? I can’t get over how bad they are. More str/skill plox.

Also now that I’ve gone through act 3; holy hell are the late game Valkyrie recruits super powerful. Literally from the moment I picked them up (2 of them, since I was so impressed by the first) they were player phase monsters, one-rounding many enemies, while also using staves whenever needed. These ladies have way too much mag, skill, speed, and luck. I can see them having good luck and maybe good speed, but damn, at lv 1 they are like 75% of the way to caps lol. They even have more HP than sages, which is just insane.

Mages & sages are so terribly outclassed in like every way except speed IMO. Speed won’t save them when they get ohko by almost anything. Lv 1 enemy sage has 19 max HP and 2 def. “What the hell is even that” meme goes here. Please please give mage +4 base HP and +1 def. They’re so hilariously bad (at least on hard, I know you mentioned you tweaked them for normal. Ig if that’s your goal you may have succeeded.)

Feel free to totally ignore my rants, consider this my feedback - if I didn’t love the hack I wouldn’t tell you how I feel it could be better balanced. And, I just made it to the final map now, actually! However, I… Uhh… Came across a unique arena enemy with my lv 20 paladin (he’s basically at cap or ~2 points from cap on all stats. Metis tome ftw.) Did you put this bastard arena enemy here intentionally? Idk what this was about:

Also, that ending prep room was somewhat confusing/poorly explained. I had to reset twice because I didn’t know: #1 - visiting the house would exit the map, and #2 - after 4 turns it I get ejected from the map anyway. You did a good job laying it out with Merriette’s little speech as I first entered that map… Is it possible to add something about “I’ll visit that house when I’m all done” and/or “I have 4 turns here to prepare” to give the player some ideas about what’s happening here?

Visiting the house shouldn’t end it, that’s probably just a glitch, and I will probably end up making the turn cap more clear in a future update. And I have no idea who that berserker is, the arena is probably bugged.

Hey ! im trying to play the rom but its says i have the wrong Rom ( even tho im using sacred stone) What is the right sacred stone rom to download to apply the patch in ?

nvm I had a european rom and i needed a US rom

New bug located! At least, probably a new bug. (Spoilers for secret seal promote btw)


Here, you will see that my Risen Dead (courtesy of my new Summoner) hasn’t moved yet.


This is where the game says they are located. I have auto-end turn on, which doesn’t activate, but pressing the button to send the cursor to the next select-able unit does nothing, nor can I select the empty space.

I also can’t use the Summoner’s Summon ability, which makes sense, because the game thinks I already have a summon alive. This only occurred on my third summon, after it died (I’m pretty sure).

This happened to the first summon on my next map, as well, locking out the Summon ability for the rest of the map.

Funnily enough, this glitch, while completely unintentional, I actually now consider a feature because summoners can no longer infinitely summon units and cheese maps, especially now that the phantoms are more powerful.

Honestly a pretty good idea to limit those summons- though it’s pretty harsh when it happens after the first summon, instead of after the third. If Summoners are capped at one summon per map, then the summon or the Summoner might need a stat boost to compensate. Honestly, the idea of one beefy summon per map is kinda intriguing.

Either way, the limit should probably be less seemingly-random- sometimes it locked summons after the first dead summon, sometimes it locked them after the third.

I really like the hack so far. It’s really well made, and I really like the general flow of the game, and I love the ramp up in difficulty that the later chapters provide.
I love that each chapter isn’t so big, and is pretty tight no matter what unit composition you have. I also like that the general map layouts really punish not having an optimized team.

However, that doesn’t mean I don’t have my complaints. I think some of the act 1 maps are pretty overtuned, mostly the map with the mountain in the middle with the very scary brigands on it, and I don’t like that you can get the same map multiple times in a row.
I know the appeal of the game is that it is a rogue like, and is different everytime you play it, and is therefore variable in difficulty, but I don’t like getting the lava cave or the aforementioned brigand mountain map multiple times in a row, which basically ends up with my whole team getting wiped.

Just some quick information, I’ve always iron-manned this game; I’ve never reset for ohantom deaths, and I’ve always deleted my save whenever Merriette died. I’ve also only played on difficult, so my complaints about stuff being overtuned may just stack up to a skill issue.

TL;DR, I love the hack so much, keep working on it, it’s super good.

(I haven’t made it past Act 2 lol)

Oh, and a quick note, I just discovered a bug that freezes the game whenever you close the support menu in case you activate it accidentally. :stuck_out_tongue:

Interesting, I love the act 1 volcano map. I have found it super easy, free farm esp if you have a bow user.

Now, the mountain one with all the brigands, yeah, that one is hell. I’ve yet to beat that one without losing a unit (only 2 plays of it rn.) Pegasus + horse archers + brigands (some w hand axe) is really freaking hard, especially when your squad is split up and it’s still early in the run.

Well I had the time and motivation, so I worked out some more glitches and added some minor new things. I still got more minor plans on the way, but I figured I’d at least release what I had done so far.

FE: ID v1.2 Release Changes

Fixes

  • Act III recruited units are no longer severely overtuned on Difficult Mode
  • Fixed some very minor map appearance issues
  • Finally figured out how to make thieves carry loot again
  • If you roll a manakete on the first unit reward, it will no longer become a brigand
  • The arena is now a thing that exists

Changes

  • The Final Preparations map is now a lot clearer on its turn count
    • Going into the yellow healing house now longer ends the chapter early either
  • The brigands on the Act I triangular mtn map are now slightly weaker
  • Nomads can now use ballistae. This may change.

Balances

  • Nosferatu is the main reason shamans are OP, so it’s now slightly worse
  • I will likely do more later, but many promoted units now have lowered/adjusted stat caps
  • Valks and Paladins have had minor stat reductions, but this may change back later
  • Falcoknights got a bit more strength
  • Wyverns and Knights are now a bit stronger
  • Mages/Sages recieved a bonus point of Mag
  • Meriette got a little bit extra Str again

New Stuff

  • A new secret seal class: The Bow Knight
    • Locked to bows, but sporting high Str, Def, Crit, and a mount, this class has no problem taking down Wyvern Lords and even armor knights
  • If you’ve already played once, try again with a different starting set of units!
    • You can now select different starting unit presets after your first run
    • (There might even be some brand new classes included in there as well…)

Known Issues

  • Everything stated before
  • Act III reward dancers/manaketes are still underleveled
  • Summoners in general. They need a bit of work.

Future Plans

  • As I’ve said a million times before, I want to add more randomness, but that is a huge undertaking
  • Gaidens are still on the docket
  • And I also want to make Difficult Mode not just harder, but a far different experience
  • I still also want to tinker more with the arena and do more fun things with that, maybe even a secret superboss

I’m slowly getting closer and closer to this hack being exactly what I want, and I’m also very happy with the steady slow growth in popularity it’s been getting. Hopefully you all continue to enjoy it and again, feedback is quite appreciated :slight_smile:.

5 Likes

Excellent stuff! One of these days I will get these updates, lol.

I still have a question that wasn’t answered - is there somewhere I can find unit growth rates?

Are unit growths randomly assigned? Sometimes I feel like I grab a wyvern in act 1 and he only levels up 1 point of either HP or skill for like 7 levels in a row. In another run in act 1 I get a wyvern that levels up and reliably gets 2-4 points for 5 level ups in a row.

I feel like those wyverns do not have the same growths under the hood? Can you share anything regarding unit growths? Why is the initial fighter basically ALWAYS super reliable with his level ups, etc?

The first 3 units you receive have 40 in all growths except HP. The act I units have 20 in all growths except HP and luck, and that pattern continues for 15 in II and 10 in III. These numbers might still get changed in the future, more likely a reduction for the first 3 units, but I’m still currently unsure. Like most fire emblem games, you’re expected to switch out your older units for newer, stronger ones. Any observed variation outside of this is just due to luck.

And the Metis tome gives a 20% bonus to all growths.

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Woo! That explains a lot, yes I typically felt that the starting priest/fighter were always super good (I tried the mage twice but I swear his growths felt like 10% so I’ve written him off.) This also explains why I always feel like my nomads and pirates only develop HP and luck.

This confirms my hunches as I was playing through the game; that first fighter is super good and it’s pretty easy to feed him and have him juggernaut a shitton of the game. Although you certainly have “split army start” map designs that dissuade/uno reverse card shit on single unit juggernaut, especially the act 2 finale which has boned me on a couple of occasions when I can literally have that warrior solo one side of the map but my other 5 strongest units (“strongest” used mildly here) can’t beat the first wave of enemies on the other half, lol.

So, class bases strongly define units, if all growths are the same. That’s not terrible. Makes me feel like Metis is SUPER useful, and getting it early means you can get a second juggernaut unit like the fighter, which IMO is key to being able to handle a few maps.

That all makes sense now that I know you intended a sort of “unit cycling” as the game goes on. I’ve tried way to many times to overlevel random ass pirates, wyverns, myrms, etc. and have always been disappointed even when I promote 20/1 and their stats are really not that good and often literally shittier than a fresh act 3 unit recruit that’s at lv 1.

TLDR use the first earth seal on a metis-buffed unit or one of the starting units since their growths are actually reasonable, so the investment is worth.

Thanks for the answer!

LOVE the new options for the starting units. I ran through all of them, definitely went with the monsters because that shit is HILARIOUS to me.

Two bugs?

-I went into arena with Mogall (flying eyeball monster) and a lv 3 female thief had a flashing iron sword icon (effective damage) and was dealing like 18 damage per hit. For funsies, I built a link arena team with Merriette and the monsters; lo and behold, for some reason she has effective damage against monsters?

-When I promote the Mogall with earth seal, his two eye attacks become greyed out and unusable. I tried trading them away and putting them back and even just getting attacked with nothing equipped, but it breaks here, I can’t fix it…