Well now I know that. Are there new updates on this?
You always knew it.
And sure, nothing tremendously major, we’re slogging along fixing up text and pushing it into the game, we’re getting art assets done. It’s mostly just really tediously boring to code text and push it in and make sure it looks good and that it all triggers fine.
Like the lack of updates are not “Oh no nothing is happening” they absolutely are “do you guys really wanna hear about how I spent an hour adding [NL] to the end of sentences and shifting words around to try and hit it correctly?”
I mean I can, I can give you daily updates on that stuff!
It sounds good only in the essence of “hey this project isn’t dead!” which is more useful for a weekly thing.
Apologies for the rather unnecessary questions, but I am glad that you all are in seemingly good health, and that the project is not dead.
Why the chapter 20x will be removed?
Because while it was a neat chapter concept the player didn’t ‘get’ anything out of it, no treasure or rewards beyond Roy’s promotion which can serve the same purpose as a cutscene. Also it felt like it pulled away from the theme’s and feelings of FE6.
And how can get the Apocalypse tome?
That’s chapter 33x
Ok thanks now i’m quiet about Apocalypse
Quick update, a lot of bugfixing as we go through the game to ensure that all that remains is plug-in text and graphics. Meaning we get to fix things like “The Defender Sword gives Dieck +100 HP turning it infinite and -?? to all stats, also his portrait was corrupted for some reason, so is the HQ map?”
2020/07/20
Fixed Physic and Fortify usability routines (target list creating function was overwritten by something else, so now they both use the normal Heal routine)
Updated staff accuracy routine to use mag instead of str
Removed high bit from weight values of staffs without proper targets (Fortify, Torch, Hammerne, Unlock), so they only give the base exp
Fixed targetting routines for Warp, Hammerne, and Barrier so they work with Staff Savant
Bringing up the minimap (pressing Start) while hovering on a unit with an aura now clears that aura
2020/07/21
Fixed a bug where [G] would cause the game to softlock when trying to display numbers by updating the encoding for said numbers.
Made the R bubble on the stat screen page start on Skills instead of Strength.
Finished for insertion: Gwendolyn_P, Chad_P, Lugh_P, Sue_P.
Changed palette to match promoted: Chad, Lugh.
Identified attack effect still present in mode 12 for shield armor knights.
Fixed a bug where the Lycian NPCs on Chapter 3 did not have names, and thus broke the game.
Today’s update:
Chad’s skill, Shadowstep (Prototype)
Chad can use Shadowstep as an action via the Shift command to teleport for 3 squares. This gives him, without any additional boots, the highest movement in the game in a single turn. However, he wont be able to attack or loot after using it, so it’s up to the player to determine the right path for him.
Goddamn that’s rad. Kind of too rad for a weenie like Chad :v
Also i immediately assumed the skill was actually called “Shadowstep (Prototype)” and didn’t even reflect on it, that’s some severe-ass anime poisoning right there.
Woah, the fact that Chad can essentially jump in a 3 square radius is pretty strong, allowing for easy bypassing obstacles and getting loot.
Chad’s gonna run up and be all “NOTHING PERSONEL, KID!”
Does Shadowstep allow him to move through walls?
Yes, it does. It is a teleport.
That is some nice tech!
The additional animations look so smooth!
Wow, the ability is cool and it looks cool as well, that is very crazy and I love it.