Fire Emblem: The Lonely Mirror (Concept for FE8 ROM Hack)

Thank you for checking out this hack @Jshmra. Happy you are enjoying it and also happy to hear you didn’t encounter any bugs. Wise is great! He does end up better than Shane if he is trained. He is silly and annoying, but also pretty complex too.

I have answered your questions below. Hope this helps.

Yes, Amanda is recruitable, and I consider the most difficult character to recruit. You must deploy all male characters on Ch 26 where you first face her. Then, you must talk to her with Boone or Caden. You may defeat her on this map after completing the talk conversation. Amanda will return on Ch 27 (per usual), but this time, she will join you if you talk with Boone or Caden. She is a fun unit to try and recruit if you want an extra challenge. She is a useful unit too, but certainly not necessary.

This is a question I receive a lot. Liang is a bit complex as his recruitment has many conditions. To recruit him permanently, you must first visit the top right building with Joseph on Prelude III. He also must survive the first story arc to return in the second arc. On Ch 11, the house near the initial unit placement will offer you a bow or tome as long as Roxie also survived arc 1. Liang will enter the map on the following turn if the bow is chosen. Boone or Myles can recruit by Talk. If the tome is selected in Ch 11 or Roxie was not encountered/survived part 1, Liang can be recruited on Ch 21 by visiting the southern red house.

Boone, Leah, and Lael all have story promotions, so you cannot use a Master Seal on them. Lael promotes at the end of Ch 28.

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The Phoenix Knight looks real cool! This hack is starting to feel very polished. Looking forward to the finale.

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Hey there!

I’m really loving the project so far (just cleared chapter 8), I like the story and the map design of the first few chapters was fun.

I just wanted to note that the difficulty spike of Prelude 3 and Chapter 8 were pretty rough. Prelude 3 with limited units and healing on top of the huge quantity of reinforcements make it really RNG based, utilizing the choke points effectively is very difficult because none of your units really have the bulk to make them useful. Just… making a few less units appear in the initial onslaught and with Kace’s reinforcements would probably make the map a lot more tolerable while not removing the tone of being totally overwhelmed, because that tone definitely works for what you have.

And Chapter 8 is also insane with the bottom part of the map being extremely difficult. I tried it several times, and only managed to succeed using one very specific strategy (putting Lael on the top stairs to prevent those zombie reinforcements and heal Boone on the left choke); and even then I only succeeded with a bit of luck. Again I understand the desire to make it difficult and feel overwhelming, but there comes a point where it becomes excessive. I think that if I were able to deploy like, one or two more units down on the south side of the trap the map would be a lot more fun.

I like the project so far and I want to see it succeed, and these are pretty much the only real critiques I have so far (aside from portraits, but honestly you’ve done a great job given that you’re the only one working on this and most of them being original instead of splices gives a really nice feel to it). I’m going to keep playing, and I hope to have a lot more fun as I continue!

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Hey Rikuva. I see this is your first time posting on FE Universe. Welcome!

Thank you for checking out The Lonely Mirror. I am happy you are enjoying the game, and I hear your feedback.

Prelude 3 can be a very tricky/challenging map. I find that you have tackle it very different - hit and run style. This map might take a couple tries to develop a good rhythm, and once you do, it becomes a lot more straightforward and less RNG heavy. I do hear you on your given units not really having great defenses though.

Chapter 8 can really come down to who you have fight alongside Boone, but yes, this map can be overwhelming. I personally like using Grant and either Joseph/Brett to fight with Boone. Joseph or Brett can block the staircase similar to Lael and dish out decent attack against the monsters. Boone and Grant can hold out using vulneraries and elixirs. The other party should work fast to hit the switch. Vergil/Travis/Faith are decent choices to rush ahead.

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I have also added a Rune Guide as a supplemental document (pdf) to the Dropbox as this has been requested by those wanting to use Parvati. The guide will visually show the areas Parvati needs to stand in order to obtain runes for each map.

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I am on Ch. 14.

The game is interesting and reminds of FE7 with the chapters up to Ch.10 being Lyn’s story and everything after being Hector’s or Eliwood’s story.

My main criticism would be the small party you start out with after the jump.
Ch.11 and 12 are quite a challenge if you didn’t level up atleast two of Myles, Boone, Caspian past level 10. They become even more challenging if one of Travis and Roxie/Liang are underleveled.

I like Parvati alot because the runes function like spells from all the different types (Dark, Anima and Light). You also get enough runes across the levels to make her worthwhile.

Lael is also great (finally a healer that can defend herself).

There is also an error on Ch.14. One of the knights has a Killer Lance but lacks the rank to use it.

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I also encountered a possible error on Chapter 19 with Roxie.

When I attack the boss on my turn, I deal 2 more damage and take 2 less damage.

When the boss attacks on the enemy turn, it is reversed.

This games doesn’t have skills so I am not sure why this is happening.

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Thanks for checking out this hack, @FE74ever

There are certainly some pacing similarities to FE7. Continuing on you point, I also think Ch19 reminds me a little of Noble Lady of Caelin when everyone meets up again. Although, the circumstances are very different.

That’s fair. Those two chapters aren’t for everyone and can be challenging. Typically Boone or Myles will at least be decently leveled from Part 1’s forced deployment. I also wanted to bring it back and add a couple smaller party maps because players do like those too. Part 2 ramps up quickly though.

Thanks for finding. Fixed. Not adding a patch for this yet.

Right. I know about this. This has to do with how I was initially setting up the weapon triangle bonuses for magic. I’ll admit, it’s pretty confusing. I can’t even remember my thought process on this. I’ll change this.

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Thanks for the response.

I found three issues in Chapter 24.

Pavarti can’t pick up the Air Rune even though I am in the specified range based on the Rune Guide. Not sure why she can’t.

Faith can wield Majestra. I tried it on Chapter 24 and she can attack with it but there is no battle animation. I assumed it was supposed to be a Prf weapon. Besides that, she should only be able to wield lances.

There are also some tiles slightly to the left of Amanda that can’t be traversed by any character (flyer or non-flying unit).

Pictures

Also on Ch.25, If you restart Eliza’s gear will respawn so you can get alot of Killing Edge, Killing Bow and Elixir. It can be exploited for alot of gold.

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Waiting for new chapter come out :star2:

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In Ch.27, one of the shaman reinforcements (the female one) at the bottom left breaks the level cap.

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Good finds here, @FE74ever

I am not able to reproduce this in my dev build. This is something I thought I had released, but it is possible that it did not make it in.

Same as the above. I have fixed every known instance of this, but it is possible it never made it into the most recent release. Tarin, Edith, and Faith (rejoin) also have this problem. Regardless, this should be fixed in the next release.

Hm. This is a fun find. I found what the problem is and have corrected it in my dev build. This will be fixed in the next iteration. Kurtis and Helga can also wield Majestra too. Queenie can wield Milarepa.

I actually thought I fixed this one and it was included in my latest release. Maybe it wasn’t. In any case, this is fixed in the build I am working on now and will be corrected in the next release. That shaman does give you some extra EXP for the time being though. :slight_smile:

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Most likely will be later this year, @Solusaeternus. The final 3 chapters will be released. I have already made a lot of progress on it. The Epilogue may take some work.

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hey man, loving the hack so far. I think I’ve come across a few bugs. I’m currently on chapter 23 and I’ve noticed that some times my units won’t get any xp after an encounter. Also when I promoted Joseph to Dark Griffon, his skill in anima went from an A to a B

edit: for some reason, beginning chapter 5, all my units stopped getting xp from fights

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Hey! Welcome @lostwoods95. I am happy you are enjoying this hack so far.

On Chapter 23, you will eventually encounter an infinite stream of monster encounters that show up every other turn or every three turn that will provide no exp when defeated. This should happen nearish the end of the chapter. I wanted to prevent milking exp for future chapters. This starts happening on turn 7, which in retrospect might be too early. I can bump this to a later turn.

Ah yes, the Dark Griffon promotion going from A to B in wind magic is one of my greatest mysteries. In truth, I have no idea why this is happening. I do hope to fix this.

I’ve never encountered this problem. Are units getting absolutely zero experience or does it seemed reduced? I will say that Chapters 5, 6, and 7 will not be too high exp gain chapters as I didn’t want high level units to runaway in level. Lower level characters like Faith, Parvati, Atticus, or Roxie could be good to level during these chapters. The exp curve should ramp up when you encounter the prelude chapters.

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Oh shit mb I meant to write turn 5 (of chapter 23) not chapter 5 lol… So I’m now on turn 14 (chapter 23) and only pepper has gotten xp from 1 ‘fight’ since turn 5. Very strange

edit: got to chapter 24 and I seem to be able to receive xp again, so all good

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Okay. That seems to be functioning as designed. I will look into changing the turn monster spawns start to grant no exp as it does seem to be pretty early. Thank you for bringing this up. Glad all is working well again on Ch 24.

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zzz i didn’t read your first message properly. apologies. anyway, appreciate all your hard work man; this is my first rom hack and im enjoying it immensely

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Can you kindly include the “select” function to see all enemy mov set at one go? Its really tedious to face check every enemy especially when in a scenario flooded with enemies that can long range attack u.

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