Thank you for your advice. I did also count the units you get after completing the game in the number of 70, but I don’t think that will fix the problem of having too many units. I’ll see which ones I’ll let out of the roster. Maybe they will be playable if I ever decide to make another hack.
Including Creature Campaign units there are still only a max of 45 in Sacred Stones.
Sacred Stones has one of the smallest rosters in the series, may I remind you.
It also has probably the smallest chapter count of any game in the series as well. That’s why its roster is so small.
I think a large number of characters can be healthy, regardless of if they will be expected to be used. Obviously a bunch of bench-warmers that never do anything but take up space is pretty bruh, thus the Tellius issue. Every unit should at least be useable should one want to use them, but not necessarily on the same level as your better units. Not everyone wants to try to run every fire emblem game iron man’d with the best units possible to ensure best possible odds. Sometimes you want a wacky, lesser character.
Saleh is indeed there in case your epic funny Lute breaks her last string, for example. However, he’s also there in case you want a sage classline unit with a bit of a different flavor.
Plus, y’know, if the story calls for a lot of characters, then good for the story.
These statements contradict each other.
And this one puts a neat little bow on it. The two are only seemingly incompatible because IS can’t balance even a roster as tiny as FE8’s. There’s a difference between a unit you could but don’t want to use and a unit you’re only using because you got screwed over in a draft/for meme value.
It’s a single player game. It’s very much possible to balance the roster just fine. Just look at Pokemon. You can easily beat the game with all ZU tier mons the same way you could beat any given Fire Emblem game with low tier units. The problem is that overloading the roster with low-tier units is just bad game design. You only have so much game time especially when your hack is as long as vanilla Sacred Stones.
I think that with enough playtesting, I can strike a balance. A reason for making the roster so big, is because I have added a few extra classes and I want to give the player the option to get every class in the game. If they get every class they can find out which classes they like and they could use that knowledge for replaying the game. Two goals I want to reach are replayability and giving everyone something they would like to use. That is why I have various pre promoted units present in the roster: if you like em, you can use them.
Also, I think that a bigger roster will give you the feel of an army. With more units it feels like you’re commanding an army. Naturally, I need to make the enemy army big too. You can only deploy 50 enemies on a map though.
Yes, so just put them on roughly the same level; I think it’d be bad and really boring design if all units in your game were perfectly balanced with one another, and something of a pitfall of a design choice hackers think they need to do.
Also, don’t even think about comparing Pokemon to good balance, lol. So many Pokemon are nearly unusable in the metagame, sometimes even in postgame challenges like the Battle Frontier. But, I digress.
I feel like this project won’t suffer if it hits the cap of some 50 units. While I do agree that it could do with some extra heft, I don’t see it as a big deal to have a lot of units and not as many chapters if the game design is adjusted around it. In fact, it could be cool if it’s done properly.
Thanks for the advice. The pitfall of making every unit useful is one I fell for honestly. I don’t mind a unit being better than another, but I am not a fan of characters that are at the same level of skill as Rebecca. I’ll see what I can do.
Hello everyone! I have finished the opening dialogue of the game (the dialogue that talks about The Sacred Stones). I will now move on to the world map intro and then finish the rest of the prologue. Here is what the opening is supposed to look like:
It may be a bit unreadable, because I can’t find the place to change the color palette of the text anywhere.
Good morning, afternoon or evening everyone!
After a bunch of work, I have finally managed to finish the prologue chapter of my Fire Emblem
Rom hack: Fire Emblem The Prophecy Of Flames! I found this a great moment to share the first patch with all of you!
This is the very first version of Fire Emblem The Prophecy Of Flames and you’ll see that it is still a work in progress. Nevertheless I hope that you’ll enjoy the chapters and parts that are playable.
I would love to hear your opinion, advice and criticism. I want Fire Emblem The Prophecy Of Flames to be a fun and fair experience and that is only possible if you share your views! From gameplay to story, I would love to hear everything!
I am currently busy on a patch that wil finish Chapter 1 and add a bunch of tweaks.
This one might take a while, but I hope you are as excited as I am for the release!
I decided that I will be remaking some of the older portraits, since a lot of them are just
simple recolors. I started recoloring Falchia. Here is a before and after remake:
The first one is the bland recolor I used. The second is a splice I made for Falchia’s new portrait.
I hope you keep looking forward to more updates of my rom hack!
Hope this game save have plenty handsome male character than girl character
I will try to make everyone look as good as possible
Thank u so much (≧∀≦) a demo is good (〃ω〃)
Ps: please make some handsome boy for a poor girl like me
Ps2: 70 characters ~ it is good if 40 characters is male
Good day everyone!
It has been a while! I have been very busy with improving my hack, especially the portraits.
I am currently busy with improving Chapter 2x and everything leading up to that chapter. Most of my recent work went into the portraits though. The portraits for the characters are listed below. Be careful though: if you want to remain unspoiled, it might be better to check these portraits a different time. On the left is the old portrait and the right portrait is the new portrait:
That’s it for now! I’ll inform you when I’ve made something new!
It has been a while since I made one of these again. The development of the hack has slowed down a bit, because I have other stuff to do but that does not mean that the next patch will never come out! I’m doing my best to finish all of the chapters up to chapter 3. No major problems have been encountered (yet), so the remaining chapters should not be too difficult to finish.
For those of you who are interested in music:
I have posted a couple of songs from the hack on my youtube channel. All of these songs have either been directly ripped from a game or they come from websites such as midi shrine. Here is the playlist:
That is everything for today. See you all in the next post
Greetings everyone! I’m back with a small post.
Since it has been a while since my last post, I thought today would be a nice time to make a new one! At the moment, I’m busy polishing the prologue chapter and it is nearly finished in all areas (introduction events, dialogue in the chapter itself, gameplay and presentation). Since I’m polishing stuff everywhere in the rom, I sometimes get distracted from actuallt finishing the prologue. Fortunately, I’ve started editing chapter 1 as well and that chapter is also almost done.
As for a new patch: I’m planning to release a new patch, once I finish chapter 3 of the hack. With the extra Gaiden chapter that I added to the rom, that should give the rom 5 fully playable chapters. This will take some time, but it will give a lot more playtime and more to look forward to when the release arrives. Thank you for being patient. As a one man hacking team with limited free time, it takes quite a bit of time to make a good hack. I hope you are as excited for the new patch as I am!
Keep being a great community everyone! Catch y’all in the next post!