I am here today with an update. The fact that this is exactly one year after the last release is actually a coincidence.
I’ve put together two elaborate patch documents describing two things regarding this release:
A changelog thoroughly describing the majority of changes between the version from one year ago and the version today
An explanation of the newly added difficulty modes—Hard Mode and Elite Mode!
Both of these can be found in the patch folder that’s linked in the OP.
I acknowledge that even last March’s release still wasn’t in the best state for presentation, and I apologize for letting it sit like that for so long. A lot of thought and consideration has gone into today’s update—through both past feedback from people outside the development team and new and innovative ideas from inside. Advent and I believe Forseti’s Cut has finally reached that point where the only thing that needs to be done from here is further writing and revision for the conversations original to FC. Of course, gameplay tweaks aren’t over either, but I’m hoping that this today feels like a complete, full release. The angles were thought out, and the gameplay can once again stand on its own two legs. Advent’s been a diligent playtester, so any new bugs should have been caught. If not, for some reason, I’ll try to be speedy about making the fixes for them.
I give thanks to the people who’ve lingered around in the Hacking Hel server, occasionally prodding their head and showing eagerness to see the next thing come out.
There was a critical bug causing the game to be unplayable in chapter 11x. The patch is updated to address that as of now, and includes one other change that was in the works—a revised in-battle graphic for Bragi’s Blade.
Yes. The Dropbox link in the OP is the only spot I’ll ever have the patch. You can see the last modified date for it, 3/6, for further reassurance.
Just make sure that, since they exist as two separate (but equally up-to-date) patches, you read HardModeAndEliteMode.txt to decide whether you want to play on normal mode (patch your Japanese unheadered ROM with FC1-2.ips) or hard mode (patch your Japanese unheadered ROM with FC1-2HardMode.ips).
I apologize if this is an overly silly question, but was it ever documented how exactly the Accost skill was changed in this hack to not activate when it doesn’t benefit its user? I looked everywhere and have not found anything.
There’s just an additional check in the code (with the HP and AS checks) to make sure that the unit with Accost can attack in that combat, meaning they have actual values for Atk, Hit, and Crt in the combat UI, and they’re not “- -”.
Or by “documented,” do you mean the actual edited code in ASM?
Yeah, the actual edited code, as in where and what the addition is. Of course, if it is supposed to stay an exclusive thing to the hack, then I fully understand.
The two additional lines were done by Ultimage, and the whole routine was edited with the help of his documentation.
The original routine is at $01D66E ($83D66E mapped), and for Forseti’s Cut, it was repointed to freespace, $4C1400, to make room for the added check. Assuming you’re looking at it (the freespace address) in a hex editor, these are the two added lines:
$BD 4E 00 - An lda command checking that the defending unit with Accost will attack in the combat
$F0 17 - A beq command that’s right after
The project does have a GitHub, but since I’m the only one who deals with it these days, it’s quite disorganized; there’s things like outdated/incorrect labels, stuff without proper comments, and poorly placed stuff. There’s no real rhyme or pattern behind my usage of freespace. You’re welcome to take a look, but I figured the above documentation I gave was somehow more proper.