[Lex Talionis] Fire Emblem 8R (Playable monster units and MyUnit Test update out now!)

Unrelated question, How do you modify wexp gains? I know you can add extra wexp to weapons but the basic number should be somewhere and I can’t find it.

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I’m the Editor it should be in the Weapon Types, then there is a button called like Edit Weapon ranks near the bottom. :thinking:

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I looked there but I though there was something like “wexp gained per hit” kind of variable hidden somewhere and I was dumb enough to not find it. Thank you!

EDIT. Chapter 8, there’s not staff animation for paladin Moulder and the game crashed when I got attacked with assassin Colm with the smoke bow equipped, Colm made a counter like gesture and the it crashed.

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Thank you for pointing that out, I’ve got that fixed on my end now :slight_smile:

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Thank you!
I also noticed that now the growth changing events seem out of place with the enemies being higher level, most events are slightly inconvenient but Seth’s is the most glaring example, I think he should be fixed either by Moulder after saving Ross or by Natasha (as you have coded it) but right after recruiting her.
EDIT. The event choosing Vanessa’s growths are okay but the one choosing between Ross or Natasha is basically telling you if you want to use Ross’s magic forget about flyer Natasha.

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You’re welcome :slight_smile:

Yeah, a lot of these are experimental since when you have so many options to do things, you try and see what works and what not. :thinking: The idea is sometimes you gotta choose what option you want.

Edit: With Seth, I want to discourage people from abusing Seth too much in the early game. After chapter 8 though, if you really want to use him. I don’t care anymore since you’re going to do so most likely.

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I agree with you on a character by character basis, I think the mistake here is having to sacrifice one character for another so making the other event like Vanessa’s will take care of that, the event with Moulder and Artur opening the path for their physical classes is also a hit.

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I’m fine with having to choose one character over an other, especially when it’s something like growths in a game with infinite grinding. It’s a lesson that you can’t have a perfect playthrough, and have to make some sacrifices. If I get enough pushback on it though, I’ll reconsider.

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I hope you do reconsider sacrificing characters but it’s your game after all, I loved the moment I had to pause and consider the path I wanted Vanessa to take but I hated the the other choice because my Ross was already firing magic and I though, yeah no choice.

I do hope you are seriously considering moving the events forward though, it was the first time I benched Seth because he’s too weak.

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Giving it some thought, I would say it would at least be a fair compromise for the Natasha/Ross convo to give both of them the buff depending on the choice. :thinking: I can give it some more thought tonight and sit on the idea.

For Seth, I personally have a dislike of Jaigens, and especially Seth gameplay wise. If I could, I kind of wish I could remove Seth from the game gameplay wise. Seth leaves such a crater in FE8’s legacy that he is a bigger pain in my butt than I would like. For now, I’m leaving him how he is, but it’s out of personal dislike and bias in all honesty. :sweat_smile:

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Thanks for your consideration!
I usually bench Seth because I enjoy leveling characters and he’s already a completed product in most hacks, but your game makes me want to use him because he’s not promoted and other characters can be as much of a beast as he is so there’s no “throw Seth and enjoy” mentality here.

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You’re welcome :slight_smile:

Lol, that is fair about people probably wanting to use him more with him being unprompted haha :rofl: Though he is still where I want him for now. Helps set up early game, can recover him a bit easily with C rank Eirika, then gets fully recovered after chapter 8. With his busted Light/Sword people saying he is still very broken at that point lol

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I understand your point, so I’ll keep Seth benched and train him with Tana and Amelia, maybe I was being a bit hard headed wanting to level all characters at the same pace.

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It’s all good, I understand haha. I used to be the kind of player that wanted to optimize everything perfectly haha :laughing: But after having a wife and son, and making a game I say I’m becoming more like Kaga haha :laughing: Having more fun creating unique, fun scenarios to me rather than making everything perfect and balanced. :thinking:

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I’m releasing a new test build to see how it feels. This one has removed the equipment battle info in the item menu to increase the inventory space to 7. New hold able accessories and some new items have been added. These are all for testing so balancing has not been attempted yet to them. It’s more of a test to see if they work and see if they feel like a positive addition to the game.

A change has also been made to pair up to test and see if it is a positive change and see if people will use pair up more compared to dual strike. Affinity Strike is will now proc 100% of the time while paired up. This will only proc 50% of the time for paired up enemies though. Killing an enemy while paired up will now proc a Galeforce effect for the unit, but will only activate once per turn. Probably be over tuning, but we will see how it will change how people use Pair up.

Also a side note. The amazing user Eretein found out a way to get LT games to work on Android phones and got it to work on my phone :slight_smile: If the project not being able to play on phones is what held you back from trying out the project, we are now one step closer to that being a non-issue :slight_smile: Super exciting stuff :slight_smile:

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Alright, the pair up changes were indeed too strong haha. That previous link has been updated with the changes to nerf that haha. So Affinity strike now no longer grants a bonus attack and is now a combat art. If you get a kill with Affinity Strike and proc the Galeforce, the lead unit will get a stat reduction of 75%. So you can still move and switch to the other unit, but now can’t steamroll as much and have to play smart with your pair ups. We’ll see how this version goes haha

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So is the test build the main download for this?

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It’s the one for the most features implemented, though it’s a lot higher risk of bugs, oversights, etc. :sweat_smile: Speaking of which I’ll have to update it soon since I’ve been informed of a big oversight.:sweat_smile:

Once V.1.0 is ready, I’ll replace both links with the new one :slight_smile:

Edit: The latest patch is up with Pair up fixes. Hopefully should work now lol. Dozla and Cormags global spells have been changed. They have to wait 6 turns before they can cast it, and it doesn’t give WEXP. They have been given new dark spells though they can use in the meantime.

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So since everyone has 3 choices each promotion, does that mean our pupil friend can be a monk finally?

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Indeed he can! :smiley: It’s between Mage, Shaman, and Monk.

Edit: We also hit 1000 posts! :smiley: Although probably half are from me haha :joy:

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