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

It’s okay if the issue with this save cannot be resolved. I plan to play it again after clearing the level. Thank you very much.:grinning:

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Well, at least the next time you play it will have been fixed. :sweat_smile:

Will there be a boss joining the demon tower and ruins after completing the level?:smile:

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I have plans for those in the future :wink: Please look forward to that update :wink:

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After starting from a fresh save:

  • the dancer animation crash was seemingly fixed
  • colm can now use a bow
  • Innes can’t be interacted post battle (no dialogue)
  • haven’t gotten back to ch 15 scorched sands to see if the duessal crash is still there (I’ll probably edit this when I do)
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Ok, that’s good to know.:slight_smile: Thank you for reminding me that I need to double check the thing with Innes :thinking:

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  • The duessal crash is fixed
  • gilliam (when he is a terror knight) when going to select Petrify, the game crashes.
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Up to chapter 8, while the jewels are great for combos the new accessories suck horribly, it’s not worth the cons to equip any of them.
The monster units felt right to use except the doggo, the wild ones are harder to hit that your own one and she felt a bit weak.

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I just started my playthrough on Lunatic mode, so I’ll see how the stuff feels for myself (About halfway through chapter 3). I haven’t used some of the accessories yet, but I’ve found uses for them just fine. The knight’s gauntlet has been great on my Franz and Gilliam. I’ve got Eirika equipped with the Magic Bracelet and she hits hard at range. Then I got Moulder with the Blood ring, so he can get both Rock Puncture and Blood stacks on the enemy. I would consider these accessories the lowest tier common accessories you can get, so they are meant to have heavier drawbacks. Once I make more accessories, there will be better ones you can replace them with. :thinking: I am thinking of lowering the price on them though since money is tight in the beginning. :thinking:

I did buff the Doggo’s weapon to be based purely on SPD recently, so should hit harder now. Though I can adjust numbers around if Doggo still feels too weak. :thinking:

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Playing on lunatic 2RN, the gauntlets that lower skill are a cursed item meant to make the game harder with almost no benefit, the other are forgettable and barely of any use, to the point that I ignore them because it’s easier to do so than deal with the cons.
I forgot to add, weapons like the scimitar was it? The one with 5 range, are a bit annoying to deal since you can’t advance your casters in a huge area.

EDIT. Remember that I modify my game to normalize growth changing items and my characters are probably a stronger than normal.

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Well, I can’t force you to use them. I at least have found good use for them, so that’s enough for me. :person_shrugging: We do have pretty different philosophies when it comes to play style/design, so it is what it is. We’ll see what you think once I add more accessories you can get throughout the journey now that I know they work. :thinking:

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Looks cool! Can’t wait to check out the salamander rider

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Thank you! :smiley: Salamander Rider did get buffed recently with one of their skills and the Venom buff, so I’ll be interested to see how that class feels now. :thinking:

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There are use cases for all of them:
for example even with 0 hit, pairup thunder can procc stun so the gauntlet can keep your stun appliers safe.

Magic bracelet is great for healers, and light users such as arthur are much safer with their extra range.

the thief bag gives a massive speed boost for the early game with almpost no drawback since it will usually outpace the con loss, its also a great damage boost for speed weapons (+6 on knives, +6 on speed swords that all myrms get, +3 on slim weapons, etc).

The treasure that gives despoil also hugely buffs luck which is great for a few characters, and the early game Extra gold is amazing.

The bleed ring is the one that would be the shakiest, as you would want its effect against high speed enemies so the loss in Skill hurts a lot, luckily it only lowers healing RECEIVED so offensive staff users (which never miss) can totally exploit it.

All of these are from the perspective of someone who plays lunatic with an extra 20% to enemy growth rates so take it with a pinch of salt lol.

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That’s a great point with pair up thunder, I didn’t even think of that one haha :laughing:

Yeah, I’ve been using the bleed ring with Moulder so he can apply the bleed on top of Rock punctures when everyone is topped off. Though I’m gonna move the Bleed ring to Natasha so she can spread Bleed with her AOE haha :laughing:

I also gave the thief bag to Franz so he had access to a reliable 1-2 range with the daggers :slight_smile: Plus the Bleed helps reach double threshold with Lunatic enemies. :thinking:

Dang, now that’s a mean Lunatic mode haha :laughing:

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A My Unit avatar!? Tell me I will be able to pair them with Eirika…

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The MyUnit is pretty basic and doesn’t have any supports, at least for right now. :eyes:

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Well hope down the road it gets implemented more. It doesn’t have to be story relevant. Following the project with great interest

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I most likely won’t make the MyUnit have relative story presences, but could add supports down the line. :thinking: Though I’m not a writer and the post battle dialogue I have been writing has been kicking my butt. :sweat_smile:

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Haha surely you will get there. To the very least I am rooting for you now. Just make them a normal unit, maybe an introduction chapter at most. Maybe some random villager Eirika saves (Perhaps add them to the spider intro map) or a knight like Franz.

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