Sorry for the late reply. I’ve been away on vacation.
There are actually two versions of 1-Finale. That’s how there’s 12 playable chapters, despite there being only 11 on the chapter list if you peek in builder. The 1-Finale you get is determined by your actions. Anyway, I’m guessing you didn’t meet the conditions necessary to have the Fleur option… So Lorenzo won’t talk to her. But don’t worry. You didn’t do anything wrong. That’s what repeat playthroughs are for.
Not having a narrator is a conscious decision, since I’m not a fan of long narrations just for the sake of recapping events or world-building. As an author, I prefer having things on a need-to-know basis. The necessary world-building has already been woven into the dialogue. Just the important stuff. The not-so-important stuff can be found in the in-game Codex.
Spoiler
I’m guessing you didn’t have May and Eren together yet…
have you been reading the script
Thanks for playing! Glad you enjoyed the game as it is.
I decided to implement a Turnwheel feature as the game is… admittedly harder than the average romhack. It’s a quality of life change designed to tide players over during long turns on 21-deploy maps. A lot of things can happen, and it feels pretty bad to have to reset the entire turn because you messed up.
The Turnwheel is balanced by only allowing the player to save and load at any point within the same turn. This means you can’t go back to turn 1 from turn 10. The game automatically overwrites the turnwheel save at the beginning of a new turn.
Changelog
Beta 2.5.4 (July 14, 2024)
★ Turnwheel implemented! You can now make quicksaves in the middle of a turn, and load through reset and resume. The quicksave resets to the beginning of the next turn to discourage save-scumming in the long term.
★ Fixed enemy Mag & Res not being affected by Tears difficulty penalties. Now enemy mages should be less threatening in Tears.
★ Tweaked Talk description to make conditional talks more explicit.
Enhancement patch out! This is a tiny patch that modifies the turnwheel to be faster and more convenient to use. You can now go directly to the titlescreen to load a quicksave without doing a reset.
Screenshots
Changelog
Beta 2.5.5 (July 15, 2024)
★ Turnwheel enhancements! Load and make quicksaves faster than ever.
CRITICAL BUG FIXED. Using the turnwheel broke some events. Now it should be fixed in the latest patch. The download link has been updated. Sorry for the inconvenience.
Changelog
Beta 2.5.6 (July 16, 2024)
★ Fixed critical bug where using the turnwheel disabled some events.
★ Fixed Support Viewer in preps not respecting the current preparation bgm.
★ Fixed some minor typos.
★ Lifted restriction on trading some Prfs.
Hotfix out, on top of other changes. The download link has been updated.
Changelog
Beta 2.5.7 (July 18, 2024)
★ Eir is now immune to poison damage, done as both a buff and as a way to sidestep a bug with Reaper’s Oath + Turnwheel.
★ Akane has been tweaked to fully commit into her reckless high-risk, high-reward gameplay. Activating Avatar of Vengeance now guarantees attacks never miss on top of a +50 to Avoid. Devil’s Fortune has been buffed to +50 Avoid. Devil’s Fury now guarantees crits on all attacks. As long as she stays at 1 Hp, Akane is now one of the two or so playable characters that can have a natural 100% Avoid.
★ Inky’s Prf: Andraste’s Pyre, has been tweaked to accommodate recent changes. It no longer grants a +3 to Stats (the stat boost has been transferred to her bases).
★ Inoel’s Prf: Syrene, now makes an appearance in First Departure. Her personal skill has also been implemented.
★ Antitoxin has been changed to Panacea, which is a Tool that functions much like the Repair Kit. Use Panacea on units to heal all status ailments.
The download link has been updated with another minor patch. This one tweaks stat caps on promoted units, making them uniform and consistent across the board. Your save file’s still valid even if you’ve already bitten the bullet and promoted some units. It’s mostly preparation for Act 2, where promoted units will become more common.
Also, I finally remembered to make Bishops learn Slayer at LV10. I keep forgetting to do that. They originally got Renewal at LV10 and Warding Aura at LV5, which made them really similar to Valkyries… Hopefully, Slayer on Bishop will encourage more people to field Claude in Act 2.
Zane’s Steal has also been tweaked to be bundled with Spring Thief, his personal skill. This means that you don’t have to do any skill replacement when he promotes. If you’re playing on a version where he has a separate Steal skill, it’s fine. Feel free to replace it when he learns more skills.
A functional mechshift to cycle through weapon forms, along with a glimpse into the mythical Ch5x if you haven’t played it yet… My favourite debug map.
New patch out! This one introduces cool stuff in preparation for Act 2 and also fixes a couple of bugs in Act 1. A lot of quality of life changes have also been made due to feedback from playtesters. The download link in the first post has been updated.
Changelog
Beta 2.6 (August 10, 2024)
★ Introducing a new status effect: LETHARGY. In lieu of Poison, which was bad design in Andromeda’s context and came with a ton of bugs, poison weapons now inflict LETHARGY. LETHARGY sets the Mov of the afflicted unit to 0, while still allowing them to act. That said, Lethargy is sparse in the current build, with most toxin weapons in the first act replaced by their non-poison equivalents.
★ Silverthorn and the Devil Axe retain poison, as I think scaling fixed-damage poison can be good when exclusively found in the player’s hands.
★ Introducing an overhauled leadership system, which I dub the FAVOR SYSTEM. Playable units and bosses now have a Fvr stat, which grants +1 to Hit and Avo to allied units per star. This introduces a soft Favor threshold that must be met in later chapters, to discourage lowmanning and juggernauting. Not meeting the soft Favor threshold incurs penalties to combat. Zane is now a bonafide favourable pick, while Holt is suddenly one of the best units in the game due to being a true jack of all trades.
★ In line with the Favor System, the Weapon Triangle has been further tweaked to grant +50/-50 Hit on WTA/WTD, upped from the previous +30/-30 Hit. This is to make terrain, Favor, and class variety matter even more on maps. Units that have ways of guaranteeing neutral 100% hitrates (e.g. Lorelei, Skye, Cyrus, Holt, Isabelle, Leli, Akane, etc.) have been indirectly buffed due to these changes.
★ Because of the previous point, Tony has been indirectly nerfed to call attention to his second role as a Physical Tank, since his Darting Blow’s guaranteed double on neutral PP is no longer a guaranteed 2x hit that often leads to a one-round across the entire game. Now his claim to not being benched is getting Short Shield at Level 10 while dishing out enough damage to comfortably reach that level.
★ Luciana’s Skl and Prf hitrates have been buffed to make her early game super consistent.
★ The Hit of Vivi’s Prf has also been increased, as a way of making up for the fact that her Prf doesn’t give weapon experience. I wonder how many people noticed that?
★ Flux no longer inflicts poison, but still retains Seal Resistance.
★ Most “aesthetic” talk conversations (no tangible reward gameplay-wise) now grant 100 points of experience, making the turn worth losing.
★ Sofia can now recruit Zane in Ch5: Before the Storm, provided that the secret talk chain between her and Eren has been completed.
★ Ch5: Before the Storm spaghetti has been further refactored to squash a ton of bugs that I discovered from me playtesting with the aim of breaking the game.
★ In Ch7: Dark Star, the enemies on the corridor opposite to the one you chose no longer disappear on later turns. Apparently, some players like to ~torture~ challenge themselves by trying to take both corridors (with promoted enemies!) within the 9-turn limit. Some players succeeded. These players make great material, which is why I’m encouraging their ~masochistic~ min-max playstyle. Truly they’re the Andromedas of all time.
★ The range of utility staves (Ward, Pick, Hammerne, etc.) have been increased to Physic range for some quality of life.
★ Portraits now blink in most places, except for minimugs.
★ Minor tweaks to affinity bonuses. Still, they don’t deviate much from vanilla, but feel free to pop open builder to check.
★ May’s affinity has been changed from Ice to Wind, while Silas’ affinity has been changed from Wind to Ice. I think this is actually a minor error that I haven’t caught for a long time.
★ Additional Support chains have been inserted into the game, including but not limited to Reginald & Claude and Freya & Pierre. This is to ensure that everyone has at least 5 support partners.
★ Some units can now immediately support with each other if their joining times are too close to 1-Finale, adding a bit of QoL (e.g. Zane & Adelaide, Pierre & Wyatt, etc.).
New patch out. This one tweaks the stat bonuses on some accessories. A minor fix to Zane having the wrong supports set has also been implemented. Previous saves are still compatible. If an issue with Zane’s support comes up, send me your save and I’ll be happy to fix it.
Changelog
Beta 2.6.1 (August 19, 2024)
★ Fixed Zane having a wrong support set.
★ Tweaked stat bonuses on various equippable accessories, to have drawbacks and benefits when equipping them. Tanks are eating well in this patch.
★ Sacred Rune: -3 Pow/Spd, +2 Res/Luk, Renewal. The Sacred Rune is meant to be a way to sustain tanks without having to tie up a healer. It’s not meant for Lorelei/Skye to juggernaut with it when coupled with Nosferatu and a Holy Ankh. It WAS funny for the past 20+ patches or so, but now I realised it’s kinda ridiculous and breaks the game. Truly, it’s a dark time for every game when carries start to invest in tank items and steamroll everything.
★ Holy Ankh: -3 Pow/Def/Res, +2 Skl/Luk, Miracle. See rationale above. Only this time, the Holy Ankh is actually meant for attackers. As a tradeoff for a panic button for squishy units, the Holy Ankh slightly decreases their offense and bulk. Of course, you’ll most likely also be using this on tanks to stop them from getting one-rounded by effective weaponry (i.e. Reginald tanking a Meteor to the face).
★ Aegis: -3 Spd, +2 Def/Res, Barricade. Unchanged. For people too cheap to buy a Vanguard, or those who want to play Tony as a hybrid.
★ Windshoe: +2 Skl/Spd, -3 Def/Res, Canto+. This one exchanges some bulk for speed and mobility. Best on units who want to reposition quickly after engaging.
★ Tough/Iron/Expert/Peerless Rune: -3 Spd, -5 Luk, +2 Def/Res, Tenacity/Fortune/Expertise/Foresight. The rune series for tanks, each one granting a different defensive skill. They all reduce Spd to discourage use on attackers.
★ Shadowhood:-3 Def/Res, +2 Spd/Luk, Shade. For handling melee glass cannons like May safely. No aggravating tradeoffs here, except that your strikers have to rely on bruisers and tanks to pave the way for them.
★ Devil Ring: -40 Luk, -3 Con, +3 Pow/Skl/Spd/Def/Res. Perhaps the biggest change in this patch. The Devil Ring has been nerfed and is no longer a funni way to have a 69 Hp Swordmaster with capped stats. Now it’s used to have your crutch characters stay somewhat relevant as they begin to fall off.
★ Magus Hat: +2 Skl/Mag, Paragon. Unchanged. Still used to powerlevel your carry of choice. I personally use this on an early promoted Berserker Wyatt (100% crits!), to be contrary to the Isabelle meta.
★ Pink Ribbon: +2 Res/Luk, Boon. Unchanged. Is still granted as a reward for players who use FEBuilderGBA to play the game. Can also be bought in-game for cheap. Doesn’t impact the game significantly, but is useful against annoying staffers.
★ Vanguard: -5 Pow/Skl/Spd/Luk, +3 Def/Res, Wary Fighter. Another big change. The Vanguard now turns its bearer into a solid wall at the cost of offensive capability. Skye Vanguard is no longer as good as before. You’re meant to use this on tanks anyway.
★ Army Standard: -5 Spd, +2 Skl/Def/Res, Provoke. Unchanged. This, coupled with the Vanguard is a tank’s bread and butter. That said, you should probably invest in at least two Army Standards. You’re cued into this the moment maps begin to split your party up to tackle different objectives, requiring a tank for each smaller party.
When the sudden realization hits you that this weak boy has an all-offensive support spread… And an above-average Spd growth. The greyed out ones are Fire & Wind and are recruitable in Acts 3 & 2 respectively.
Definitely the support chain for players who want that sweet, Fire Emblem fluff.
Moving on,
Here’s what’s being cooked in bleeding edge Andromeda builds:
Scariest Chapter Ever
That’s it for today’s dev blog. Stay tuned for the next one!
nice naruto reference in the interlude
nice dq music
who did I miss in ch 1-5, there’s an empty slot there.
So I have
Fleur
Luciana
Skye
Tony
Holt
Lorelei
Reginald
Freya
Scarlette
Vivi
May
Isabelle
Silas
Sofia
Wyatt