The base stats file isn’t updated. As for Fae, she’s not really that broken even with the divinestone being unbreakable, as she’s still capped at 20 speed, and her divinestone gives her lower bonuses overall. She does great against other manaketes and magic users, but physical attackers are her bane still, as she gets doubled by a lot.
Spoilers for Chapter 16x
16x Strategy + Tips
As for Chapter 16x, that Chapter has been playtested a lot, both by my playtesters and me. It’s definitely difficult, but it shouldn’t be anything too out of control. The Gaidens are definitely made with the goal of a difficulty spike in mind, but not anything crazy. The main goal of the chapter is to rush to the boss as fast as possible. Any dawdling will leave you open for attacks, but nothing that should be too unfair. You would’ve gotten Fae in the previous chapter and Douglas in this chapter, both that should be used to tank the magic attacks on the two sides of the ascent. With this, you really only need to worry about the purrge tome, which will only be relevant entering within 10 tiles of the main area.
The prepromotes also should definitely not be too much of an issue. The snipers can easily be baited, as they’re locked to two range and can be trapped. They also only have Steel Bows and engaging them should be way out of the purge tome’s attack range. The Sage will only approach within two movements, so you’ve got time to prep for its approach too. If you trained a magic user, or one of the Ilian Knights, they can easily take out the Sage and tank a Purge. Mounted movement is important to rescue units into and out of the bishop’s attack range. In fact, general enemy density around the boss is fairly light, you can use that opportunity to boss kill and then seize a few turns later. The Generals nearby won’t move so you can just ignore them.
I’ve played this chapter many times and I know it like the back of my hand. I’m sure it would appear difficult on a first playthrough, but keeping out of boss tome range and taking smart engagements are the key to this chapter, as well as making sure your units are always healed. Rushing in and attacking haphazardly will not work. Nothing in this Chapter is a surprise, atleast I don’t think so. The only thing that is overwhelming are the reinforcements, but you know their movements in advance and you know in how many turns they should be arriving in your location. All the information is presented to the player for them to make the correct decisions.
I’m sorry you didn’t enjoy 16x, but I also don’t think the Chapter is really unfair. Perhaps on the first time go through it seems overwhelming, but most certainly you’ve got the tools to make it through. In fact, prior to the Douglas buff, this chapter was slightly harder. I haven’t heard many complaints in playtesting, in fact 16x was a pretty fun chapter according to them. In fact, what ended up being a major point of discussion was that the chapter was a bit too simple.
So yeah, I’m sorry you didn’t vibe with Chapter 16x, but I also think that it’s one of the most intense Gaidens out there that really tests your skills in positioning in combat.
P.S.
Not to say this completely rules out the possibility of changes to the chapter, but I’m just of the opinion that the core concept doesn’t need much changing. It’s a (literal) boss rush, turn defense chapter, mix, where you kill the annoying purge boss as quick as possible and seize before you get overwhelmed by reinforcements. If you want the stealables, the map turns into a defense chapter as you attempt to whether the storm while trying to steal some valuables.
Thank you, and I didn’t even notice her bonuses are lower
Edit: I guess I was just taking this chpater as vanilla, and the strategies should be completely different
I tend to play pretty slowly, and I didn’t know this was a race against time, so it absolutely beat me up
I’m not sure I agree about the reinforcements, the purge bishops were so hard… Also, the snipers on both sides have longbows, not steel bows
I actually did try attacking and killing them, with a promoted wade
He died immediately after, to one of the sages who attacked him as soon as the sniper died
Maybe I’m just that bad at the game…
Oh well
I do want to urge you to document the reinforcements and where the enemies are to start, for anyone who wants to know
One of the bolting sages from down almost killed my miledy like three whole times, and because I didn’t know it was going to spawn, I was too far away to do anything
Also, the other sage from down, the left one, kept casting barrier on himself, and I’m pretty sure it’s some sort of glitch
It did absolutely save me, but maybe you should look at it
I know I’m rambling, and sorry for that
Ah, I was referring to the on-screen reinforcements, the ones on both the left and right sides of the tower moving towards the boss area. They aren’t “reinforcements” in the sense that they spawn onto the field, but they’re the literal reinforcements that start far away but get closer to the player, the “on-field” reinforcements, if you will.
Hearing more about your specific complaints, I think a have a better understanding of your grievances and I actually do think they warrant some minor changes. These changes won’t take much effort and honestly, I think I can pump out a new patch in a few days. I don’t think anything about the base map needs changing, but I certainly think the spawned in reinforcements can be altered. Thanks for bringing this to my attention!
Project Sienna v1.32 is out! Did some changes to Chapter 16x. It should be a bit more lenient, however the main map is still the same and players should have an easier time adjusting to the new strategy of the map. Also, some minor updates to Chapter 11B and fixed an issue with an item.
Project Sienna v1.32
Adjusted Chapter 16x reinforcements spawns and turns
Added additional dialogue to Chapter 16x
Speedwing fix
Chapter 11B adjustments
More details in the changelog! Hope you enjoy!
UPDATE: Did a quick fix to update some clunky dialogue formatting. Apologies! I reuploaded the ups patch.
Merry Christmas, FEU. To celebrate the holidays, I have a very special update for all of you. This update I have thought about for quite a while. I really wanted to give you all something special for the holidays, and this is something that I’ve been meaning to do since forever that I never got the chance to. So now I feel it’s the perfect time to make that happen. This is the moment everyone has been waiting for! Without further ado, the highlight of Project Sienna v1.33 is finally out!
Project Sienna v1.33
Sophia nerfed
…
…
In all seriousness, this update of Project Sienna is less grand than you might expect. It’s just a normal update to tweak some balancing. This update is sort of just a backdrop for the message I wanted to give you all.
This is my true holiday gift to you all and a thank you for everything you’ve done to support this project. I couldn’t have accomplished any of this if it weren’t for everyone who played this game, given my advice and feedback, and have helped me through every step of the way. It’s been a ride, and a long journey, and I think that we’ve been able to create something truly special here. Something truly great, something that brings out FE6’s potential as a game and as an experience. Thank you from the bottom of my heart. This means the world to me.
(14x is still not done tho. Pleeaaaassssse message me if you are interested in trying to help me balance this stupid chapter. Anyway, thank you, Deviation out!)
Read the changelog for a more specific wording, I just used that term just because it’s funny to say that my christmas gift to FEU is a nerfed Sophia.
But what it really means is that I’ve reduced the amount of stat buffs Sophia gets normally in the hack. So she’s still buffed from the original, but nerfed from previous versions of the hack. Hence, “Sophia nerfed”
Would sure suck if compared to vanilla she was further nerfed.
I read through it and damn Douglas got lucky now he can tank all sorts of attacks.
Any reason why Chad has 7mov and Cath 6mov?
Mostly to give more variety to the thieves and to give them more specific niches. Chad becomes obsolete when compared to other thieves you get later, so his extra move allows him to still be usable if you want a thief that can get to treasure slightly faster than the other thieves and are sure you’re able to keep him alive in spite of his low stats. Astore is the all-round thief that is tanky and can tank Bolting and Purges, Cath is primarily the “combat” thief (as good of combat as a thief is gonna get, anyway)
100% growths is certainly a plan, I’ve been thinking of doing multiple variations of the rom for a while now. The biggest project so far is Reverse Recruitment, but I haven’t had much time to update the rom recently, unfortunately
Hey, this might sound ridiculous, but how about making a promoted mode? It’s a hack on here, everyone gets promoted but their growths double
It might be a little too niche, and only I’ll enjoy it…
Though, prepromoted chad might be hilarious
Hello one and all! After a long hiatus where college has been absolutely kicking my shins in, I have returned with update v1.34! This update isn’t anything too major, but I think for the people who like thieves, I think you will be pleasantly surprised. Once again, for more specific changes please check out the rom’s official changelog, but this update also includes a few minor updates to some unintended oversights in the game.
*The base stats pdf is also now up to date with v1.34
But in other, more exciting news, the Project Sienna 0% growths patch has now been updated to v1.34!
Now’s your chance to try your hand out at 0% growths. I’ve playtested a bit of 0% growths myself, and it is certainly an increased challenge, but it’s also been pretty fun all around. So I challenge you all to try and beat it!
Anyway, that’s my mini update for the year. Overall, now that the rom is now on it’s final stretch of changes, I’m going to be more focused now on cleaning things up and documenting important changes in the rom that I’ll put in a document so you all have access to it.
Other things in the future I have planned are more character spotlights, as I have a ton of fun showcasing some of the ways the rom has been able to buff some underappreciated units in unique ways. Some of the other projects in the far future are Reverse Recruitment, the Dialogue Expansion Update, and finally fixing Chapter 14x, but those are sort of stuck in a bit of a limbo so far since college has been beating me up.
With that being said, thank you all once again for playing the hack, and I hope to see you all again in the future!