The Hag in White [COMPLETE]

Effective weaponry targets classes, not weapons. That’s the way it works in vanilla, too - Heroes would always take eff. damage from swordslayers, even though they were usually primarily sword units.

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here just for you because this is maybe the best fire emblem experience I’ve ever had. Shipping Kyra and Hestia has made me a happy girl. Thank you so much for your work <3

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First playthrough finished! Honestly one of the best hacks I’ve ever played, definitely gonna spread the word! I’ll see if I can post my final team comp later, but for the time being, gonna start a ng+ playthrough! Gonna try to make all the different choices, see if I can spare all the skippable bosses, and most importantly, get Soter killed in the prologue like he deserves. Separate spoiler for a question, is there anything special you need to do to get the choice for 16x? Or is it just a ng+ option?

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Ok, weird bug, after updating to 1.9, my progress is no longer saving. I hit the save button, it does the little saving animation where it flips the save file, but nothing’s saved. My new game I thought was saved is turned into an empty file after resetting.

Alright update on this, the issue is affecting ALL of the romhacks I have downloaded, not just Hag. Anyone have any clue what might be causing this? I’m using the My Boy mobile emulator for reference.

The age old Fire Emblem question: when is the “optimal” (or at least advisable) level range to promote here?

promoting at any point you want is fine, it’s probably better to not hold on to promotions too long imo but your mileage may vary

Honestly in general for hacks, I would say 15 or even 14 is a respectable promo level

Cool, thanks for the swift reply. So not necessarily “wait til 20”, but not “promote ASAP” either. Makes sense.

Ha now that I think about it, that has ended up being my rule of thumb for the hacks I’ve played up to this point as well.

I recently updated my game and was greeted with the option to enable Casual Mode and Fixed Growths. This is great—thank you for implementing these features!
I do have one additional suggestion: would it be possible to add an “Infinite Weapons” mode? I really appreciate how Fire Emblem Engage allows all weapons to have unlimited uses.

I don’t think I’ll do that, sorry. Casual mode and fixed growths were very simple toggles that I could just throw in there for the people who want them. Infinite weapons would be a more involved process that would probably require a separate patch just for another flavor of “the game is way easier now.”

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There is not anything special you need to do to get it.

I’ve promoted all my units at level 17-18 except Lopez (11) and Tiresias (20) on hard mode, and I haven’t had any issues with the difficulty. Hard mode is tough at times but well-balanced.

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I guess I’m just as inattentive as Kyra, because I also have no idea what Scymerius has been doing in ch. 21’s base camp.

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Don’t worry about the extremely mysterious individual, according to said extremely mysterious individual

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you can open up builder and do this yourself, toggle unbreakable for all weapons, it should be a solid ten minutes of work at most.

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I see thank you for the advice!
I am not sure if I am going to do this because the author said this would make the game even more easier but I think about it. Have a nice day :sun:

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This is a fantastic game. Story is paced well and not overwrought, which is rare. Game breaks a lot of conventions in interesting and thoughtful ways. Archers, armors, mounted unit availability/viablity, dancer-or-lack-thereof/rallier, all these things have to be considered in ways unique to this hack. Characters are memorable and not overdesigned—some are obviously “special” but it’s balanced out with a lot of more straightforward units that prove their worth in other ways or just win your heart. Skills are metered out in a way that keeps units interesting, but doesn’t require constant monitoring, similar to Jugdral. Also interesting that the game doesn’t give you access to its main character, López, until a few chapters in, just a fun narrative choice. I played the game blind ironman and ended up with not that many epilogues, so I’m going to take a break and then head back in for a second run.

It’s possible bosses are a bit too trivial in this game when Kyra and Fiadh can just nuke most of them, though the real meat of the game’s challenge is in the excellent enemy placement and inventories, and I suppose that’s more fulfilling than your typical sluggish boss showdowns in FE.

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I’m about to start the final chapter, so I’ll write my review now while I still have access to my units and they’re fresh in my memory. This was a fantastic hack overall, on par with the best I have played.

Story

Really, really good story. The tragic elements made it feel more realistic and kept me on my toes because I didn’t know whether the protagonists would succeed or survive every interaction. The narrative centered around the mystery of Apate (interesting concept to have a healer Jagen, by the way) was very intriguing and left me wanting more at the end of each chapter. The moral greyness - the fact that I could not tell whether she was evil for much of the story - was done well without being over the top. I found Apate to be a sympathetic character despite her clear flaws. The mystery surrounding Dolus and Apate’s past, as well as the uncertainty of Sandraudiga’s role, kept me highly invested in the plot.

One part that didn’t mesh as well as the rest is the Glamorgan portion where Delilah and Zaccheus/Simeon join your army and stay there. Given their portrayal as conniving and selfish lords that their citizenry wanted dead due to various atrocities, it felt out of character for them to not run away or betray Kyra when the protagonists looked doomed around chapter 15-17.

Writing

The writing is probably the strongest point of this hack. Narrative quality was consistently high throughout, and characters had distinct personalities and voices. I enjoyed how supports were handled through the base camp. In most FE games and romhacks, I look forward to the gameplay portions, but this is a rare one where I looked forward to the exposition before and after chapters more than the gameplay itself.

Characters

The cast of characters is strong. I particularly enjoyed the three bandits from the start that end up being recruited into your army, which was a pretty novel idea. Apate is an extremely well-written character who drives the plot in a unique and interesting way. Kyra herself felt just okay as the main character, but the supporting cast carried the group as a whole. I’ll write more about individual characters in the Squad section below.

Gameplay

The gameplay was overall pretty vanilla with a minimal focus on skills or broken weapons, which I enjoyed. I played on hard mode and found the difficulty level to be challenging but fair. The map designs were good, although deployment of the player’s units could have used a little more variety; in the vast majority of maps, they’re all bunched together in a big blob at the start. There were chapters where it definitely felt like it could have made sense for my forces to be split up and attack from multiple directions.

Healing (and light magic) being rare was an interesting twist. The light magic part doesn’t really matter since nothing fundamentally differentiates it from other magic types which you have ample access to, but the lack of healing definitely made me have to think twice about strategy, especially in earlygame. Once Apate gains Powerstaff and Physic it becomes a lot easier (possibly even more so than in games with standard access to healing). The gameplay progression of Apate and Tiresias gaining stronger healing/light abilities was seamlessly integrated into the story. Many units/classes having access to Anima/Dark magic was interesting in concept, but not too impactful in practice due to most units having a clear preference for Str or Mag.

As I mentioned above, losing Soter was a big blow because he was my MVP up to that point. Perhaps his usage can be discouraged more by reducing his availability or viability like with Pheme.

Squad

Below are my 16 characters that I brought to the final chapter, with commentary on each.


Good player phase unit, although a bit of a glass cannon since she could not absorb many hits. She’s a pretty solid main character, although I think she became a bit stereotypically morally perfect after the halfway point or so. Given her close relationship with Elias, her measured reaction to his death and forgiveness towards those involved was a bit surprising.


Fantastic concept as a healer Jagen and probably my favorite unit in the game from a characterization and narrative standpoint. Her strict no-nonsense attitude gradually opening up over the course of the game (but still retaining that practical matter-of-factness) was very well-written.


Nothing special statwise, but 3 range is 3 range. I initially did not intend to field her due to her being a low base stat prepromote, but I found that her ability to chip at range (especially with the sparsity of healing) was too useful.


Good at taking out 1-range enemies, but could not absorb many hits in return. I actually thought she was the traitor for a couple chapters before the big reveal.


Very much a glass cannon. He’s basically a swordmaster mage. I really enjoyed his characterization and dialogue; he somewhat reminds me of Heiter from Frieren.


I loved the bandit trio so I kept them around for the whole game. After promoting and gaining access to bows, Fango’s usefulness skyrocketed.


High speed axe warrior? Yes please. One of my MVPs from earlygame to lategame being able to dish out big hits and absorb some in return due to her high HP. She was able to mow down swaths of enemies with just an iron axe or hand axe equipped. That leadership star is actually what motivated me to keep her around at first. From a writing standpoint, she’s a really interesting character that added personality to the cast.


Another good player phase unit who generally had to stay behind the front lines due to her squishiness. I like her portrait and upbeat personality.


Rallybot. His personality was interesting, although I generally didn’t feel too invested in the Glamorgan characters.


Very unique unit as he is the only other “heretic” in your army. His progression from Makeshift Rod → Heal → Mend was well done narratively and gameplay wise. It would’ve been nice if he got Physic eventually, although maybe that would make healing too easy.


This guy became an invincible god. After losing Soter, I needed another vanguard, and chose Fazang after seeing his well-rounded stats. I ended up giving him basically every stat boost item I obtained from that point on. Even in the endgame chapters, I could toss him straight into enemy forces and he would annihilate everything (especially with a Barlowe rally boost). I also really like his portrait and serious personality.


Basically Begona-lite from a gameplay perspective. I liked the running joke about him being a pirate.


LOL. Surprisingly competent unit despite his poor stats. I used him regularly to land finishing blows for gold in earlygame to midgame with a heavy sword, which added up to a non-negligible amount (I’ll check his number of kills later after finishing the game to find out how much gold he got me). After promoting and gaining access to bows, he got a Cleave Bow and Longbow which allowed him to help by chipping from range.


Another glass cannon. His personal skill had some niche use because I could send him in to the thick of things without worrying about him getting killed if I had other units nearby. I enjoyed his personality and dialogue. What’s his deal though? There may have been hints in the base convos, but I didn’t get it.


I allowed him to leave when he asked because I didn’t use him, so it was nice to see him return as my only flying unit. That’s also the only reason I kept him around, because his combat ability is pretty poor.


Not much to say about her since she was only playable for a handful of chapters, but I brought her along since her combat ability is pretty good.

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