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About Sythion

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. Thank you very much, working for me as well now! :D
  2. Well, that was interesting, not yet done but reached the end of chapter 19. I found the first 3 chapters very difficult but after that a significant drop in how hard this hack was even though there was still plenty of challenge. The story and supports are wonderful, truly this felt like a official Fire Emblem game. Some things I've noticed: * Alicia's class is Mage but gets treated as Lord for promotion. Changing her class name could reduce confusion. * Break Arc triggers on Dragonlord even with Magic Shroud. This could be due to it being tagged as an armored unit instead of just flying and dragon? * Healing Staves give massive amounts of experience, making leveling up promoted characters especially easy if they have access to them. * Text at the end of Chapter 19 right before Ash promotes isn't affected by text speed changes in the options and can't be skipped with B or START. Anyway, I'm posting now instead of when I finished, since currently the game is stuck: At the end of chapter 19, I'm prompted with a screen asking if I want to move onto an optional chapter. Either answer results in a black screen. I did spend a large amount of time in the previous chapter (arena grinding) but I don't think it's related. Having Val and Alicia in my party or not ,and with inventory space or not didn't make a difference. Help would be much appreciated!
  3. I want to start off by saying that this hack was fun to play, and had enough of a challenge without becoming frustrating. New classes and weapons are always fun to place with, and the Strategist critical animation looks fantastic! Not sure what of this is intended, normally part of FE7 (I haven't played it for a while), engine limitations or already reported. There were a few additional general issues I wanted to report but managed to accidentally delete from the .txt I was using to record info. Just so I understand, after chapter 18 the game continues as FE7 rather than ending, right? I played another chapter or two that point after and it seemed that way. General stuff: * Promoting into a Sage grants E-rank Light. However, all Light tomes are D or higher. * Some characters have support conversations even though only functionality should be in the hack right now. They use wrong portraits and text. * Knight Crest description is outdated. * Rouges gain 1 movement and still need Lockpicks. * Merlinus is the party's merchant but is never established as a character. * Forts heals 20% of maximum hp per turn, but Gates only heal 10%. Chapter specific: * Chapter 8 objective is supposed to be seize gate, but in reality is defeat boss. Or possibly route since he was my last foe. The knight who must be protected and an ally (forgot names) gain A-rank support on this map. * Chapter 9 objective is supposed to be defeat boss, but in reality is seize gate. After killing the boss, there's dialogue with incorrect portraits. * Chapter 10 has a Shaman with Flux spawn on the north-east peaks, and then one in the south-west woods. The latter won't move to attack enemies in range, and the former is stuck. I imagine both are "0 movement" like some previous knights and bosses even though movement displays normally, and had Eclipse tomes which were used. Just wanted to check. * Chapter 11 objective is Defeat Wire" although the boss is Cortez. There are some Light Cavalry with axes, and Heavy Cavalry with lances here. All have backup weapons so not but still an issue. * Chapter 12 south house flashes to interior and then back to map without anything happening if one selects the "visit" prompt. * Chapter 14 has a monk with rank E in Light but a Divine tome so it's effectively unarmed. * Chapter 15 objective eventually will change to display "Last Turn" if taking too long, but this has no effect. * Chapter 17 boss has a Delphi Shield which can't be stolen (It may be that my Rouge had lower speed or that they lose the steal ability, don't recall). In addition there's a Pegasus Knight with a steel sword, a Pegasus Knight with a bow, and later on a Drake rider spawns with an Aircalibur. In all cases they have no other weapons so are unarmed.
  4. Finished act 1 now (when I had posted before was just part-way through) and have some feedback and questions. This playthrough was version 1.7.1, but having looked at changelog for the latest patch it seems none of this was addressed. Sorry if these have been raised before: *Sawyer's Counterspell doesn't activate if he's attacked by long range magic such as Bolting. *Kate's (And enemy's) Moonbow and Nero's Code of Honor don't seem to do anything, could they please be explained? *Like in FE Fates does Hexing Rod only last until the chapter is over? *I don't recall the chapters numbers, but there were several which had a boss that didn't move and was on healing tile. Some of these maps had shops, and forts for prolonged farming options. *Although boss weapons don't break, is it intended for their staff to run out? This can be seen on at least one level where a boss comes with a Psychic staff.
  5. I had downloaded this hack sometime ago, finally got around to playing! It's refreshing to see some unique skills after having played some other hacks with more generic ones, and overall it was a nice experience! I do feel chapter 6 is a little unfair, but otherwise had lots of fun. Thanks for sharing! Boss weapons not degrading are intentional, right?
  6. Finished second full playthrough, this time using different classes just so I can see what was done with them. In addition to bug reporting, feedback this time; So as not to spoil anyone unawares: Bugs: * Chapter 22: there are level 20 pirates each with the Seal Skill and Camaraderie twice. * When an allied Hero activates Sol at full health, or Void uses Aether, hp sometimes glitches. * In the inventory preparation screen in her inventory, Evil Florina has the "E" missing from her name. and the "A" is cropped. * Some stat growths above 100 have display issues such as Zigludo's hp growth, Eevster's Luk, or Prine's hp growth. Several others show up properly however. * Chapter 25: One of the Lords has the Bond skill twice. * If an ally or enemy archer (Or Sniper) have a ballista in their inventory then their attack range for all weapons won't be displayed by selecting the unit or toggling the "display all enemy range". Long range tomes and the ballista on Fleets work fine. Unsure if these are bugs or intended:
  7. Good to hear about some things I was wondering about! Is Edgeworth lacking a portrait intentional? Is the latest patch incompatible with saves? I tried to play, but get a black screen when attempting to enter battle even though 'view map' in the preparation screen works fine.
  8. I last patched approximately 48 hours ago, (it mentioned something palette?) some things may have since been fixed. Chapters 12-21: * Hit chance displayed when looking at weapons in inventory shows wrong number if it's approximately above 130. * Chapter objective in the status screen is rarely aligned correctly to the actual objective. * Chapter 16: Wyvern Rider AI doesn't always move or attack when it should. There are invisible 'Village' tiles which can be seen on the minimap and terrain display window, however there's no visit prompt. Unsure if these are bugs or intended:
  9. As before, on normal mode. This is using the patch that was released at the same time as the above was posted so some of this may be outdated. Started a new playthrough, reached the end of chapter 11: * When traveling (rescue) with any other character, the unit's descriptions for skills and stats are changed to random text. * Map-Mode is enabled (Assuming the player has a finished save) , but one can only view items, units, and a secret shop. Traveling and battling doesn't work. * Blitz-Lance description says it's effective agasint infantry when it actually is effective agasint armor and cavalry. * Chapter 1: North-western Cavalier has dual iron axes in its inventory that can't be used, although it isn't unarmed since it also has a javelin. The vendor contains a "dummy" which can be used on the ground like a Light Rune or Mine, but has no effect. The Armory has 4 extra javelins listed in stock, and includes a Wind Sword which seems out of place. * Chapter 7: The boat enemy can travel onto land, at least when unarmed. * Chapter 10: No "talk" prompt for Void when next to Samson. Post-level conversation happens even if Samson is killed. Unsure if these are bugs or intended:
  10. I only started writing down stuff I noticed when I was more than halfway through. If relevant, this was played on normal mode. * The Summon skill doesn't appear as an option on the menu for Arve as a summoner. * If promoted into a Rogue, Bob learns Celerity a second time, however it doesn't stack. * Chapter 18 objective is to kill the boss, but the level doesn't finish so the end must be "skipped to". * Chapter 23 objective is to seize throne, however it doesn't appear as a menu option for Void when in the right location so must be skipped as well. * Chapter 24 same problem as chapter 18. * Chapter 25 Unsure of exact cause, but it seems the Druid can break hp when healing if battle animations are turned on. This in turns leads to freezing. Unsure if these are bugs or intended:
  11. I simply had to register to thank you for this, it's outstanding! Given that this hack was created quickly I had imagined work on it would be done, but based on the above comment should I be reporting bugs? Since, I've encountered several.