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bløød

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About bløød

  • Birthday 12/31/1991

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  • Location
    Brazil

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  • Favorite Fire Emblem Game
    Path of Radiance

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  • I fight for...
    Tellius

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  1. This is it: the final planned update for Sacred Trilogy. Now I can finally move on and start working on something else 😄 -Added the Gorgon egg animations made by Ryn. Additionally, the eggs should reward more EXP -Slight increase of constitution for the super trainee classes -Added the recently released animations for the monarch class Also, this is undertandably gonna upset some people, but I made substantial changes for the skill system. Most of it will require a fresh new game in order to take effect. -I took great care to remove skills that were only useful for the player from classes that could belong to enemy units. This means skills like provoke and savior were made personal and replaced by others. -Canto+ is a huge advantage to mounted units. In order to make unmounted units counter it, they all received a movement skill, such as Shove or Swap. -Skillsets for some classes were changed. Some personal skills were also changed. Please view the Skill list on the first post to identify the relevant changes (I’ll update it as soon as I finish this post) -Personal skills are unique to each character, meaning no other unit will ever have access to them. That’s basically it. I don’t intend to work on this project anymore, unless a game-breaking bug is found (which is unlikely). It’s been a fun and bumpy ride, but it’s time to move on. Thanks to everybody who playtested and helped the project somehow during development. Also, huge thanks to the hacking community for all the assets that made this project possible. I’ll properly credit everybody soon (it’s a lot of stuff…).
  2. Hey guys, I just updated the list of skills and the promotion chart. Check the first post of this thread to view them. That's not really a bug. This final version of the hack is incompatible with the previous ones. The latter had a lot of leftover garbage data back from when the STR/MAG slpit was implemented, so I had to restart from scratch. I apologize for the inconvenience, but the final version will require a new game to be started.
  3. I apologize for the constant updates, but I just want to be done with this project already. I just uploaded new fixes for the hack. -Trickster now receives bonus for finding desert treeasures (like thieves and rogues) -Wyvern knights and snipers received a 15% critical boost -Fixed a script error for the Monarch’s animation -Minor text corrections -Replaced the “Pestilence” spell with a new one -Changed Glen’s skills -Fixed a script error for the “Inferno” spell animation As always, saves should be compatible. Do note that if you already have Glen or a wyvern knight, they will not receive the new skills. Snipers will receive the crit boost regardless. By the way, I had to rebuild the ROM in order to apply theses changes, so let’s hope there aren’t any nasty side effects. Also, it has become very annoying to maintain 8 different versions -.-’
  4. I uploaded fixes for the issues that have been reported (on FEU). -Added brave effect to Luce -Fixed Mulagir’s effectiveness -Fixed Jerme’s animations -Nerfed the Tower minibosses -Fixed Hero’s animations Saves should be compatible. These cheating devices use codes that modify the ROM. These codes are specific to each game because of their memory structure, so using codes for the vanilla game will most likely not work for ROM hacks because they can be wildly different from the vanilla ROM (which is the case here).
  5. It is my pleasure to announce that the final version of this project has just been released. Here’s a quick rundown of what to expect: 1- There are now 8 versions to choose from. They are combinations of 2 choices across 3 categories so that the player can choose whichever version they would prefer to play. The categories and choices are as follows: Full or Lite - The full version contains the community-made skill system. The lite version only contains vanilla skills. The lite version was made for people who complained about the skill bloating of the full version. Random or fixed growths - The random growths is the vanilla system for leveling up. Stats are raised randomly according to character growths. The fixed growths are similar to the system found in FE9. Stats will be raised in predetermined levels. With or without AI tweak - The versions with the AI tweak will prevent enemies from attacking player units to which they deal 0 damage. The versions without the AI tweak is the vanilla behavior of enemies dumbly attacking anyone in range. 2- There is now a casual mode available in every version of the hack, which can be selected upon starting a new game. In this mode, characters who fall in battle will return to your party on the next chapter. 3- A ton of bugs were fixed from the previous version 4- New classes, spells and animations were added. Some classes were overhauled. The full version also has a different distribution of skills from the previous version. 5- There is a new battle screen 6- Unarmed animations were added for every class. There is no longer the need to equip items to your units before promoting them. 7- Now you only need to clear the Tower and the Ruins once in order to unlock Selena and Lyon 8- The hack now uses an exp system similar to the one from FE14. Beta testers said this system is better than the previous one 9- Enemy stats and growth rates were adjusted for a better experience 10- The trainees can now promote to their super trainee classes in the first run 11- There are a few new weapons as well Please enjoy the game!
  6. Oh, wow. I just returned from a hiatus and I'm pleased to see people are still interested in this project. It's currently 1:30 AM in my city right now, so I'll be answering everyone tomorrow. Let it be known that I'm almost done with the final planned version of this hack (currently in closed beta testing), and it fixes MANY bugs that people have been reporting. It will also add new fun features and overhauls a lot of classes and animations. I hope y'all enjoy it.
  7. By the way, there's a new poll regarding enemy AI. Please cast your votes.
  8. Ok, I was planing on replacing that spell with a new animation anyway. You're right, I didn't make those animations. Community-made stuff tends to vary in quality. Tempest will have a new animation though. Never realized that. It should be using the same sounds of Excalibur. Will check it later. I think the skill system is messing them up. I have no idea what's wrong, so if the newer version of the SS doesn't fix this, I'm gonna have to remove those eggs from the game. Do you mean the final chapter of the campaign? The one you fight Fomortiis? Or the final floor of the ruins? Will check it out too. There are gonna be new magic weapons in the final version, and I'm gonna make it easier to obtain them. Yeah, SS issue. Pretty sure it's fixed in the latest version though. What glitch are you talking about? I don't remember anyone reporting this for the current version. Dumbass AI :/ . Will have to make him stationary... I'm planning on modifying some enemies in the ruins, dragons included. Well, floor 10 is meant to be difficult, since it's the very last challenge of the hack. Funny thing is, I already nerfed Fomortiis twice. Will try shifting skills and/or modifying stats. I know I usually take a long time to respond, but the feedback is greatly appreciated.
  9. Yes, there's an item called Magic Dust that does that. You'll find a few of them during the main story and you can also buy them in one of the secret shops.
  10. Apologies for the late reply. The vanilla RNG of FE 8 is known for being easy to abuse, so I used TR143's RNG randomizer in order to make it less exploitable. Basically, the RNG will have a different result every time you start a battle, so even Save State + Load State can yield a different outcome for a battle. Divine Pulse didn't cross my mind, but I believe some members of FE Universe are very close to achieving that for the GBA games. I would like such a list, yes. I'm not sure I understood your question. Which texture are you talking about? You're not the first person to complain about that. I might run a poll to see what people think about it. By the way, I have not updated this topic in some time, but I would like to say that work on the final update is progressing favorably. It will feature all the unarmed animations, new skills, new classes, updated balancing, updated spell animations, bug corrections and maybe some new items.
  11. Damn, this looks clean. Will be trying it out today.
  12. That's because you're playing an old version. Please download the newest one.
  13. Hey guys, it's been some time. So, I'm currently dealing with a lot of stuff irl and I'll have to abandon this project for the time being. I had planned to release a final version, since everything is basically done and I'm just polishing things up and adjusting difficulty. I haven't been able to finish quite everything I had in mind, but I'll release what's been done so far. Consider this a semi-final version lol. These are the changes from the last version: -Corrected some cutscenes envolving custom classes -Class bases and enemy growths have been reduced and are more similar to the vanilla values -Phantoms can now use their weapons properly -Some text corrections -Fixed HP values for some bosses -Made modifications to monster skills. Bonewalkers and gargoyles have different skillsets -Added leadership to tower of valni bosses -Reduced the amplitude of the random poison damage from 5 to 3 -Fixed Knoll's dark magic rank -Fixed basically everything related to the trickster class -Updated some magic animations That'd be all. Big thanks to everyone who stuck around with this project for this long.
  14. Hey guys. I recently took the time to actually play the hack and see how everything is performing myself. Naturally, I found some things that need to be changed, especially class base stats and growths. I feel like the changes I made, when coupled with the skill system, make the game considerably harder. It gets really bad during the later chapters once the enemies start getting their promoted skills, at which point any group of 3+ units becomes a serious threat. I'm seriously considering reverting class base stats and enemy growth rates back to their vanilla values. What do you guys think about this? I'm also reading all your feedback, but I have a few issues to handle irl at the moment, so it might take some time to address everything.
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