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Found 207 results

  1. TL;DR: Google Drive link to ups patches (patches for FE8U!!!) Are you tired of waiting for FE Switch news? Do you want to escape from the bridal Sanaki controversy? Do you need a break from shitposting on reddit? Look no further than this thread! A little over a year ago, I delved into the vast and scary world of GBA Fire Emblem romhacking. Today, I'm very happy to announce that my pet project, Fire Emblem: Heaven's Bloom, is complete and playable from start to finish. Features: 19 chapters (inc. prologue and endgame) patches for both easy and hard mode the FE8 skill system, courtesy of circleseverywhere a character-focused story which takes itself seriously 37 unique support chains w/paired endings for some original map, battle, & boss music, and some original cutscene music (was planning to replace everything with my own but I'm not a composer ;_; might finish this in the future) The story begins in the Kingdom of Adestria. Hundreds of years ago, Humans competed for survival with magically gifted beings known as 'Fae'. Over time, a breed of 'Half-Bloods' emerged, descended from parents of each race. The Half-Bloods chose to ally themselves with the weaker Humans, and the Fae were destroyed. The Half-Bloods then turned on the humans, using the powers of their Fae blood to subjugate and enslave their magically-inert cousins. A little over a hundred years has passed since the subjugation. Our main characters are two Half-Bloods: Lord Cassius Malberry and his sister, Fordra. Hoping to find the cure for a horrible disease, they hunt for an ancient Fae tome... The story is not deliberately edgy, but fair warning: it does involve some mature topics such as racism, (off-screen) child abuse, and (off-screen) torture. Gameplay-wise, I tried to live by two main philosophies: 1. Give players lots of choices when building their strategy - All promotion items are master seals, so players may promote their characters in any order. Since FE8 was used as a base, branching promotions work as expected. Shops throughout the game usually stock large varieties of strong weapons, earlier than one might expect. Most maps have multiple avenues of approach. Finally, one of the main characters is a staff user with very high magic, and staves such as sleep and silence have had their durability increased, allowing players to make much more liberal use of these dynamic options. 2. Encourage players to use all characters. Some support chains are fairly significant to the development of the world or the backstory, and I didn't want these being missed on the bench. Playable characters tend towards higher bases and lower growths, so it's harder to train a single monstrous juggernaut, and characters can remain relevant even if their exp distribution isn't being constantly watched. Further, the deployment limit is high enough that benching characters isn't necessary. Regarding difficulty, I honestly have no idea how hard or easy this game would be considered relative to other FE games. My perception is skewed after playtesting it so much and learning the optimal strats for everything. Easy mode reduces enemy bulk across the board (hp, def, res, and spd), reduces all stats of enemy bosses, and removes skills from some enemies. I would definitely recommend Easy for FE beginners or people who have only played SS/PoR. You can always replay it on Hard mode later Known/reported glitches: If you encounter any more glitches, please inform me so that I can look into them! Easiest way to contact me would probably be a DM on twitter (@EAA_Len) or reddit (/u/Roosterton). I admit to not checking these forums as often as I should, but I will probably be checking this thread for a few weeks at least. Full character list w/recruitment information: Special thanks to: Jake "Firefly" Turner (@SSBB_Firefly on twitter) for making the first ten maps of the game very aesthetically pleasing. KidCinder for fixing & improving battle palettes Every single person who has contributed documentation or other resources to the FE romhacking community, but especially Nintenlord for his event assembler and NGmansion for FEBuilder. GabrielKnight for his hatless mage battle sprite oracle_of_fire and Aviv for their 'sister' battle sprite With that said, I'm going to stop talking and let the game speak on my behalf! Google Drive link to ups patches Imgur album with screenshots from the first two levels Changelog so far:
  2. Hi all, To give some context, me and a friend have been working on a full romhack of FE8 for about a year. We replaced the prologue through to chapter 8, then decided we'd rather not deal with the hardcoded route-split stuff, so from there we've been working over the Tower of Valni (1-8) and the first two chapters of the Lagdou Ruins, with the replacement for Lagdou Ruins 2 being the game's final chapter. However, trying to load the epilogue from here seems to cause some issues. Here's my ending scene: I know that the ending scene loads properly because the background / text stuff all appears properly. MNC4 0x0 is the code found at the end of the normal game (21x) which loads the epilogue. When I save after this ending scene, the save gets written over saying "epilogue" as if it's working properly, but then instead of loading the epilogue it loads... the exact same chapter that was just finished. I don't think this problem is exclusive to Valni / Ruins chapters, since I tested by placing MNC4 0x0 at the end of one of my earlier chapters, and the same issue occurred. So I think the problem must be that the game doesn't want to load the epilogue while it's still in the pre-split Eirika's route? But I'm not sure. If anyone has experience with this or knows how to work around it, I'd greatly appreciate it!
  3. [FE8] Unit Loading Issue

    I've run into this issue whilst hacking FE8 on chapter 2, although I'm not sure if the chapter itself is the problem. So, when I load my units, everything is fine at first, as seen in this image: But whenever I restart this chapter, (by using the in-game menu option) for some reason the cleric and the knight change classes to a knight and a paladin respectively: This doesn't occur when hard-resetting the emulator or resuming the chapter. (although the changes will be there if resuming after restarting the chapter) If it does mean anything, the two units in question here are being loaded using the LOAD2 command, as they had appeared in the previous chapter, where they were loaded using LOAD1 and below is the unit pointer bracket which they are being loaded in, along with the other two allied units, who appear to be fine. And when they change into the class, they retain all of their current stats and weapon ranks and inventory, so they don't appear to be loading as completely different units. I've attached the event script below, including the code where I load them in. For reference, the two units experiencing this issue are Gilliam (Sword Knight) and Franz (Cleric). Units: UNIT Eirika EirikaLord 0x0 Level(1,Ally,False) [1,14] 0x00 0x00 0x00 0x00 [Lightning, Vulnerary] NoAI UNIT Ephraim EphraimLord Eirika Level(2,Ally,False) [2,14] 0x00 0x00 0x00 0x00 [LightAxe, HandAxe] NoAI UNIT Gilliam ArmourSword Eirika Level(4,Ally,False) [2,13] 0x00 0x00 0x00 0x00 [IronSword, Vulnerary] NoAI UNIT Franz Attendant Eirika Level(1,Ally,False) [1,13] 0x00 0x00 0x00 0x00 [LightStaff, Heal] NoAI UNIT Enemies: UNIT Bone Mercenary 0x00 Level(5,Enemy,False) [12,1] 0x00 0x00 0x00 0x00 [IronBlade] AttackInRangeAI UNIT 0x34 Soldier Bone Level(3,Enemy,True) [4,7] 0x00 0x00 0x00 0x00 [IronLance] AttackInRangeAI UNIT 0x35 Mercenary Bone Level(3,Enemy,True) [4,8] 0x00 0x00 0x00 0x00 [IronSword] AttackInRangeAI UNIT 0x36 Fighter Bone Level(3,Enemy,True) [4,9] 0x00 0x00 0x00 0x00 [IronAxe] AttackInRangeAI UNIT 0x37 Archer Bone Level(3,Enemy,True) [4,10] 0x00 0x00 0x00 0x00 [IronBow] AttackInRangeAI UNIT TurnBasedEvents: END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies DefeatBoss(EndingScene) END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: END_MAIN ALIGN 4 BeginningScene: RELOAD(Units) //RELOAD = "_LOAD2 0x1 UnitPointer" ENUN LOAD(Enemies) LOAD(NPCS) ENUN ENDA EndingScene: STAL 50 MNC2 Ch3 ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data //Map Starts at B2C880 MESSAGE Events end at offset currentOffset Let me know if there's any other information I can provide.
  4. Sprites Needed!!!

    Hey, I need a few sprites for a fan game I'm working on, anyone who can help please get in touch/reply. Here's a list of sprites needed. (The game is from the GBA era so GBA sprites only please!!!) 5 Lord Sprites, one modelled after an archer, light mage, mercenary, pirate, sage, and wolf. A reworking of the wolf sprites from FE8. Thunder, Wind, Fire, Light and Dark Mage, Sage, Archsage. Lancer. Marshall. Trueblade. Custom sprite that looks like Diviner/Onmyoji. Custom sprite that looks like Arcanist/Cantor. Custom sprites that look like Ninja, Master Ninja and Whisper. Strageist/New Valkyrie. Medic, Doctor and Nurse. Damsel/Consort Reaver. Hunter, Clawman, Ripper. Saint Anyone who is able to help I will be greatful to, and will be mentioned in games ending credits. Also if your intrested in the game, or able to help in any other way/know anyone who can, the check out my topic in concepts, Fire Emblem Tales of the Stones.
  5. Chapter 5x difficulties

    So in a small hack I'm making for a bunch of my friends I wanted to change around the order of recruitment for some of the characters, but after 5x the game removes Ephraim from the party and adds in the character I replaced him with in 5x to the party. I've been using FEBuilderGBA for the bulk of the editing and I can't find any specific function in either the 5x Post Chapter event or the Chapter 6 Pre Chapter event that removes Kyle Forde and Ephraim so I'm at a bit of a loss. While it's easy enough to add the removed Ephraim back to the party I don't know how to remove the character who replaced him. So if anyone has any idea how to remove a character from the party or change which characters get removed at the end of 5x that would solve the problem I'm having.
  6. Solving Softlock

    Me and my friend are working on a fan game that's patched to FE8 on FEBuilder, but after the second map, (Chapter 1) The game softlocks before you go to the world map, any advice?
  7. Anybody know how to insert an midi music file into fe8 using fe builder? Not just from another fe game but from any game that has an midi file, and if it requires a certain patch? I see there is a section where you can import and export from other games but it doesn't specify which address is music. If anybody knows how to do this, the details would be appreciated thanks.
  8. Fire emblem Tales of the Stones

    The idea of this mod comes from Ethan Brooks. This is a very early version of the mod. If anybody can help that would be nice and is also wanted. You patch it with Fire emblem 8 sacred stones. So far the story is only told with the opening and the story in between chapters is not yet implemented but will be at a later date. This mod goes up to chapter 2 (3 maps/prologues.) Story Takes place 15 years after sacred stones, focuses on a young boy named Ethan and his adventures. You can meet new people and old known people. Sometimes things doesn't go the way Ethan hoped for. Download : Fire Emblem TOTS (V.0.01) (It's a .ups) Pictures All the maps that are playable right now.
  9. Fire Emblem Tales of The Stones

    Planned Project Brand new classes! Brand new weapons! 10 arcs of fun! New tribes to be discovered! Brand new maps! Brand new charcters! Get Involved! My email - [email protected] Discord Topic - FE Universe Post - My discord - ethanb2309#5114 UPDATE - 19/05/18 Apologies for not keeping the topic updated, however I am happy to announce we are still developing the game! The first version that me and my team is planning to release will be out soon, we are just doing finishing touches like item icons and class stats. In the meantime anyone who is willing to help would be appricated, and I thank my current team for sticking by the project. To keep you intrested here's some details and screenshots. Plans for Fire Emblem Tales of the Stones V1.0 release. Three brand new classes to the fire emblem series. 4 exciting maps to play on. A fully fleshed out narrative. New items and weapons! ORGINAL POST On the distant horizon... a new Fire Emblem fan game is coming on your computer! But it (HOPEFULLY) won't take a year of no news like Nintendo, this game is set 15 years after the events of FE8 and follows the events of a young merc who has to flee Grado and unite the nations to take back your homeland! Here's the details - -A Fire Emblem game that is divided into 10 arcs! -All new charcters and classes that will be available to you! -A BRAND NEW! AND ORGINAL STORY! -Meet new friends, and old ones turned foes. -And discover new people and places that weren't known of Magvel 15 years ago! The game will be released in updated patches based on Arcs, Arc 1 should be released within the next two weeks and a delay at most of a month for new game arcs. I hope you will all look forward to this game, and please use this topic as a discussion point. I hope you all enjoy it! Also anyone who can contribute in any way would be appreciated as this an ambitious project and you will all be credited in the games credits and any future posts!
  10. The Selective FE8 PME!

    This is a Pick My Edits based on a topic I posted a few months ago. Feel free to add suggestions in either here or the original thread, and I'll decide if it goes in. 4/23/2018: BETA 1.1 is live! 4/24/2018: BETA 1.2 is live! 4/26/2018: BETA 1.3 is live! 5/11/2018: BETA 1.4 is live! 5/17/2018: BETA 1.5 is live! Current Features: Link to Patch Beta 1.0 Link to Patch Beta 1.1 Link to Patch Beta 1.2 Link to Patch Beta 1.2.1 Link to Patch Beta 1.3 Link to Patch Beta 1.3.1 Link to Patch Beta 1.4 Link to Patch Beta 1.4.1 Link to Patch Beta 1.5 Link to Patch Beta 1.5.1 Link to Patch Beta 1.5.2 Planned Features: Credits: @7743 for making FEBuilder, and Nintenlord for making Event Assembler, and to those over on FEUniverse who made the DSFE growths patch, the Melee & Magic patch, the Display Weapon Ranks patch, and the animations for Bow Generals, armored Ballistician and Mage Knight with Swords, and to those who made the graphics for literally every new thing in the hack.
  11. New FE8 Fan Game Anyone?

    So, I have a concept and I'm working on a new fire emblem game that would be set after the events of FE8. I currently need some script writers, portrait makers, code writers and sprite designers. If you can help or know any users who can please let me know! Thanks! :) P.S I have map design and script writing mostly covered, but any help would be helpful! :)
  12. People Needed for a Fan Game

    Hey anyone who's willing to help me, I have plans for a new Fire Emblem Fan Project, I currently have writers covered but anymore would be helpful, also for map design so all I need is sprite makers, portrait makers and code writers but if you can help in any way it would be greatly appricated. If your interested then private message me or comment interest/people who could help and I'll put in the effort A huge thanks to anyone willing to help and those already helping :)
  13. New FE8 Fan Game Anyone?

    Hey everyone so I've had the idea to create a new Fire Emblem Fan Game. It does not currently have a name, but I have already thought of the chapter names, a few character names, stats etc. I have also made a story concept. The game is set on Magvel, 20 years after the events of FE8. Everything is at peace until King Ephraim of Renais decides to attack Grado suddenly. As such it is up to you to travel to the other nations and convince the leaders to support the taking back of Grado. I have also designed 40% of the maps, listed out units on 10% of the maps, named every single chapter and the location it's in. All the classes are thought out, alongside promotional items and 50% of weapons are done. I have been working on this project on my own, but anyone who can help with coding, writing and character portraits would be greatly appreciated. Any help would be grateful tbh. :)
  14. Polls

    Hello, so I am desperate and I have no activity to do in my free time and I thought of doing this rather than doing something else, creative. So, here's a poll
  15. [FE8] The Beggining

    Greetings, Serenes Forest! I hope everyone's having a great Easter. As it happens, today is the day I have finally completed my magnum opus, THE BEGGINING. I sincerely believe you will find this game to be an epic and scintillating quest for revenge that will keep you on your toes. The game patches to FE8. DOWNLOAD SCREENSHOTS: SPECIAL THANKS:
  16. (FE8) Animations won't load

    So I was working on a rom where I added new classes from fe7 into fe8. I had started with Eliwood and his promotion to knight lord. I tried booting up the rom and it wouldn't me use any battle animations in game. I tried fixing the problem. but now the rom softlocks if I move any character. Could anyone tell me how to fix this? Link to the patch for rom: 8 The only thing I could think of is a patch broke the rom, but I'm not sure.
  17. Hi there, Here's the link for my new mod: rebalanced classes, weapons, some late game shops have new content, characters are all worth investing into them, ennemies have better bases and/or growths (direct/indirect Seth nerf). rebalanced and stronger ennemies.ips?dl=0 L'Arachel is a prepromote (no more staff farming to level her up to 20). Iron/base weapons/magics give 5 weapon exp instead of 1 (faster weapon exp) and base weapon level for the majority of the classes is C (nerf on cavaliers who start at D). Bows have +4 MT and 150/145/140 base acc except longbow (acc +10) and killer/hero which would be OP if too accurate or powerful. Silver weapons have 3 MT more than steel instead of 4 (or 5 for swords), weight is iron base, +2 steel, steel +1 silver. accuracy is iron base, -5 steel, -5 silver. Silver weapons are B (so are Fimbulvetr, Aura and Fenrir). Shamshir (unique to swordlocked classes except mercenary) is a 1-2 range weapon with 10 crit% to help swordlocked classes staying relevant in chapters with many ranged units (notably chapter 17, Narube River which is a pain in the a_s to deal with as a swordlocked unit in vanilla). Mage Knight = Dark knight, Wyvern Lord = Haar (but 7 move like Great knights), Wyvern Knight = Jill but with better design (Jill's green sprite in RD was a pukemachine while Haar's black dragon knight sprite was godlike), Great knights have less max res (it's not like any of them will cap it anyway), but 1 more movement, valkyria has +1 mov, less def more mag and skill and speed. Falcon knight is bulkier. Sage seems more like Awakening's sages (faster and more skilled) and have less mag cap. Druid = sorcerer. SUMMONER HAS INSTANT S STAVES WITH HIGH MAG AND SKL (Knoll isn't shit anymore). Assassins are stronger and have more def than swordmasters, SMs have more res and crit +15, rogues have 7 move and more res than assassins but 20 str cap. Knights and archers have the fastest exp gains, then the others have a little buff to exp gains. Secret shop in Rausten has been updated (in-game AND post-game), go look for the new elements (they're totally worth it). Myrrh has more base stats and rebalanced growths (nothing game-breaking for her join time but she's easier to train). Sleep and berserk staves -5 acc but staff users have more skill. Now everyone has luck (past level 1-2 where growths don't show). I recommend to try the game on HM and don't hesitate to give feedback. This is a sort of Beta so any feedback is helpful (I have no time and patience for 20 playthroughs to test anything on average). If a specific part of the game feels too hard, we can discuss on how to improve the mod to make it less mad. If it's too easy I can buff ennemies' growths a bit more.
  18. Chapter 2 Softlock

    So for a small project between friends I'm working on, I've replaced Moulder with Ephraim for reasons and now the Chapter 2 cutscene softlocks the game just before the last line of dialogue where Vanessa speaks then flies off to the right. The game has no issues proceeding as normal if the cutscene is skipped, but I would really prefer to fix it so it doesn't softlock. Is there anyway to solve this problem?
  19. FE8 mod: archers are finally useful

    Hi, Aside from classic changes like rebalancing stat caps to avoid heroes being so outclassed by warriors in nearly anything except for res, switching mage knights to actual dark knights (caps-wise) and giving real promotions gains to fit the class the unit goes in (depending on the units getting the classes themselves, like female wyvern knights giving more strength and speed while falco knights give more def and res because falco knights are more like anti-mage and balanced flying bruisers with little damage while wyvern knights are fast killers), I completely changed the way archers work. And bows in general. + kinghts and general have normal movement (5 and 6) and GK/MK 7 movement and Rangers 8 movement (Valkyrie and Troubadour also aligned on cavalier/paladin move). Iron bow: 10 MT, 75 Acc, 2-7 range, 25 Wgt, +15 luck. weapon exp 10 (like every iron weapon, I'm not patient with weapon level grinding so you just put the iron weapon of your choice and rush S rank) Steel bow: 13 MT, 65 Acc, 2-7 range, 25 Wgt, +15 luck. Silver bow: 16 MT, 70 Acc, 2-7 range, 25 Wgt, +15 luck. Poison bow: unchanged MT, unchanged Acc, 2-7 range, 25 Wgt, +15 luck. Killer bow: 12 MT, 60 Acc, 2-5 range, 25 Wgt, +15 luck. Hero bow: 6 MT, 60 Acc?, 2-5 range, 25 Wgt, +15 luck. Short bow: 6 MT, unchanged Acc, 1 range, unchanged Wgt. Long bow: unchanged MT, unchanged Acc, 3-10 range, 25 Wgt. The goal is to force the player to be cautious with ennemy archers, while being able to do something with his/her own archers. So archers can't double anyone with normal bows, like real life archers can't shoot arrows in chain, but instead arrows hit harder and archers have realistic range. They can hardly ORKO but I changed the classes power value to minimum to maximize exp gain (Neimi at base level gains like 33 exp in her joining chapter for chipping one starting point fighter instead of 30-ish for killing an unit). Thieves, trainees and generals/knights also have the highest exp gain (like any non fighter/tank not getting to ORKO most of the time/bishop) because hey they don't usually kill stuff in one round. Don't worry I've adjusted ennemies' growths to give them normal growths (be it promoted or not) so they actually have normal stats instead of lagging everywhere (even luck growth is normal). Yes it means axe wielders hit hard, have more def and luck, yes it means knights and generals will have a real def stat like in RD where even overlevelled rogues/spies hit for 10 damage max on inferior tier knights/generals with steel weapons and that flyers will have normal stats (25% def instead of 15% for pegasi, 45% instead of 30-ish for wyvern riders/lords, etc.). Your units, like in RD, are more likely to cap stats, and def/luck and even for some speed bases are higher because bows reach further and units need to be able to survive a bit more than they had to originally. Still Vanessa will probably be OS by early iron bow archers even at 7 base def (17 HP against 3 strength + 10 MT bows>33 damage). Tana comes with bright lance 9 MT 80 Acc 10 Crit 0 Wgt +5 def unbreakable (like naginata guard) so you can train her from the get go and even pass down the lance to Amelia to get her to a decent level without dying instantly to a soldier. Yes Tana has BL in the cell in Ephraim's route (anyway if you don't want to screw the chapter you're more or less forced to let her in until your team can take care of the reinforcements and the killer sword myrmidon). Innes comes with the beacon bow: 16 Mt, 2-7 range, 80 Acc?, 10 Crit, +15 luck, unbreakable. Syrene comes with the Shadow killer (sword): 3 MT, 1 range, hero weapon, negates flying effectiveness (maybe 10 crit). Screw archers this girl is Frelia's pegasi captain or commander (and she needs it even with buffed bases). Every late joining unit has increased bases and growths are closer to 50% (75% def for Gilliam, he's your only 100% knight and will tank waves for you since I'm gonna buff ennemies' weaponry to silver earlier in the game if I have the courage). Joshua has 9 def because he's joining before chapter 6 where there are a lot of ennemies and even reinforcements in hard (SPOILER: cavaliers coming from behind the starting point). Marisa comes with class base HP +10, str def res +5 and good skl/spd/lck so she is still relevant. And she grows more res (40%) and more spd (75%) than Joshua who will still cap speed but slower. I don't know if I can share my file because .nmm files don't want to get transferred so if anyone can teach me I could share my project once I've tested it further (actually at chapter 5 not started yet after I restarted a game because I just added the archers new mechanics to my previous mod having less changes). Anyway I put some data on this post so you guys can do the same thing with your own game (it shouldn't take more than 5 hours to get everything done). Reginleif and Rapier are unbreakable and I think I'm gonna test the magic damage option for the rapier (but if it works normally then I'll suppress the effectiveness against armors and cavalry because MAGIC DAMAGE!). I put it on the 1st post so people will see it: rebalanced and realistic bows.ips?dl=0 And now the mod but with Radiant Dawn-like base stats. Be careful, +5 to every base stat for almost any class (except move and cons): rebalanced bows with Radiant Dawn-like base stats.ips?dl=0 For the last mod: The Radiant Dawn-like base stats has some differences in gameplay: 1. You will be more likely to cap stats (not all of them for most units but a few of them) like in FE10. Units are quite specialized (except a few all-rounders like Forde but still he's the mage killer among cavaliers) and some are really performing better in certain classes than in others. 2. You will reach stat caps faster: it means you will be strong for a few chapters but then when the ennemies catch up you will have to wait for promotion to keep the advantage. 3. Archers are DANGEROUS, be careful of their position, their 7 range (or 5 with hero/killer bow) and their damage output (even with 16 def Gilliam took 3 damage from chapter 5 archer close to the middle-left house so I couldn't tell you less than being careful especially with your magic units who don't take physical hits very well). 4. Speed cap in tier 1 stays 20 for everyone. It means dodgetanks don't last forever so real tanks stay relevant. 5. I gave max exp to any class locked with 1 range weapons for a good part of the game. 6. When you'll promote some units you will feel powerful. But don't forget ennemy promoted units also have +5 in every stat and better growths than in vanilla. You won't have a 15 stat points lead on them at all I suppose (18 base def generals with 75% def growth will wait for you ;-P and already promoted units have 20 levels of growth rates applied to their stats if I understood correctly so level 1 generals should have...let's say 30 def cuz it's impossible to go higher ^^). 7. Look at your units stats. Most often they reflect their strengths and weak points at base (except pegasi but you can guess? Vanessa is the classic pegasus with better growths, Tana is the glass cannon and Syrene the physical tank if I recall correctly). 8. Bosses also benefit from class base stats increases. Some of them will be violent, don't rush too fast and look at their stats (for example Tirado HAHA this guy is gonna be a challenge for your units even recently promoted with huge promotion gains). 9. Arthur and Lute are quite similar, he is faster overall and more accurate while she's more powerful and tanks more physical hits. I'd suggest to promote Arthur with the 1st guiding ring since you want a well-trained foot bishop/sage for chapter 15, wherever you chose to go for the split. Lute's stats and growths would be well completed with a dark knight (sorry, mage knight) promotion because she's more fit for normal combat while Arthur is better as an occasional monster killer and healer (don't forget to give him S light before staff abusing or you'll be sad). 10. Dozla is perfectly usable, no need to train a Ross for berserker. Ross is certainly better as a hero. Same for Rennac he's good for his job so you can do whatever you want with Colm, or even let him untrained if you want only one thief in the long run. Just let him out of archers' range. 11. L'Arachel and Natasha are able to use light magic in their 1st class so their low level isn't too problematic but it's not needed to use them in combat (and they can't kill much stuff anyway, maybe chip some ennemies who can't counterattack) but Moulder the boulder doesn't need it since he's here from chapter 2 and healing staves cost really close to naught. Plus he can abuse torch in chapter 6. 12. Don't hesitate to give an early promotion if you need some immediate boost (promotion gains are huge) since growths will let most units cap what they should cap even with a level 10 promotion (just the secondary stats will be quite lower). And HP is the real deal for endgame I guess, since ennemies will be very powerful without their numbers changing (I think chapter 20 is gonna be torture hehehe...). 13. Even grinding probably won't help too much since I've finished the vanilla game a few times and the end game was still dangerous if I got RNG screwed on avoids, and in this game the ennemies will have more accuracy and damage (and def and res and HP). I didn't boost dragon zombies' stats except a bit of speed and a little def/res but hey, LEGENDARY WEAPONS have been rebalanced. 14. I highly suggest you raise as many units as possible from the beginning. Vanessa can be promoted early to deal with pirates on Eirika's route in chapter 9 since anyway she's the worst pegasus and sucks exp from better units (even if the exp curve is easier to deal with, not mentionning FE6's horrible exp gains). Archers don't need the exp from kills since they get enough from chip damage (and no speed is helping with not ORKOing stuff). Meanwhile mages with the same exp curve need as many kills as possible from the moment they join or the ennemies (especially their numbers) will quickly put them in danger if they're not high level enough. You should make them able to tank 3 physical hits as soon as possible (in chapter 5 the 2 archers in the left are very close from one another so if you make a mistake you can get 2HKOed). 15. Chapter 7 and 8 promotion items have beenreplaced with master seals (2 uses). You can pre-promote Vanessa, Moulder, any unit with medium growths (like Garcia) to deal with mid-game and then train your better growth units to promote them at 20/20. 16. I'm testing this mod in normal (my Natasha could tank the 2 bandits coming from Joshua's right with 1 HP left in normal mode, don't expect the same in HM). I'll test it later on hard but seeing how people can complete Awakening Lunatic + resetless I suppose the mod is absolutely doable on HM. 17. Don't get too happy of Seth's bases, my Franz overcame them before level 10 cavalier (during chapter 5). But he should be usable the same way old FE Jagens were, falling off mid-game without good growths. Good luck (with RNG) and have fun!
  20. [FE8] Self-Randomizing Rom v1.1

    Link to UPS Patch (FE8U) What's self-randomizing? This is a rom that randomizes itself - meaning that no two playthroughs will be alike! Features Options screen on New Game start Tactician name as randomizer seed Random classes for players and enemies Random growths and bases Random personal skills Random weapon stats Random chest and event items Palettes that might be janky because that's part of the charm Known issues: Scripted battles can break supports text broken can't learn skills from dance/staff levels
  21. Whassup! Guys, I have a problem that it recently appeared. I added the Halberdier class and sprites in Sacred Stones, replacing the Bard map sprites and Female General animations. When I finish the Chapter 1 and the last conversation ends, the game automatically restarts. :( I don't know how to fix it, so I've decided to open this topic (idk if this happened before :p)
  22. Removing Trainee Level lock?

    Hey, sorry to ask another question so soon , but again I couldn't find anything on it. Dunno if I need to be more specific or my search engine just sucks. But my question is just, how do I make it so the character who was originally a trainee can level past 10? I dunno if other editors have this issue, but I remember distinctly when I was using nightmare, if I changed a charecter who had trainee has a starting class, to another class(Like Ross to let's say, Merc), they would level to 10, and just stop. They can't go any further, so you are basically forced to promote them at 10. For my hack, I want to get rid of this, since I don't plan to use trainee classes. I just dunno if that's possible. I'm using FEBuilder, and I noticed it has an option to lock a character to max level of 10, but I noticed that at least for Ross, said option isn't checked for me. Now I have not ,actually used Ross to check if he can already level past 10 atm, which I'll probably do, but I was wondering if that's normal, and if he still cannot level past 10, how do I get rid of it?
  23. Hi, this is my first actual post here. Only recently got into hacking really. I didn't see anything about this but my search functions been wonky, so if there was I'm sorry. Anyways, basically what title says, is FE Builder better, as good, or worse then seperate tools. I watched a tutorial on the basic FE builder stuff, and started wondering, if there was anything it can't do that gives other tools the advantage. I'm planning to start my first FE8 hack and I've got:FE Builder, event assembler, and Sappy, and if there was anything I might need since it lacks that function, I'd like to know.
  24. So, I was discussing with some folks FE8's Summoner class, and how the Shaman's promotions could have been handled better. Basically, each of the three of us had a different idea for the ideal promotion options for Shaman. We're all satisfied with the Druid as it is, we're just concerned with the Summoner. Here are the main three arguments: 1. The Summoner is fine as it is. Basically, the idea that the Summoner is viable enough and interesting enough not to warrant any change. 2. Have Shamans promote to Sage instead of Summoner. Shamans would promote to Sage instead of Summoner. This change would come with a second major change: Sages would only be allowed to have one school of offensive magic. Monks who promoted to Sage would only have Light magic and Staves, Mages would only have Anima and Staves, and Shamans would naturally only have Dark and Staves. This sort of change isn't unheard of: Paladins lost access to Axes when Great Knights were introduced in FE8. I don't personally fancy this concept; it leaves the Shaman with two promotion options that are even more similar than the Druid and Summoner were, and it reduces incentive for Monks and Mages to promote to Sage instead of Bishop or Mage Knight, respectively. 3. Replace the Summoner promotion with a mounted Dark Knight promotion. This is the idea that I prefer: the Dark Knight would be a mounted unit with access to Dark magic and Staves. Its stats would be balanced differently than the Druid's: I'm not sure of the specifics, but most likely less Magic and Skill, but more Speed, though not by a drastic amount. These stat differences would be similar to the differences between Sage and Mage Knight. I think this would have been a good alternative to the Summoner because it creates a meaningful and noticeable visual and practical difference between the Shaman's two promotion options. However, it's worth noting that there are two classes that already exist in FE8 (Valkyrie and Mage Knight) which are fairly similar to this Dark Knight, so that might be reason for concern. I'd like to hear your thoughts on this, so respond letting me know which of these ideas you think would have worked best in FE8.
  25. Im new to hacking and im trying to add the Passive stat boost from venno --> it says it need Camtech's Assembly Patcher and im using the python 2 version (the python 3 version dont seems to work for some reason). This are the instructions: This hack allows items to give stat boosts (except to Constitution and Movement) without having to be equipped. This behaviour is controlled by setting bit 8 in the Item Ability Byte 3 (labeled 0x80 by the module). If that bit is set, and the item has a stat boost pointer set, that item will apply its stat bonuses whenever it's in a unit's inventory. Multiple such items or copies of an item will stack their effects. Installing with Camtech's Assembly Patcher: 1. "Implementation.dmp" and "script - fe8.txt" are the files you'll need for patching. Copy them over, along with your FE8 ROM, to wherever you have the assembly patcher installed. 1a. Replace both occurences of "10 9B 80 08" in Implementation.dmp with a pointer to your item table, if you've repointed it in your ROM. 2. Rename your ROM to fe8.gba (or edit the filename in the script), then drag the script file over "". 3. The program will ask you twice to input an address; enter the address, without the leading 0x8000000, that you want to place the hack at. 4. You're done! "fe8_patched.gba" is the ROM with the patch applied. -Vennobennu soo.. i got the fe8 rom and the implementation.dmp on the same folder that the camtech patcher, i run the with the command line ( since i have no idea how to drag the script that comes included i just write it manually ) and then i open the rom, load the implementation.dmp and process it. Then it ask me about the offset to write the patch to but the commands on the script dont seems to be the right ones Script open fe8.gba load Implementation.dmp process patch link 0x16528 0 1 close fe8_patched.gba quit Could anyone explain me what im doing wrong?