DumDum1882

Member
Aug 5, 2024
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That's not even the roughest part of that level too. The move up towards the gate has to happen before the spear units coming from the bottom left get there, so you need at least one turn of charging into an enemy mob you have to position for very carefully, especially with Viktor needing to go there first.
 

UnDeaD_CyBorG

Well-Known Member
Apr 6, 2018
1,333
793
222
It is too much random, yes, and saying that some older games had worse issues is in no way alleviating that fact.
The first first-person shooters on what would evolve into modern PCs were controlled exclusively with a keyboard, and you couldn't look up.
I didn't even consider that the ballista shot could have below 100% accuracy. I believe it left 1 enemy with high hp and 2 almost dead for me, and I saved as soon as a could.
I certainly hope the system evolves, though.
 

MilkMan97

Newbie
Aug 9, 2019
30
63
233
Chapter 11 could definitely use a tune up. Being timed *and* having your units lose stats if they're not near Victor makes it nearly impossible to get the bonus objective before you're overwhelmed by reinforcements, which means there's literally 0 gold reward for the mission, which means your gear is falling behind because items are breaking and not being replaced/upgraded.
 

Stormfellow

New Member
Oct 8, 2021
5
2
45
Zarina'll be bringing some goodies at the end of the next map.

The shopping experience overall is a difficult balance to strike. Base FE design has equipment break on the regular so you get the thrill of constantly buying new gear, but I personally find that really annoying. I'm aiming to give the option of: breakable gear with interesting abilities, more expensive base gear, and consumables. It just takes time to stagger the introduction of each of those.

That's not touching the bonus points, which so far don't do anything.
Right, but the way you provide the player with resources is fundamentally unbalanced. Almost all the money the player gets is through bonus objectives, so a player who is doing well continues to be rewarded with money and can get additional upgrades they don't actually appear to need, whereas a player who is struggling is unable to afford better equipment and, as there's no repeatable maps to grind with, basically has to replay previous missions to get "bonus" objectives which aren't bonuses but are actually mandatory.

Oh, and yeah Tsume's still useless. If you want her to be a glass cannon then her flanking ability needs to give her extra damage, not just extra critical, because you can't rely on criticals when she dies to counterattacks so easily. (Of course I've not tried her since she got her post-Edict boost, but the problem is at this point she's five levels behind everyone due to being almost unusable).
 
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node

Newbie
Game Developer
Sep 16, 2017
44
96
139
Right, but the way you provide the player with resources is fundamentally unbalanced.
Good point. I'll take a look at redistributing cash. Trickling it out 150-300 at a time at the end of each map should feel better than the lump sum payment after Chapter 2 and harder to miss than the villages/chest/enemies of Chapter 3/6/10.

Chapter 11 could definitely use a tune up.
I'll push the reinforcements back a few turns. It's supposed to be challenging (end of the arc and all), but not to the extent you can't explore the map.

Is it possible that I can unlock the gallery by changing something from the game files in the folder? My GALLERY SCENES are gone.
The engine doesn't handle its own gallery system well. I've figured out a way to auto-reveal scenes unlocked in a previous to version, which will be in place for the next update.


Thanks for the bug reports!
 
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Rocket1234

New Member
May 19, 2023
6
2
39
Hey I've been trying to replay the game and I keep crashing on the first map. I'm on version 4.0. Is this a known issue or just a me problem?
 

a9977321

New Member
Apr 16, 2025
2
0
35
Personally speaking the commander is hard to use. As the source of damage aura (at a strong cost) she is good coupled with indirect firepower, but being fragile it is hard to grant her experience. If she fell behind too much in level it feels impossible to take her in harder battles.
 

DumDum1882

Member
Aug 5, 2024
231
134
172
Personally speaking the commander is hard to use. As the source of damage aura (at a strong cost) she is good coupled with indirect firepower, but being fragile it is hard to grant her experience. If she fell behind too much in level it feels impossible to take her in harder battles.
I think she'd be more interesting having a lance with a range of 2 or 1-2. She's kind of stuck in the problem where unless she's riding down archers, she's typically not strong enough to hit someone without being hit back, but you typically *want* her to be the first hit to setup someone else so they can come get the killing blow.
 

PrinceGriss

Newbie
May 26, 2018
91
90
173
Looks like there is a bug possibly caused by attack ranges being beyond the border of the map.
Encountered it when one of the neko priestess decided to hide themselves in a corner, for the rest of the round.
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Also, not sure if it was intentional for archers to be able to shoot over indoor walls with zero line-of-sight?
Seems a bit immersion breaking for anyone who grew up on tactic games like XCOM, Jagged Alliance, Fallout, Shining Force, etc., but maybe it's necessary for practical reasons...
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Nov 19, 2021
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Also, not sure if it was intentional for archers to be able to shoot over indoor walls with zero line-of-sight?
Seems a bit immersion breaking for anyone who grew up on tactic games like XCOM, Jagged Alliance, Fallout, Shining Force, etc., but maybe it's necessary for practical reasons...
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This was common in every Fire Emblem game from Sacred Stones back to the very first one, due to system limitations. It was only during Path of Radiance forward that started applying penalties and blocking archers shooting through walls.
 

PrinceGriss

Newbie
May 26, 2018
91
90
173
This was common in every Fire Emblem game from Sacred Stones back to the very first one, due to system limitations. It was only during Path of Radiance forward that started applying penalties and blocking archers shooting through walls.
Oh, interesting. I actually never got around to playing any of the Fire Emblems. It was on my list for emulation, since I missed it as a kid. But then my backlog of JRPGs (new and old) got crazy.
 
Nov 19, 2021
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Oh, interesting. I actually never got around to playing any of the Fire Emblems. It was on my list for emulation, since I missed it as a kid. But then my backlog of JRPGs (new and old) got crazy.
Also forgot to add that a LOT of chapters (levels) in the earlier Fire Emblem games had one tile corridors, which if you were not careful in some of them were a death sentence.
 

PrinceGriss

Newbie
May 26, 2018
91
90
173
Another bug?
I'm getting characters suppressed on Map 11, even when they start or end their turn next to Victor. It seems actually moving to Victor is when it cures suppressed status vs description.
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It basically takes a character out for a turn, which combined with the rush tactic and limited characters (6, with 2-3 needing to be chaperoned) feels like a bit much for just "hard." Even morseo if you're trying to 100% a level, and keep everyone alive.

It's doable, but I'm not sure intended.
Anyway, uploaded a save. You can end turn immediately to replicate it on Bristol.
Edit: Oh, and to clarify, the unit picked this up, while defending. Victor never moved. So, triggers may be too limited.
 
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DumDum1882

Member
Aug 5, 2024
231
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172
I think it explicitly procs every time any member of the party hurts an enemy, and only goes away when they end their turn without 2 squares of Victor.
 
4.00 star(s) 3 Votes