~ Touhou Big Big Battle - Skin Pack 3 Download Game Hacked

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Lutero Chaloux

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Jun 28, 2024, 8:50:46 PM6/28/24
to bucktempseri

Redbean has been making a bunch of touhou portraits and uploading them on his baidu thread for the past few years or so. Recently, he has allowed them to be F2U. So here it is. Characters can range from PC 98, manga only characters, spin-off only characters, and even several fangame OCs.
=sharing
Examples:




Fret not
He is come

At the small cost of the blue on his armor, bald hector egg now exists and doesnt share his skin and armor detail colors.
He even comes with both hand-axe and unarmed versions!

Also:
Skeleton cavalier on zombie horsie.

only comes in spear flavour.
But it means we are closing in on the possibility of a completely undead campaign.
-Variant_M_Skeleton_Cavalier_by_Teelvade.rar

Someone asked about the Flail Knight, so I went back to it and realized that I goofed a bunch of the original script and that there was basically 0 resources for it outside of the battle animation. So I fixed that.

.zip here on Google Drive:
=sharing
Please note the usage rights .txt file.
Edit like 30 minutes later: The .zip file in Drive has been updated because I changed filenames to better accommodate the repo.

Hello chat. I made some portraits for my hack and I want to share them.
I used to make really lame portraits back 3 years ago. But I think I got the basics for splicing so well marked. I promoted from scrub to average joe .

EDIT: I fixed it myself with FE Builder, I went through all the other maps to see what could be different about Floor 2 of Lagdou Ruins, and realized it had way more enemies than any other map. I removed 5 enemies from the map and no longer get the debuffs.

THE DEBUFF GLITCH IS BACK AND IT'S CAUSED BY TOO MANY ENEMIES ON THE MAP???? Man, I was about to flip the table and give up on this hack. I've been pestering other hackers on FE Universe for some time now and nobody told me I could just reduce the number of enemies to avoid it. The stupidest thing is that the number of enemies is the same as vanilla, I just changed classes and levels. Also, the latest version of the skill system was supposed to have fixed this issue. Well, guess I have some corrections to make. Seriously, I could frigging kiss you for this solution, man.

Ehhhh ... i don't understand what you mean because i don't understand anything of hacking the game but ... if i got that right, you can use 6 more custom animations using the ballistae slots? For me is a yes, i don't know what others may think. If you want my opinion about what animations (if you are open to debate of what animation to use) i suggest Eirika, Marisa, Lute, Neimi, Joshua hat and if you can the bishop animation as well. But it's up to you. That or give me the previous ups patch, but that seems imposible now.

I'll take your suggestions on the custom classes. Not sure about Eirika though. I never really liked any of the alternative animations I used for her, they were just there because Ephraim had a cool one haha. I might run a poll to see if people want her back and which animation specifically.

Longtime lurker here, finally getting the nerve to start posting here in the forums after several years of just silent watching. I wanted to give some feedback in terms of the hack itself, even if I haven't fully beaten it after all this time.

Overall, this is probably the best FE8 improvement hack I've seen in a while, it really does feel as if Sacred stones has been improved on in many ways, and also given new life, with the skills system, weapon balancing, new classes, items, and more. The only thing that's bothered me thus far is actually a little bit of reading into the skills system, specifically about Druid and Summoner skills. Druid gets Slow burn and Tome-breaker, while Summoner gets Anathema and Ignis. It's a little odd, due to Druid getting the more defensively based skills, and Summoner getting some very powerful offensive skills.

I can take a look at that Ross issue, but the second one is because of the skill system. I remember reading somewhere that the original ASM for the HP bars had the option to be turned ON or OFF in the game menus, but after it was imported to FEBuilder and incorporated to the skill system, there might be some leftovers conflictiing, so that's not on me ?

I feel bad to make you going through all of this because i asked about custom animations but i'm really grateful to see that you can make it, thank you so much. I asked about Eirikia because i didn't see the custom animation, nothing more but if you don't like it then don't do it, of course. The poll idea is a good idea because i don't have the last word on this, the animations that i choose were my opinion, nothing more. I will wait for the poll, thank you so much.

It is a reskin and rebalance of Sacred Stones using classes and music from all 3 GBA games, a lot of new custom classes with new animations, new spells, new weapons, a skill system and many quality of life improvements made by people much more knowledgeable than me from the hacking community. Vanilla campaign was not altered, but difficulty has been slightly raised. Units also receive slightly more EXP from healing. All of these changes are aimed at making Sacred Stones feel fresh and more challenging, while not altering the story (with the sole exception of Hayden joining on chapter 20). This project was heavily inspired by Sir Serenes' Reskin and Seal's Sacred War hack. There are four versions, two with random growths on level up and two with fixed growths similar to FE9. Read this for more information. The difference between the two versions of the same growth is that one also features a minimug for characters, while the other doesn't. Some people may find the minimug rather intrusive, that's why I kept it optional.

Glad to hear it. My post on FEU is severely outdated and I removed Eirika's and Ephraim's for the current version due to hacking limitations. I'm currently trying something that may allow me to include more animations and classes though, so be on the lookout for it. Regarding Eirika's skill, she was supposed to learn it quick draw at level 13, not 15. Also, she should rejoin at the level she was by the end of chapter 8.

There is no need to combine anything, just pick the version with the settings you prefer.
-Random growths without minimug has the traditional leveling system and no minimugs for characters
-Random growths with minimug has the traditional leveling system and minimugs for characters
-Fixed growths without minimug has the custom leveling system and no minimugs for characters
-Fixed growths with minimug has the custom leveling system and minimugs for characters

...and by the way, @Dedesett, I'm still working on the update to include the custom animations. Turns out there was a patch for that and therefore I don't need to create entire new classes to use them. I've been pretty busy with life though, so progress is slow (but steady).

Yes? That's amazing. That means that you can add a lot of animations or only a few? Either way i'm sure that the next update will be amazing. And don't worry, take your time with the update, life come first.

The difficulty is good, but not enough for it to be a real challenge. For me if it's an easy mode it's perfect. For the normal and difficult mode you should be inspired by FE8 Master Version (for example). for example 1 to 3 mini-bosses per level from the start, the enemies all have silver, steel and short weapons, why? Check out my ideas below. Surprise attacks (enemy arriving from nowhere near the end or so close to the throne or the place where the boss keeps), many more enemies, like a war, with pegasus knight, Wyverns Knight, more large crossbows mounted that shoot from a distance (I forgot the name), no more magicians and archers. A difficulty which is a challenge, like in chapter 9 you have a lot of strongest class 2/4 til 3/4 are strong class. If you do something like this, your patch will be the best.

For the magicians and archers i mean "more powerful magicians and archers, 2 or 4 are not sufficient the best will be between 8 and 15", sorry for my grammar, i can' t edit and correct it, i need to improve my english.

The demons need to have lieutenant and general too with high stat between 25 and 30 in the middle and end of the game.Demons in the middle of the game and in the last temple need to have like 50-60 HP with high stat between 20 and 25. Zombies need to be more dealdy with 100 HP in the middle, end of the game and last temple with high stat and serious damage.

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