A massive FYI for people who don’t see a Data Expansion option in the class list. Go to settings (top left of the simple menu with the file, run, and tools), click options in the dropdown, and then go to the Function 2 tab. There should be a Expansion Button section where you can then toggle Class Expansion from Not Displayed to Displayed. There’s a few more options too, like toggling the Chapter Expansion button, the expanding FE8 World Map nodes and paths buttons, and the expanding song table button. Those enable those options in the respective menus of FEBuilder, and are all for when you want to add more of those specific things into the rom than there are in the game, like wanting more maps or songs/sounds than what is in the vanilla rom. Just throwing that out there for people like me, who were thrown off when they saw that option in the video but not in their FEBuilder. I suspect it’s turned off because expanding these can damage the rom in some cases. Just be careful when doing it, especially in FE6 and 7 roms, and have backups or get ready to exit without saving if it breaks when testing.
The option to extend classes is hidden by default because a long time ago (I want to say some 3 years or so), the ExModularSave patch didn't exist, so extending the class list would cause bugs. Now all you have to do is apply that patch (if you have the skill system applied, that patch is automatically also applied), and no known bugs occur.
For people not in the know, the 'bug' Mangs references at the 9:00 mark isn't a bug, it's because he copypasted the general to that slot, which also copied the General's ID. Just changing it the the appropriate ID fixes the issue. Also, I'm the guy who manages the Repository. We're going to be releasing a new website for the Repo in the future. Additionally, I have someone adding previews for all the images on the Github, which Mangs linked in the video.
Just wanted to say love you and Mangs for everything you do for this community, it's honestly thanks to your info availability that I haven't been disheartened from rom hacking.
When I downloaded the animations for the classes on your git hub, it didn't show the file that had been displayed by mangs do you have an idea as to why that is?
@@Klokinator So when I downloaded the animation it gave me like a zip folder and when I opened it didn't have the file type rom. All I found was like the images for it
This is a cool series. FE Builder is already generally very intuitive and easy to use, but a proper tutorial series could serve to help people just getting into hacking so they don't have to rely upon trial-and-error or a veteran's aid to get started. Good work, Mangs. Hope this series continues onwards into something great!
Daily reminder that Lerx Talionis exists and I'm hoping to get egg into it, at least as an alternative to romhacking. Maybe for the project after Andaron Saga, the team will try it out!
One change they could make is to make archers more the big heavy guys that also orient towards armor knights. Historically archers were the biggest and buffest men in an army because for archers agility really doesn't matter. What matters is size and strength. The bigger you are the bigger a bow you can use and the stronger you are the heavier a bow you can use. A heavier bow is not only more powerful but also more accurate because a heavier arrow is less affected by wind and an arrow going faster has less time to be affected by wind or gravity. Also I feel the stats of the weapons should change. Axes should have low hit rate and low crit but very high power, swords low crit and low power but high hit and spears low hit and power but very high crit.
I would have appreciated this two weeks ago, when I ventured into animations for the first time. Had to learn most of these lessons via trial and error, lol. Keep them coming, my man - I'm looking forward to the more complex stuff.
Handaxes have their own animations due to them having the same attack anim both at range and at melee, which makes them different from swords and lances, which have unique animations for range and melee respectively. And since "2 range axe" is not a weapon class, you need to set them up individually Keep in mind that vanilla 2 range axes also have a special quirk which makes the animations behave differently. This is set by the item id and can be modified in the patch section
Mangs I'm literally fuming at my mouth, all this time I was under impression that class allocation could not be safely expanded so I was jumping through hoops trying to fit my custom classes and in the end put my project on hold. Those videos you are making here are critical for solo self taught hacking wannabiers like me, who do not have access to the network of established experienced creators to guide them. Wish this was released like 2 years ago though, I figured most of this by myself through trial and error aside from blunders like the one I mentioned above.
I've been dying to get more info on this rom hack stuff. Your tutorials are incredibly helpful. If possible, at the end of this series would you be able to make an additional video on where and/or how to appropriately post/advertise roms. Though it won't be insane, you definitely will bring an influx of new Rome makers with these vids and guilding them down the right path would go a long way
Thank you very much, I had already seen several tutorials but nobody had explained it to me as well as you, it was very easy to understand even knowing that my mother tongue is Spanish and I saw the video with subtitles.
Thank you for giving us proper explanations and tutorials. I can‘t solve everything with trial and error… Next I would like to see how to edit villages and chests since their appearance differs after interaction.
If you mean the weapon rank, you can give units or classes a Bow or Magic rank in the Base weapon level section of class or character editor. If you mean animations, you can import them the same way as shown in the video. However, see that Weapon Type field above Animation ID? Put Bow or one of the Magic types there, and the animation will play correctly. You can use the same animation for anima, dark and light magic alike, or import different animations for different magic types if you really wanted to.
You just press data expansion to add more. Type in the total number of weapons you want and hit allocate. Then, you go to those newly made settings and flip through the box that says "weapon" until you reach your desired weapon type.
Well in the late medieval period halberdiers were the most common type of soldier in most armies. Many armies had half of their soldiers be halberdiers. Even before that spearmen were also the most common type of unit. So anyone who's remotely interested in medieval history would like to see a lightly armored spearline unit because that's what armies historically consisted off.
One unit I wonder if people would be open for is the hand canoneer. It would be like an archer but with low accuracy and range in exchange for very high attack power.
I'm looking forward to an "how to make custom spells and skills" tutorial, but if I want to make a custom personal class, as for example the Chancellor class, how do I change the sprites? Because I looked in the Internet a bit and I couldn't find it
Why do the 2 range axes have separate slots? I thought they'd all use just the hand axe slot. Were they planning to have different animations (like maybe differently-sized axes) for each type of hand axe at some point?
I have a few questions ( i know it's a bit too late but ) : 1. If you add new or change animations to some class ( i mean entire class ) like cavaliers for example , how did FEBuilder applies animation for units with different colours ( like enemy cavs. are always red , your cavs. are red , green , yellow etc. ) ? 2. Is there any pitfalls or issues that may impact on game ( it's proper working ) because of changes you do during such hacking ( speaking about hacking i mean animation change ) ? 3. If you change some characters base class ( like making Natasha a troubadour for example ) how did this effect on character's promotion option(s) and other properties ? Sorry if you don't understand something that I wrote , I'm not an English native speaker .
I know you can change enemy units to differ between normal and hard mode for Hector and Eliwood, but is there a way to do this for Lyn Normal vs Hard Mode?
I would like if Fire Emblem were to dare dabble in gunpowder classes. Gunpowder would be like bows but with higher power but lower crit and accuracy. Hand gunners became a fairly common sight on the battlefield at around the beginning of the 15th century which was the same time you began to see fully armored cavalry as well. Medieval fantasy always likes to have full plate armor but no gunpowder while in reality they arose at the same time.
I'm aiming to make a female mage lord, but I wanted something unique to use as a sprite since it's going to be the 'main character'. so this was helpful with working toward that.
A Question, you need to do something diferent for new weapons like dragon stones or shurikens? I tried making a male manakete and it only cloud use a stone(the default divene one) well the other did not have anymations even if they are all monster weapons
You have no idea on how long i have wanted to do something like this and now i can actually understand what is goes into making a rom hack, ps does anyone know where i can find the landsknecht from staff of ages
Late reply, but if it’s nowhere on the usual places it’s most likely a custom animation/sprite the team made. Whether or not they put it out for use is a different matter. And ripping it out of their project while not illegal would garner bad attention to your project. So if your project isn’t just a personal project, but a public one you should try to contact and ask them directly if you could use it. If they refuse then that’s that. I guess you could try to create your own animations/sprites that look similar, but that might still get bad attention if it’s too similar.
Does anyone know how to promote custom classes into a different custom class? I tried making them each other's "Menu Class" which would make them promote to the other, but I don't know how to assign an item to promote them, I tried copying a myrmidon into the base class and the promoted one is a copy of swordmaster, then I changed the Menu Class but the hero crest wasn't working on my guy.
Another Problem My 1st level wont start i wont get the PLAYER PHASE to pop up and ht game will just go and i wont get a cursor or anything just all the units bobbing
Hey mangs I want to ask you something could you explain how to download a fe rom hack? I've been wanting to try them out, got a new pc ment to play non official games and everything, but I don't really understand how to download a rom hack, I watched your explanation for it, but didn't really understand, could you make an updated version of the video? I would really appreciate it. Another thing, is it possible to hack more advanced games awakening and fates? I think it would be pretty cool if you can modify them (fates story especially, I've got a few ideas to make the story more interesting) I know it's probably really hard to do, but maybe it's possible? Let me know.
There is a huge list of romhacks for most of the FE games on Serene's forest. Just search something like "Serene's Forest romhacking" as for the Fateswakening games, as far as I know, they are extremely hard to hack due to 3ds fuckery and there are pretty much no resources that are easy to learn for hacking those games.
I would LOVE to design a Campaign mode of Super Famicom Wars if someone could do the hacking. Just need a dialogue and map editor and something to put the levels in order.
Hi mangs i have a question I'm right now working on fe8 but when I added healing animation to falconight lance animation stopped working??? Is there any solution plzzz🙏
Is it possible to make custom class at all for FEbuilder? As in, for example, a manakete who can use magic, or a unique merc that can wield sword and Lance?
Is it possible to change the trainee classes in FEBuilder? Like is it possible to alter the classes to have trainee type classes (Similar to immortal sword trainee Mercs and pageus riders)?
Hey, have you already looked at the writer applications and responded to some of them, or is that still in the works? Just wondering cause I emailed over a month ago and haven’t gotten a response yet
Hi, im new, and I've played some various fire emblem games, but only played 3 houses and engage to completion minus 3 hopes. I wanna play the older games on pc with some hacks and im wondering if theres a tutorial to set it all up
Does anyone know all of the patches he has, I can't find the "separate independence of selected classes" one and I don't know why but my data expansion for class editor isn't there?
I'm having this problem where i made a character to replace Seth but for some reason she still doesn't gain much EXP even though i changed her class and everything :/
So if Enemies scale due to the individual enemy Growth rates, If I set the growth rates all to 0, The enemies won't Get stronger. Does this mean I will have to individually Change the stats of every enemy on every map I develop if I do this? I ask this question because I have a personal peeve against Randomized stats when I play the GBA FE games. I dislike the fact that When I soft reset The game to restart the chapter, some enemies just become stronger for no reason. If I do want to make a Romhack, I wish to not add this feature so all enemies will remain as strong on it's Difficulty mode...
@@zarg2024 Oh, That sounds like the most ideal solution. That's a goof thing to know. I hope there is a Video in this series that talks about The most popular patches like the Skill Patch.
I wonder if it's possible to create custom lord classes, like my ideas for my own sequel to Sacred Stones, which, going by basic levels, will have a total of 6-7 lord classes, and over 4 classes each that rank from base to advanced to master and the overclass. There is another lord class, but it's more in line with a manakete and would only have access to an overclass.
A massive FYI for people who don’t see a Data Expansion option in the class list. Go to settings (top left of the simple menu with the file, run, and tools), click options in the dropdown, and then go to the Function 2 tab. There should be a Expansion Button section where you can then toggle Class Expansion from Not Displayed to Displayed. There’s a few more options too, like toggling the Chapter Expansion button, the expanding FE8 World Map nodes and paths buttons, and the expanding song table button. Those enable those options in the respective menus of FEBuilder, and are all for when you want to add more of those specific things into the rom than there are in the game, like wanting more maps or songs/sounds than what is in the vanilla rom.
Just throwing that out there for people like me, who were thrown off when they saw that option in the video but not in their FEBuilder. I suspect it’s turned off because expanding these can damage the rom in some cases. Just be careful when doing it, especially in FE6 and 7 roms, and have backups or get ready to exit without saving if it breaks when testing.
Massive thanks for the tip 🙏
The option to extend classes is hidden by default because a long time ago (I want to say some 3 years or so), the ExModularSave patch didn't exist, so extending the class list would cause bugs. Now all you have to do is apply that patch (if you have the skill system applied, that patch is automatically also applied), and no known bugs occur.
@@TheBeundo So that’s why FEBuilder tells you to have that patch applied when you try to expand it. I see.
Thank you so much!
Tnak you so much!
For people not in the know, the 'bug' Mangs references at the 9:00 mark isn't a bug, it's because he copypasted the general to that slot, which also copied the General's ID. Just changing it the the appropriate ID fixes the issue.
Also, I'm the guy who manages the Repository. We're going to be releasing a new website for the Repo in the future. Additionally, I have someone adding previews for all the images on the Github, which Mangs linked in the video.
Hey. It's been a while.
Just wanted to say love you and Mangs for everything you do for this community, it's honestly thanks to your info availability that I haven't been disheartened from rom hacking.
When I downloaded the animations for the classes on your git hub, it didn't show the file that had been displayed by mangs do you have an idea as to why that is?
@@ethantruong8673 I don't know what you're referring to specifically.
@@Klokinator So when I downloaded the animation it gave me like a zip folder and when I opened it didn't have the file type rom. All I found was like the images for it
This is a cool series. FE Builder is already generally very intuitive and easy to use, but a proper tutorial series could serve to help people just getting into hacking so they don't have to rely upon trial-and-error or a veteran's aid to get started. Good work, Mangs. Hope this series continues onwards into something great!
Daily reminder that Lerx Talionis exists and I'm hoping to get egg into it, at least as an alternative to romhacking. Maybe for the project after Andaron Saga, the team will try it out!
One change they could make is to make archers more the big heavy guys that also orient towards armor knights. Historically archers were the biggest and buffest men in an army because for archers agility really doesn't matter. What matters is size and strength. The bigger you are the bigger a bow you can use and the stronger you are the heavier a bow you can use. A heavier bow is not only more powerful but also more accurate because a heavier arrow is less affected by wind and an arrow going faster has less time to be affected by wind or gravity.
Also I feel the stats of the weapons should change. Axes should have low hit rate and low crit but very high power, swords low crit and low power but high hit and spears low hit and power but very high crit.
I would have appreciated this two weeks ago, when I ventured into animations for the first time. Had to learn most of these lessons via trial and error, lol. Keep them coming, my man - I'm looking forward to the more complex stuff.
I love this series. I was really struggling with FEBuilder.
Thank you mangs!
0:42 "female cavaliers.... female paladins..... female knights....." all Amelia btw
Makes randomizers really fun because of it. Lets go Amelia.
Handaxes have their own animations due to them having the same attack anim both at range and at melee, which makes them different from swords and lances, which have unique animations for range and melee respectively. And since "2 range axe" is not a weapon class, you need to set them up individually
Keep in mind that vanilla 2 range axes also have a special quirk which makes the animations behave differently. This is set by the item id and can be modified in the patch section
Yeah, finally! This new series is giving me inspiration to try to make one or two hacks, and I still need a lot to learn.
Mangs I'm literally fuming at my mouth, all this time I was under impression that class allocation could not be safely expanded so I was jumping through hoops trying to fit my custom classes and in the end put my project on hold. Those videos you are making here are critical for solo self taught hacking wannabiers like me, who do not have access to the network of established experienced creators to guide them. Wish this was released like 2 years ago though, I figured most of this by myself through trial and error aside from blunders like the one I mentioned above.
Yes, another tutorial!!! Been waiting for this!! 🐲🙏💕💕💕
I've been dying to get more info on this rom hack stuff. Your tutorials are incredibly helpful.
If possible, at the end of this series would you be able to make an additional video on where and/or how to appropriately post/advertise roms. Though it won't be insane, you definitely will bring an influx of new Rome makers with these vids and guilding them down the right path would go a long way
This series is excellent, Mangs. Keep it up!
Maybe cover weapon edits and additions next?
Keep these series up Mangs we appreciate you a ton
Are you sure you want to extend the class list?
Mangs : *JaJaJaJaJaJa*
Thank you very much, I had already seen several tutorials but nobody had explained it to me as well as you, it was very easy to understand even knowing that my mother tongue is Spanish and I saw the video with subtitles.
thanks for the series i needed this
Thank you for giving us proper explanations and tutorials. I can‘t solve everything with trial and error…
Next I would like to see how to edit villages and chests since their appearance differs after interaction.
Thank you. I still want to try to make my own rom hack and this will help a good bit for some class ideas lol
Love these videos! So useful when building roms, could you possibly do one on cutscenes and supports next? Thank you!
So helpful can't wait for more you are a legend in the community Mangs keep it up
Check out the playlist for more videos on this topic
▷ Playlist: tinyurl.com/23pxxdsw
Thank you this mango feels really funny that you realise this right after helping me out 😅💜
Thanks, after watching this vid, i can see the time and love people put in their custom games
12:15 How do we add a Bow rank or Magic Rank?
Cycle through the Weapon Type field.
If you mean the weapon rank, you can give units or classes a Bow or Magic rank in the Base weapon level section of class or character editor. If you mean animations, you can import them the same way as shown in the video. However, see that Weapon Type field above Animation ID? Put Bow or one of the Magic types there, and the animation will play correctly. You can use the same animation for anima, dark and light magic alike, or import different animations for different magic types if you really wanted to.
You just press data expansion to add more. Type in the total number of weapons you want and hit allocate. Then, you go to those newly made settings and flip through the box that says "weapon" until you reach your desired weapon type.
I will never understand the popularity of halberdiers.
This post was made by the armor gang.
I think Nephenee singlehandedly popularized the class, lol.
Well in the late medieval period halberdiers were the most common type of soldier in most armies. Many armies had half of their soldiers be halberdiers. Even before that spearmen were also the most common type of unit.
So anyone who's remotely interested in medieval history would like to see a lightly armored spearline unit because that's what armies historically consisted off.
One unit I wonder if people would be open for is the hand canoneer. It would be like an archer but with low accuracy and range in exchange for very high attack power.
Me when magns uploads part 4
Now that I see how to import the Custom Animation to Fire Emblem ROM hacks. It would take some practice, but I will get the hang of it.
one day I'll make my own cringy hack
just you wait
I'm looking forward to an "how to make custom spells and skills" tutorial, but if I want to make a custom personal class, as for example the Chancellor class, how do I change the sprites? Because I looked in the Internet a bit and I couldn't find it
Mangs: *changes everything about the class and shows you how to do it, but does not show how he edited Seth’s inventory to include a throwing axe*
Bell rung. I found this tutorial and spent 9 hours making a class lmaooo. Can't wait to get to events.
Why do the 2 range axes have separate slots? I thought they'd all use just the hand axe slot. Were they planning to have different animations (like maybe differently-sized axes) for each type of hand axe at some point?
I have a few questions ( i know it's a bit too late but ) :
1. If you add new or change animations to some class ( i mean entire class ) like cavaliers for example , how did FEBuilder applies animation for units with different colours ( like enemy cavs. are always red , your cavs. are red , green , yellow etc. ) ?
2. Is there any pitfalls or issues that may impact on game ( it's proper working ) because of changes you do during such hacking ( speaking about hacking i mean animation change ) ?
3. If you change some characters base class ( like making Natasha a troubadour for example ) how did this effect on character's promotion option(s) and other properties ?
Sorry if you don't understand something that I wrote , I'm not an English native speaker .
I know you can change enemy units to differ between normal and hard mode for Hector and Eliwood, but is there a way to do this for Lyn Normal vs Hard Mode?
I would like if Fire Emblem were to dare dabble in gunpowder classes. Gunpowder would be like bows but with higher power but lower crit and accuracy. Hand gunners became a fairly common sight on the battlefield at around the beginning of the 15th century which was the same time you began to see fully armored cavalry as well.
Medieval fantasy always likes to have full plate armor but no gunpowder while in reality they arose at the same time.
Will there be a video showing how to add skills? Because I can't seem to do it
I'm aiming to make a female mage lord, but I wanted something unique to use as a sprite since it's going to be the 'main character'. so this was helpful with working toward that.
Haven't been able to expand the class menu
A Question, you need to do something diferent for new weapons like dragon stones or shurikens?
I tried making a male manakete and it only cloud use a stone(the default divene one) well the other did not have anymations even if they are all monster weapons
You have no idea on how long i have wanted to do something like this and now i can actually understand what is goes into making a rom hack, ps does anyone know where i can find the landsknecht from staff of ages
Late reply, but if it’s nowhere on the usual places it’s most likely a custom animation/sprite the team made. Whether or not they put it out for use is a different matter. And ripping it out of their project while not illegal would garner bad attention to your project. So if your project isn’t just a personal project, but a public one you should try to contact and ask them directly if you could use it. If they refuse then that’s that. I guess you could try to create your own animations/sprites that look similar, but that might still get bad attention if it’s too similar.
Does anyone know how to promote custom classes into a different custom class? I tried making them each other's "Menu Class" which would make them promote to the other, but I don't know how to assign an item to promote them, I tried copying a myrmidon into the base class and the promoted one is a copy of swordmaster, then I changed the Menu Class but the hero crest wasn't working on my guy.
Update: I found it, it's in "Advanced Editors" then "Promotion Items" if anyone is interested.
Mangs I have a issue when I add more classes the custom class will sometimes become villagers and crash the game
Another Problem My 1st level wont start i wont get the PLAYER PHASE to pop up and ht game will just go and i wont get a cursor or anything just all the units bobbing
Hey mangs I want to ask you something could you explain how to download a fe rom hack? I've been wanting to try them out, got a new pc ment to play non official games and everything, but I don't really understand how to download a rom hack, I watched your explanation for it, but didn't really understand, could you make an updated version of the video? I would really appreciate it.
Another thing, is it possible to hack more advanced games awakening and fates? I think it would be pretty cool if you can modify them (fates story especially, I've got a few ideas to make the story more interesting) I know it's probably really hard to do, but maybe it's possible? Let me know.
There is a huge list of romhacks for most of the FE games on Serene's forest. Just search something like "Serene's Forest romhacking" as for the Fateswakening games, as far as I know, they are extremely hard to hack due to 3ds fuckery and there are pretty much no resources that are easy to learn for hacking those games.
I would LOVE to design a Campaign mode of Super Famicom Wars if someone could do the hacking. Just need a dialogue and map editor and something to put the levels in order.
Help me, i can't find data expansion in class editor
Hi mangs i have a question I'm right now working on fe8 but when I added healing animation to falconight lance animation stopped working??? Is there any solution plzzz🙏
And also how to put sword(weapons) and magic at once
Is it possible to make custom class at all for FEbuilder? As in, for example, a manakete who can use magic, or a unique merc that can wield sword and Lance?
Is it possible to change the trainee classes in FEBuilder? Like is it possible to alter the classes to have trainee type classes (Similar to immortal sword trainee Mercs and pageus riders)?
Hey, have you already looked at the writer applications and responded to some of them, or is that still in the works? Just wondering cause I emailed over a month ago and haven’t gotten a response yet
I'll never use this information, but it is still cool regardless.
Hi, im new, and I've played some various fire emblem games, but only played 3 houses and engage to completion minus 3 hopes. I wanna play the older games on pc with some hacks and im wondering if theres a tutorial to set it all up
i got a question, i cant get data expansion buttom since the update, cant you show me how please
I can’t find the data expansion button. It’s not at the bottom of the classes section. Where is it?
Have you updated FeBuilder?
I’m pretty sure I have. I’ll go check soon.
Scroll comments, there is one from Carol which explains what you need to change in settings for button to appear.
@@Mangs1337 FEBuilder is up to date. Just fixed the settings a couple minutes ago.
@@Artemas_16 Thanks for pointing me in the right direction.
Data expansion in the class menu screen is not there for me, can anyone help?
It won’t copy and paste my classes to the blank slots. I really hate having to guess at base states from scratch.
I love this series!
Does anyone know all of the patches he has, I can't find the "separate independence of selected classes" one and I don't know why but my data expansion for class editor isn't there?
I know It's been a year but you have to enable it in settings
@@mystical3501 Thanks! I think I tried that before but I'll look again
I'm having this problem where i made a character to replace Seth but for some reason she still doesn't gain much EXP even though i changed her class and everything :/
Did you uncheck the «Promoted Unit» field? That affects exp gain.
@@Posby95 I actually managed to fix it, I used the wrong version of the class
How do I set a promotion item for Soldier?
class expansion button isnt showing up on my fe8 rom
I know It's been a year but you have to enable it in settings, weirdly It's not on by default
does someone know how to compile sprites into battle animations?
Does mangs have his own rom hack.
Yes
You should call this series , "Let's play FEbuilder GBA". Is there a Fire Emblem builder for the Snes games?
Does anyone have a FE8 rom that works with FEBuilder?
So if Enemies scale due to the individual enemy Growth rates, If I set the growth rates all to 0, The enemies won't Get stronger.
Does this mean I will have to individually Change the stats of every enemy on every map I develop if I do this?
I ask this question because I have a personal peeve against Randomized stats when I play the GBA FE games. I dislike the fact that When I soft reset The game to restart the chapter, some enemies just become stronger for no reason. If I do want to make a Romhack, I wish to not add this feature so all enemies will remain as strong on it's Difficulty mode...
You can apply a patch that makes enemy growths fixed
@@zarg2024 Oh, That sounds like the most ideal solution. That's a goof thing to know. I hope there is a Video in this series that talks about The most popular patches like the Skill Patch.
HEY im trying to make a class on febuildergba that uses lance and magic i get an error whenever i try to save because of this 😞 any help?
u save me
You are The best!!!
🥚
obligatory "heheh first"
I hate it too. Your welcome.
you also spelled "you're" wrong
thanks, I hate it
I wonder if it's possible to create custom lord classes, like my ideas for my own sequel to Sacred Stones, which, going by basic levels, will have a total of 6-7 lord classes, and over 4 classes each that rank from base to advanced to master and the overclass. There is another lord class, but it's more in line with a manakete and would only have access to an overclass.