Defeated in battle, simple as that. As for the TF gacha, it was the artefact that gives 2 TFs and 2 TF items. Also found another potential bug, where the green crystal that boosts healing does not start tracking floors cleared until after you obtain it. This might be intentional, but previous versions had any floors cleared take effect immediately.
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FoxGirlFan
Recent community posts
I know in RPGMaker VX you can set events to play on load with a plugin though I know this is made with a different version. Looking into things a bit more there is a script command to delete saves in some versions as well. Perhaps you could use an autosave plugin and have loading a save delete the autosave? Generally those use save slot 0. It wouldn't be a perfect fix, players could still load the autosave once, but if it only autosaves at the start of a floor anyone who gets in over their head likely won't be able to escape even with a second chance.
I'm finding individual runs to be lengthier than I'd like and the lack of saves really isn't helping. Is there a way to quicksave when I'm done? I don't mind having a limited amount of saves during a run, but it would be really nice if I could just put down the game for a while and come back to it exactly where I left off.
Been having fun, but Chapter 5 is not balanced. Either you walk across the river and skip everything or deal with an absurdly strict time limit. I was on the last turn and was only able to make it because I had one of my units just run for the exit. Then, three longbow jerks decided to spawn in and could have blocked my path. Keep in mind that I am very experienced with Fire Emblem and that Chapters 1-4 are easy even on Hard mode. 15 Turns is just not enough time. I was thinking that maybe after Turn 15 a bunch of super-strong enemies should show up at spawn as a death squad, but then the bridge suddenly appeared nearly destroying my run 2 turns from the finish.
Don't know why this is happening, the file is in the right place.

