Awful Emblem - Version 1.1 RELEASE!

Same problem..

Thank you for the additional reports. I know it hasn’t affected everyone since some have managed to get past the chapter, as did our testers. It’s clear to me, though, that there’s some logic error triggering the game over event that’s only supposed to trigger when all three villages are lost.

My first guess is that the check for an enemy standing at the village gates might be recording any unit standing there, including players. We’ll investigate as soon as we can. Sorry!

solved the problem simply by not visiting the upper village before rogues arrive) but visited before killing boss on the last turn

Interesting, this gives us somewhere to start debugging. Thanks!

I need some more information about the circumstances leading to the game over. I was not able to repeat a visit to the top village triggering a Game Over. The way it works is by having a check for any enemy unit placing themselves on the gate tile of a village, which then sets an event ID. These checks are placed on each village’s gate and each triggers a different event ID. Then, there is a turn event that takes place at the start of each turn looking to see if all three event IDs equal 1. That check is a set of three nested BEQs. Here’s all the relevant event code for one of the three village checks and the game over check:

Relevant event code for the top village check
MiscBasedEvents:
AREA 0x0 AreaCheck2 [14,4] [14,4] //Village 2

TurnBasedEvents:
TurnEventPlayer(0,Village2Destroyed,2,99)

AreaCheck2:
CHECK_EVENTID 0xA
BNE 0x1 r0 rC
	CHECK_ALLEGIANCE 0xFFFF
	SVAL r3 0x2
	BNE 0x1 r3 rC		//branch to Label 0x1 if r3 != rC
		ENUT 0xB			//set event ID 0xB to True
		LABEL 0x1			//return from BNE
NoFade
ENDA
ALIGN 4

Village2Destroyed:
CHECK_EVENTID 0xB	//check Event ID 0xB's state and store to rC
SVAL r3 0x1
BNE 0x1 r3 rC	
	ENUF 0xB
	ENUT 0xF
	ENUT 0xA
LABEL 0x1
NoFade
ENDA
ALIGN 4

VillagesGameOver:
CHECK_EVENTID 0xE
BEQ 0x1 rC r0
	CHECK_EVENTID 0xF
	BEQ 0x1 rC r0
		CHECK_EVENTID 0x10
		BEQ 0x1 rC r0
			CAM1 Richter
			FlashCursor(Richter,64)
			TEXTSHOW C28GameOverTownDestroyed
			TEXTSTART
			TEXTEND
			GameOver
LABEL 0x1			//return from BEQ
NoFade
ENDA
ALIGN 4

Maybe someone else can see something obvious here? The other two villages have identical code checking them for a unit stepping on their gates, just with different coordinates and event IDs being set. I’m sure this could be done with a Counter operation or something, but it seemed to work in testing with the nested BEQs so we left it alone.

I also recall running a test of the map before launch where we cleared all the units from the map except for the reinforcing Rogues whose AI says to go destroy the villages, and everything was destroyed properly, and the Game Over only triggered upon all three’s destruction.

Are the various talks with Mikhail supposed to share event IDs with the IDs you’re using for this objective?

Shakes my fist at nine-gear crow!

No, they shouldn’t have been overlapping at all but I see the confusion between using decimal numbers for the talk events and hex numbers for the EIDs. More than that there’s no need for all the different possible rescue conversations to have their own event IDs since it’s basically handled like a recruitment conversation in that it’s one-and-done.

It’s a bit too late at night for me to fully test and distribute the next fix patch so I’ll see about doing so tomorrow evening instead. To anyone else, the answer appears to be that if you rescue Mikhail with Judith, you will trigger the Game Over. Rescuing him is considered an optional objective that simply makes him leave the map and therefore remove him from danger, so you can also protect him and not talk and that should do it?

Howdy are there any deset items in these sand maps?

So, The first time when after a save state, it would do the fail after I saved the villages earlier on, talked to Mikhail with Lydia on turn 5, and it’d say I failed at the end of turn 5. I went back to a save state that had me on turn 3, did the exact same things, only difference is that I never visited the northern most village and it let me get into turn 6.

I tried to do it without talking to mikhail, but he’d always die to one of the decay druids

EDIT: I did a little testing, it seems like anytime I have all 3 villages closed, at least the northern one because I got the west and south ones closed early, it causes the failed game over no matter the turn. having it left open, even if someone’s standing in the tile, the game over doesn’t happen

No, there are not!

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Yeah…a lot of the endgame maps could use a little work. They’re the least tested in general, and a big part of 1.1 is gonna be redoing at least a couple of the major offenders. I can’t promise you when that will be, though. It sounds like they squashed the bugs with 28 so I guess 1.05 will be rolling out soon (tonight?), but doing some proper map reworking is gonna take a lot longer.

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Awful Emblem - Version 1.05 Hotfix (12/11/25)

  • Fixed a trigger that would cause the game to crash if you didn’t have certain characters recruited (because they didn’t join in a previously bugged patch).
  • Chapter 28 should no longer cause game over seemingly at random.
  • Chapter 29 has less reinforcements overall and now warns you where the spawn zones are.
  • Fixed additional typos.

We think we’ve nailed down the mistaken Game Over triggers in 28, though it was still a bit unclear why it was triggering at all. Please let us know if it happens to anyone again and exactly what you were doing before happened.

We also took the time to reduce the number of reinforcements on 29 just to help people get through the chapter better. A further pass on the difficulty and number of units/reinforcements throughout Act 4 is planned for our v1.1 update but we felt like 29 has received enough complaints that we’d act on it now, if temporarily.

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Just kidding, hold off on that while we turn back on modular saves!

Okay yes, now the link is safe to download. If you downloaded between like 8:45pm EST and 8:55pm delete the archive and redownload.

So this happened during a support

Summary

So I continued

and when the pink pegasus knight did a crit the animation had the silencer (i think?) effect.
is that supposed to happen?

put in a spoiler just to be safe.

Pretty sure she just has Lethality due to being a spy/assassin, yeah.

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Damn, I didn’t wait for the hotfix. I beat 29 on the third try, just ignoring the villages. I rushed the boss quickly, throwing sleep and berserk staves at the reinforcements. :slight_smile: The final chapter actually seemed really easy after 29. Very good hack overall

i’m trying to support and i don’t seen to be able to, are they locked or something until later on?

I assume you’re still in the early game, in which case the game will tell you when they unlock. If not, that’s a much more serious bug we need to know about.