Awful Emblem - Version 1.1 RELEASE!

alright, thanks!

Possible Bug?

Summary

So this happened on chapter 20….I picked Kate as my 12th character and she is like literally randomly in a wall….unable to be played

Hmm, haven’t heard of that one before. I wonder what’s caused that for you? We’ll have to check it out but a fix probably won’t come until we release 1.1. Work around it if you can?

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already done. I just put out 11people instead of 12 and kept it moving

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Hi just wanna ask, how to obtain the legendary dark tome?

You should receive it as a drop from the boss of Chapter 15x.

Ohhh I see, I missed the sidequest I suppose. Thank you

It should’ve been presented to you after beating 15, no conditions necessary. Maybe you skipped through the “Accept Side Quest” prompt without realizing? If it’s not triggering for people I’d want to know and fix it, but I don’t think anyone has reported not visiting 15x so far.

It’s been quite quiet here (and that’s fine, we kinda expected it) but we’re probably going to be wrapping up work on v1.1 next week. If all goes well, we should have it ready to go for the weekend, so if anyone’s playing the hack and has feedback they haven’t shared yet, now’s the time to do it!

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Alright! So far, the prologue and ch 1 are very fun

I also love having a bishop jeigan, and you better believe I’m using him as long as I can

Edit: I’ve played a bit more, and changed to hard mode, and it still feels too easy, maybe buff enemies globally?

I really like the units and palletes, they’re beautiful

The healers getting 16 on a simple heal also seems like too much exp

Do know that I only reached ch5x on normal and 3 on hard

If this is meant to be more of an easier hack, then I’m sorry for pressuring, I just genuinely don’t think I’m very good at fe, and this still felt easy

I’ll continue tomorrow

Awful Emblem - Version 1.1 (February 15, 2026)

Changelog:

  • Reduced promoted enemy bases and class bonuses
    • Specifics vary from class to class but generally speaking every class that wasn’t intended to be a tank lost (on average) 4-6 HP, and 1-2 Speed, Def, and Res
  • Slightly reduced enemy boss stats in Chapter 24x and across all of Act 4
  • Reduced and consolidated reinforcements across the entire game, but especially in Acts 3 and 4.
  • Reduced enemy levels across Act 3 for a smoother experience curve.
  • Added a deployment slot to most maps starting in Act 2.
  • Adjusted some enemy inventories, mostly reducing killer and brave weaponry among reinforcements.
  • Adjusted various shop inventories to better spread out availability of weapons and items
  • Properly defined an escape point for thieves in Chapter 22 so they don’t just stand around after stealing stuff.
  • Changed the terrain around the southern village in Chapter 9 to make it easier to get to.
  • The Light Brand is now effective against monsters. Why not?
  • Rescue staff has been changed to C rank and is available throughout the game instead of only post-chapter 26.
  • Adjusted Hard mode level bonuses for (hopefully) a better difficulty curve
    • Level bonuses ramp up faster in Act 1 and 2, fall off slightly when we swap over to mostly promoted enemies, then ramp up again through Acts 3 and 4. Bonuses are ultimately higher overall, though not by a huge margin.
  • Fixed additional typos and broken text boxes.

This should be the final version of Awful Emblem. We’ve done a fair bit of rebalancing throughout the game, adjusting enemies, inventories, item availability, player stats, and more. What follows should be a much smoother game with a better difficulty curve. Hard Mode has had its bonus levels tweaked across the whole game, though remains mostly a mode of numbers inflation. Saves from older versions will be partially compatible, in that anything changed after the chapter you’re stopped at will be in effect, but you will not receive any of the boosts to player character bases retroactively, or any items that were added in previous chapters. New save files are recommended for smoothest experience, though not required.

In working on this hack, one issue we had was the amount of EXP gain many units received while playing. Our maps are large and full of enemies, so we adjusted EXP gain across the board to try and lower how fast units grew. With the additional deployment slots, reinforcement reductions and enemy level decreases found in v1.1, it is quite possible that some of these EXP changes are no longer necessary. If you feel like you are having a hard time keeping up with enemies now, please let us know. We’re happy to put out a small adjustment to EXP gain if requested by many players.

Thank you for bearing with us all these years. If you already played the game, I hope you may peek your head back in once more to see the changes we made. If you’ve been waiting for our rebalancing efforts to finish before getting started, I hope you enjoy your first playthrough. To everyone who has followed us on this journey, thank you for your support.

Thank you so much for playing our game.

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Isn’t the light brand already a really good weapon (held back by availability in vanilla)? Unlike the rune sword, the light brand and wind sword don’t halve your STR when used at 1 range, but they do still hit on RES at 1 range.

You have the mode coefficient correction patch, right?

If the EXP curve is being harmed by the ability to farm EXP off of reinforcements, you could give them void curse? It’s a feature in vanilla GBA; just enable the Do Not Grant EXP flag for the character IDs of those enemies.

While this is true, we only have like, two Light Brands in the game anyway and only use monsters on like, 5-6 chapters. Someone mentioned it when we were doing our last round of adjustments for 1.1 and it was indeed like, yeah, sure, why not? This is hardly a paragon of game balance anyway, so why not give the player another toy?

I just started playing this and it’s really enjoyable. I really love the battle sprite palettes, specially on the knights, and the portraits of the characters are overall pretty cute which already make me have a tough time on who leave on the bench. I’m only at chapter 5x and playing on hard difficulty and so far seems pretty balanced, although I have been having some pretty terrible luck with the growths which might make things a bit more challenging soon. I wanted to ask, is there some kind of secret/recruitment guide? What’s the total of chapters? is this game ironman friendly with a lot of character redundancy? Sorry for so many questions I just want to have a better notion so it gets easier when it comes to give stat boosts and when to promote units. Congrats on the game.

We don’t have any specific guides written up, sorry. Side quests will always be available and we don’t have any characters hidden with obscure recruitment requirements. It’s 29 numbered chapters, prologue, final, and 7 sidequests, so 38 chapters long. Stat boosters will be handed out through the whole game but promo items will eventually cease dropping midway through as it becomes less likely you would want to promote someone the further in you go.

We do give players a continuous drip feed of new characters until the end of the game and we also decided that being a pre-promote unit shouldn’t mean you’re significantly worse than the rest, so they are all viable to bring to the end of the game or to replace someone who didn’t grow well.

As for Ironman, we didn’t have anyone test for that explicitly, but the good pre-promotes should help with that. i think this was done on normal, but someone did test beating the final map with just the main Lord starting at level 1 promoted, and was able either do so or get all the way to the final boss before running out of weapons. That’s such an extreme situation, though, so it should be plenty beatable in most circumstances.

Good luck with the game and thanks for playing!

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Been playing the 1.1 version of the hack and don’t really feel like getting it updated because I want to experience the harder version first while I still have the chance.

Still, I feel this is a relevant bug to ask about: In Chapter 5, when you have Kate steal the Chest Key from the enemy archer trapped in the room with the Barrier staff chest, his Steel Bow becomes droppable:

Relevant screenshots

Is this worth changing?

EDIT: The same thing also occurs with the armorknight that never moves from Beatrice’s cell door if you steal his Door Key:

Relevant screenshot

That is not a bug in this hack. Years ago I basically Mandela-effected myself into believing that that was how vanilla behavior worked when stealing, only to find out that wasn’t the case. Instead of leaving it alone, we went ahead and added a little code to make the next item drop if you steal something, as a little bonus should players feel like stealing items they otherwise would’ve gotten as a drop anyway.

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Is this mentioned in the in-game guide entries anywhere? If not, you’re perpetuating this Mandela effect!

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I also mandela effected this if that makes you feel better… When I started playing more/again, I was very sad to find that was not the case.

About the chapter before the final one.

Summary

This text will be hiddenBro did you really have to puede infinite reinforcement? God that was Awful (pun intended).

Except that i really enyojed the hack, was’nt really expect to be this good for the Awful title (Another pun intended), loved Rose, the concept of a armorkingth fast and with high res is great, i went and give her all the the defense boost.

Thank you for all your Hard work, i send you a hug.

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