Could you please publish all the secrets (recruitments,items,gaidens) in the first post? I know some people get their tingles seeking those things out but to others is an immense pain in the ass and would like to know them beforehand.
I’ve really been putting off updating the credits .txt file that I include in the link, and I think those would be great things to add to it as well.
So by the next release if not earlier I’ll update the Credits file to include in-depth details for all the secretive stuff ![]()
Thanks for the effort, I know devs also have fun making secrets/easter eggs and would like the players to find them without help, but some people (me/myself) aren’t patient enough.
Are you given any hint at all about this tiles or do you need to wait in every tile to discover them?
Waiting is not required.
Unlike FE8 or 7 you’ll see a notification that you’re on the right tile like with a chest or door you can open.
And most of the locations should make a certain kind of sense.
Like with the prologue, it’s not just some random spot in the hall.
Location
It’s the tile that would lead back into Reese’s Bedroom.
With the start of a new month, we’ve got a beautiful new release with a bunch of Supports. Unfortunately I also spent a good deal of this month recovering from COVID, so I didn’t manage to get as much writing finished as I would’ve liked, but I did get all the Epiphany skeletons implemented, not the scenes, but the skills are there and should work.
Not only that, but I also polished up chapters 15 and 16 a bit, I debated putting Fog in one or both of them, but I decided not to… for now.
16 specifically is one complicated monster, but I’m pretty sure it should work without too many issues. (Assuming no LT updates broke anything too important)
I also implemented the start of achievements. At the moment it’s only a few others beside the classic chapter achievements, but it’ll grow as I think of cool ideas for achievements.
I also started work on a modifier system similar to Tactics of Taming. Another thing I need more ideas for lol. One thing I definitely want to implement is a modifier that allows you to gender swap all/some of the cast. I’ve already started work on the portraits, and I think it’d be pretty fun.
Oh, as suggested, I’ve gone ahead and updated the credits doc. It should now include all credits to all the assets I used from music and sounds to animations and tilesets. And at the very bottom it has a chapter by chapter list of every secret item and recruitable unit and how to unlock them up to the most recent public chapter. If you’re playing the patreon version and want to know more, you can always hop in the Discord and ask ![]()
With that, I’ll leave you to it, the link in the opening post should now lead you to the new release including up to chapter 16. Have fun, and enjoy Fate of the Fallen!
I’ve played up till chapter 7x, I think we should be able to use the base earlier and everywhere, having to shop with the old menu instead of the market is a minor inconvenience but the supports are not that minor.
The recruit conditions of the bandits are beyond scummy and not specified until it’s too late, similar to Ollie but at least his questions makes you wonder if you have to answer in a certain way.
Chapter 7 secret shop is telegraphed so I don’t know if you didn’t include it in the credits because of that or because you don’t want to, the Giovanni thing with the house wasn’t included either.
The epiphany is okay but having to choose skills is just a waste of reloading time, and then most skills gained that way are bad enough to not care about choosing.
EDIT. I’ve read the conditions for chapter 9 and 9x. Can you recruit both of them someway or do you really have to play two times to have them? If so that’s even scummier than the bandits.
First of all thanks for the opinions, and thanks for playing. I’m always excited to hear from players. I’ll try to respond to each of your comments in an orderly fashion.
Response
“The Giovanni thing with the house” I assume you’re talking about is the encounter in Chapter 3? And it is included in the credits under CH. 3 ~Other Secrets~
I didn’t mention the Ch 7 secret shop because, yeah it’s just pretty telegraphed, but I suppose I could go ahead and add it. It is a secret shop after all lol.
Our favorite trio’s requirements are very lax. Out of all the potential triggers you only have to hit about half of them. So I don’t feel all that “scummy” about that. Though I could understand maybe adding a note to the recruitments section of the credits file under the chapters where you can encounter them.
Not sure what you mean about shopping with the old menu instead of the market, but yes I’ve considered introducing the base earlier, though I’m not sure what you mean by “everywhere”. My thought was adding a way to access the base in each of the early free roam sections. From 7 onward, the Base is then available for basically every chapter.
I’m not sure what you mean by reloading time in regards to Epiphanys. If you mean you’re reloading to see each scene, that’s not at all intended, and the extra time I guess is the cost for that.
As for the skills, the majority of them are actually pretty solid, though some definitely need reworks, Reese, Varton, and Giovanni come to mind.
For 9x, if FE7 can make you choose between Karel and Harken, I don’t know why this would be any worse. I’ve played with the idea of having the other recruited later, but I think that kinda takes away from the choosing of it all.
Again, thanks so much for playing and posting. I’ll definitely be looking at the secrets section to make certain things more clear. I hope you keep enjoying FotF.
EDIT: I went ahead and added some things to the Credits to be more obvious and upfront about some of the more missable recruits. I also for some reason just completely forgot to add a unit’s recruitment at the very end, so I added that lol
For chapter 7 I mean that if you go to the house with Gio you get an energy ring.
Regarding the base I think the best solution would be to have Gio give you access to it rather than just the convoy when you are in the free roam map.
I think having no choice with the epiphanies would be better, I mean most skills suck so just choose the one you want the player to have.
I haven’t played 9x so I’m not 100% sure but those two are proper characters with supports and possibly convos in the base right? Having to choose between one of them means that if you want to see both characters you need two playthroughs, hell will freeze before I play a game twice just to see one character.
I’m being extremely blunt but I hope you don’t take this as an insult, I speak from the perspective of an average player, while I enjoy difficult games unsolvable secrets and those small “routes” old FE had were enough to not play them or to use internet saves to go exactly where I wanted to go.
Don’t worry, I take it as honest feedback and I really do appreciate it.
Summary
As for that house, I honestly lowkey forgot about it lol. I put that as a placeholder event once upon a time, so not super memorable.
It’s not actually linked to Giovanni, it’s linked to a stat check. Any unit with high enough, I think Luck, will find the ring there. I’ll definitely make sure to add that to the list.
I’m not sure Gio is the best link to the base menu, just because, well, Gio can die lol. But I’ve got some ideas in mind for it.
I’m a fan of choices. I think of the skill choices there similar to having forked promotions. There’s no real reason to worry about them too much, just pick your favorite. The difference between Great Knight and Paladin is nothing to write home about. They’ll both get you a victory.
So yes they are both full characters with supports and convos, and I really like both of them. Honestly, the choice for which to recruit is hard even for me. But that’s one of my favorite parts about it. I totally agree with you though, I’d never go and play through Fe7 again just to see what Karel’s deal is. I’m planning to release a “Hector mode” esque hard mode that would also promote second playthroughs. But even with that, I don’t think that only recruiting one or the other of these completely optional units detracts from the game at all. Originally, before the Gaiden’s conception they weren’t recruited at all.
I seriously love the comments, and I take the fact that you’re being “blunt” not as an insult, but that you actually have opinions on the game, and I couldn’t appreciate it more. I get what you’re saying about annoying parts of old games like that, but I’m hoping that once you get to 9, even with 9x’s complicated unlock requirements, you’ll see the few hints I laid out. If not, I can always lay it on even thicker. (Maybe use some extra fonts and colors).
Now you are speaking my language, a pseudo Hector mode and early base access could easily justify a second playthrough, I can guess that this mode would use the same maps but harder and have a different POV, if it feels different at least for half the game then another playthrough won’t seem useless.
My previous complaint about the recruitment wasn’t about the still unknown 9x characters but about the 3 bandits, because looking back a my current playthrough I only completed the chapter 1 condition, so that’s probably a reset if I want them.
I have an idea to spice up the new mode, give the player an infinite class mirror because you are unlikely to use them your first time except for Varton, that way the new game will be a bit different.
You actually, nailed perfectly one of the ideas lol.
I’m setting up a modifier system that unlocks after you beat the game and one of those modifiers is going to be something like that.
I was planning on just adding a Class mirror to every unit’s inventory when they’re recruited so you can feel free to use it or not.
Probably also adding them to the base shop as well.
And yeah, if you only noticed at 7, you might have missed it. I’ve fixed the credits doc so that shouldn’t happen again, if you’d like you can send me your save and I can do some wizardry for you. If only to thank you for playing and commenting <3.
Thanks for the offer but I’ll just start again, now that I know I can keep using the same save file until the end it doesn’t bother me that much.
That’s assuming nothing too drastic changes with LT.
I’ve actually been putting off updating for a while specifically because I’m worried the next time I do it’s going to break saves again lol.
I’ll definitely try and post a warning before I update to a version that’ll break saves though.
I’m totally willing to break my save and start all over when we get the final update, it wouldn’t be my first time.
*coughs in Sun God’s Wrath
I know what I said before but if it’s for the sake of an engine update I’ll wait a bit until you have it all sorted. Good luck!
Odds are I’ll be updating the engine for next month’s release. If anything is going to break saves, it’ll be that.
On another note, a couple of odd bugs were reported and cleaned up, all my own fault. A new version has been uploaded that is much more bug free.
Happy first of the month!
This month is very exciting, not only has the editor been updated to be up to date, but I’ve also determined that saves won’t outright break! There might be some weirdness, but you shouldn’t face a crash if you try to load your saves.
While I did do a lot of good work with Supports, the huge undertaking that took me the majority of the month to finish is…(Drum Roll Please)… Modifiable Genders! And not just for one or two units either. Fate of the Fallen now features the ability to select and change the presenting Genders and Pronouns of all player units in the game. These changes apply to their portraits, their map sprites and battle animations, and their dialogue. The only dialogue I still have to touch up is Support, but every pronoun in the main chapters will successfully adapt to your choices.

As you might imagine this was a lot of work, and it might not be for everyone, but I think it adds a cool unique element to the game, and if it’s not for you then you can ignore it.
At the moment the only way to trigger this feature is to start a new game using the “Modified” difficulty. I’m on the fence about blocking this feature behind beating the game like the other modifiers I’ll release soon, so at the moment that’s where it lives.
Now, as for what’s newly released in this version, we’ve added chapters 17, 18, and 19 to the public version. We’re getting close to the end here, and I’m only now realizing that I’m probably gonna be releasing the last chapter on April Fool’s day
I swear this hasn’t all been one elaborate prank
.
I’d tell you all about the details of these chapters, but we’re getting to the end where they’re probably better off experienced first hand.
I’ve also done a few balancing tweaks that’ll hopefully keep your party from getting too OP without serious grinding. But you should really hardly notice it. ![]()
The link in the main post has been updated with the new version, and I hope you all enjoy this release of FotF!
It truly isn’t. I for one would rather enjoy a history with all its characters as they were originally. Can I skip that screen and leave them as they were?
Yeah, as I mentioned, the only way to even reach that screen at the moment is by playing the Modified difficulty, and even then, leaving them all at their default state is as simple as not turning on the modifier.
It’s a completely optional aspect ![]()