[COMPLETE] Wood Wars, a PvP Fire Emblem Experience

Enjoy Wood Wars, a slightly Advance Wars inspired PVP hack made for SIGURD. You and a friend can enjoy fighting it out one against another, who can slay the opposing tactician first?

Features:
-An unique sounding experience, relying heavily on nature sounds and simple tracks.
-Challenge a friend or challenge a Bot
-Unusual looks for classes, including Cavalier riding spiders, the dancer being a half snake and instead of a royal lord the “leader” is a tactician.

Download (V.1.3):

If you want to play online you can use the following or a similar product:

Screenshots (from dev versions of the game, may not be fully accurate):



Check out the other games of the “Elysium Elibe” series:
Elysium Ablaze, a FE7 PME given more unique elements to do it justice! My biggest hack: [FE7] [Complete] Elysium Ablaze - A FE7 PME expanded upon [16 Chapters]
Aurelia 2017, a capture gimmick map I made for my moms birthday: [FE8] [Completed] Aurelia 2017 - 1 chapter experiment
Shin’s Week, a 7 chapter game I made in a week: [FE8] [Complete] Shin's Week [7 Chapters]
Mice Miracle, a 4 chapter long Christmas game with a variety of gimmicks: Mice Miracle - A Fire Emblem Christmas [4 Chapters] [Complete]
Dandori Moon, a 2 chapter long experiment with giant maps, one focused on preperation while the other is focused on testing if you prepared well enough: [FE8] Dandori Moon [2 Chapters] [Complete]
Harold’s BIG score, a 10 chapter hack about a gay virgin troubadour trying to score: [FE8] Harold's BIG score [10 Chapters] [COMPLETE]

Credits

Patch Name:16_tracks_12_sounds @FE8U
Author / Source:16 Tracks/12 Sounds Fix (credit Agro/Brendor) [FE7/FE8] 16 tracks/12 sounds patch

Patch Name:Fix CG Fade Glitch @FE8U
Author / Source:Port:7743

Patch Name:01command_hack @FE8U
Author / Source:Hextator Compatability:7743

Patch Name:48command_hack @FE8U
Author / Source:Hextator Compatability:7743

Patch Name:Anti-Huffman @FE8U
Author / Source:Hextator Compatability:7743

Patch Name:fix_lz77decompress @FE8U
Author / Source:Tequila

Patch Name:Use HandAxs motion as generic motion for throwing axes @FE8U
Author / Source:7743

Patch Name:allow Wyvern Knights to triangle attack @FE8U

Patch Name:Fix Stone’s map animation crashing no$ due to a bad decompression @FE8U

Patch Name:Fix Weak Promoted Enemies @FE8U
Author / Source:Gryz [FE7/FE8] Difficulty stat changes - #3 by Gryz

Patch Name:Enable Faster Movement By Holding A @FE8U
Author / Source:Gryz Unit Movement Speed

Patch Name:Make the Add trap data routine have a check to prevent writing past the limit @FE8U
Author / Source:Leonarth

Patch Name:Adjust Mode Coefficient Experience Gain @FE8U
Author / Source:Vennobennu EXP Formula "Mode Coefficient" Fix - #2 by Venno Compatability:7743

Patch Name:Remove Pierce Glitch @FE8U
Author / Source:Brendor Pierce Fix

Patch Name:Toggle New Game Music On/Off @FE8U
Author / Source:circleseverywhere

Patch Name:Toggle Health & Safety Warning @FE8U
Author / Source:circleseverywhere [FE7/8] Skip the intro cutscene - #17 by Klokinator

Patch Name:Skip Opening Class Roll Intro @FE8U

Patch Name:Toggle New Game Intro Cutscene @FE8U
Author / Source:circleseverywhere [FE7/8] Skip the intro cutscene - #13 by circleseverywhere

Patch Name:Toggle New Game Text @FE8U
Author / Source:circleseverywhere [FE7/8] Skip the intro cutscene - #13 by circleseverywhere

Patch Name:Skip Hand Axe Wait For Return @FE8U

Patch Name:Allow Visit from any tile @FE8U
Author / Source:circleseverywhere, gamma

Patch Name:Fimbulvetr Glitch Fix @FE8U
Author / Source:7743

Patch Name:Fix CAM1/CAMERA2 going out of bounds @FE8U
Author / Source:Stan

Patch Name:Change formula of automatic growth auto level of enemy. @FE8U
Author / Source:stan

Patch Name:AI: Prevent Healer Mistarget @FE8U
Author / Source:Magrika is Now Canon

Patch Name:Skip:Opening(OPENING_CUT) @FE8U

Patch Name:Background 0x37 is lifted @FE8U
Author / Source:https://dw.ngmansion.xyz/doku.php?id=data:パッチ

Patch Name:Skip World Map Fix (Disable Skirmishes & World Map) @FE8U

Patch Name:Sound Room 100% Unlocked @FE8U
Author / Source:Transplant:7743

Patch Name:Debug: Change the control of enemies and/or NPCs @FE8U
Author / Source:Shuusuke, source by Sme Control Enemy + NPC units [FE8] - #7 by HidanMac

Patch Name:Map Danger Zone (Select: Toggle) @FE8U
Author / Source:circleseverywhere

Patch Name:Set Default Option “Cursor & etc” @FE8U

Patch Name:1RNMode(static mode) @FE8U

Patch Name:Toggle Difficulty Select Skip @FE8U
Author / Source:StanH Port:7743 [FE8] Skip the difficulty selection (defaulting to a set one)

New palletes by ATLAS

Enjoy the Evening, Divine One .s file by Surfing Kyogre

Patch Name:drumfix @FE8U
Author / Source:circleseverywhere Native Instrument Map - #2 by Agro

Patch Name:SOUND_NIMAP2(Native Instrument Map) @FE8U
Author / Source:Alusq Native Instrument Map - #9 by Alusq

Author / Source:Circles SelfRandomizingRom-fe8/src/randomizer_a.c at 920248ac5deecda17fae4f2709feb3f0d166d411 · FireEmblemUniverse/SelfRandomizingRom-fe8 · GitHub

Patch Name:Added a game option that staff and dances do not display anime @FE8U
Author / Source:7743

Patch Name:Convert Chapter Titles to Text_ver2.1 Support Lat1(Install) @FE8U
Author / Source:circleseverywhere,7743,gamma Hypergammaspaces' assorted ASM - #24 by HyperGammaSpaces

Patch Name:Skip the event using the opening world map @FE8U

Author / Source:7743 Discord

Gargoyle Statue: DATonDemand

Crates: Primefusion

Patch Name:Continue Battle BGM Between Map and Combat 20220321 @FE8U
Author / Source:7743

Battle Screen: Fenreir

Patch Name:HPBars_with_warnings Cache @FE8U
Author / Source:Circles with additions by Tequila

Patch Name:ModularMinimugBox: VisionQuest Style with ItemList(Installer) @FE8U
Author / Source:Pandan,Scraiza, ZaneAvernathy [FE8] Modular Minimug Box 2018: It's here! (MIT License)

Patch Name:HeroesMovement Standalone(Installer) @FE8U
Author / Source:Original work: Stan / Stand-alone Ver: 7743

Power Up Icon: Seal

Armor Animation: [Monster-Custom] Phantom : Made by TheBlindArcher. Improvements and scripting by Arch, Skitty, Temp.
Armor Map Sprite: Knight Axe (U) by Agro
Armor Class Card: IS

Cerberus Animation: [Wolf-Reskin] Winged Cerberus : Made by Pikmin1211. This animation is based on Watching Dog’s Vampirehound animation. The idea is to create a Tier 3 animation for the Hellhound and Gwyllgi. Attacks previously put wing in front of enemy unit. This has been edited by Craigrandall55 (CR55). Magic Animation put together by Craigrandall55 (CR55). Wing Flap Smear during Magic Crit by Vilk (Thank you Vilk).
Cerberus Map Sprite: Wolf Hellhound (U) by Dellhonne
Cerberus Class Card: Mauthe Doog Cerberus by Dellhonne

Patch Name:Minimum hit rate @FE8U
Author / Source:Source: Chap@FE8_GIRLS 09.10.01 by the material.

Patch Name:Change minimum damage from 0 to 1. @FE8U
Author / Source:midori patch

Jouster Animation: [Spider-Variant] Cavalier Rider : Animation by DATondemand.
Jouster Map Sprite: IS
Jouster Class Card: Cavalier Spider Rider (M) by Zoramine

Patch Name:Snag’s HP @FE8U

Patch Name:Change snag HP same as the broken walls HP @FE8U

Tactician Animation: [Tactician] Tactician Mark v1 : Made by {Marlon0024, Asael}
Tactician Map Sprite: Tactician (U) by SALVAGED
Tactician Class Card: Tactician Magic (M) by Aruka, Yggdra and Jj09

Patch Name:Prohibit forcibly overwriting the archer’s combat animation palette @FE8U
Author / Source:7743

Archer Animation: [Archer-Custom] Fletchling : F2U/F2E Original spritesheet by RenOokami. Bow/unarmed by Knabepicer
Archer Map Sprite: Archer Improved v2 (M) by Der and topazlight

Siren Animation: [Gorgon-Variant] Lamia Ver 2 : Magic by DATonDemand. Staff by DATonDemand. Refresh by DATonDemand.
Siren Map Sprite: Lamia (F) by Dutch Introvert
Siren Class Card: IS

Cleric Animation: [T2 Bishop-Variant] Ninian : Animation by Seliost1.
Cleric Map Sprite: Cleric Caped Staff (F) by topazlight
Cleric Class Card: Cleric Updated Staff (F) by flasuban and HyperGammaSpaces

Magebone Animation: [Skeleton-Variant] Skelemonk : Made by JonoTheRed
Magebone Map Sprite: Bonewalker Specter (U) by Alexsplode
Magebone Class Card: Monk Magic (M) by GratedShtick

Pilferer Animation: [Thief-Variant] FEDS Thief : Made by {DerTheVaporeon}
Pilferer Map Sprite: Assassin Generic Hood (U) by Archerbias
Pilferer Class Card: Assassin Hooded (M) by SkidMarc25

Patch Name:Prevent uncounterable items from becoming forced range animations @FE8U
Author / Source:vennou

So Noted (Hotel Dusk) .s file by TritraSerpifeu

When local flag 0x27 is enabled, NPC (ally) will operate as the third power.
NPC attacks both enemy troops and players.
Patch Name:Make NPC (ally) as the third power. @FE8U
Author / Source:7743

Patch Name:Remove Link Arena Option @FE8U
Author / Source:Aera

TAG:#ENGINE
Patch Name:Prevent Freeze For Unit State Event 0x34. @FE8U
Author / Source:7743

Patch Name:DancerAI @FE8U
Author / Source:Stan [FE8U] Stan's ASM Stuff - #18 by StanH

Patch Name:Change to steal weapons and staff that are not equipped @FE8U
Author / Source:aera

Patch Name:256 Color Title Background 20180611 (Installer) @FE8U
Author / Source:Leonarth [FE8] (and maybe FE7) Leonarth's ASM thingies - #10 by Leonarth

Patch Name:Don’t draw portrait on item select menu if unit is generic @FE8U
Author / Source:hypergammaspaces

I got a FE5 Status screen from the REPO, but I don’t know who made it. Sry.

Patch Name:Monster Weapon display fix @FE8U
Author / Source:Brendor FE8 Monster Weapon Display Fix

Patch Name:Allow the player to steal from NPCs (green units) @FE8U
Author / Source:Shuusuke, updated by Contro [FE7 and FE8] Shuusuke's Simple Sorcery - #6 by Shuusuke

Patch Name:Passive Boosts Patches @FE8U
Author / Source:Venno

Helpful guys who told me of their experience which shaped the updates:
SgtStrings
Nicotine17
PKLucky and her husband

14 Likes

I released a second demo, it has BOTPLAY.
Although due to BOTPLAY working via changing the enemies to hostile NPC’s everyone has Pass if you play on BOTPLAY, which is kinda funny imo.

2 Likes


Hey everyone.
Still working on it, still didn’t get much dev time but I added in new things such as bows always hitting fliers and the Fire Tome now being effectve against Armor to showcase the “Armor weak against magic thing”
I also decided to have the second player start more into the field as compensation. While that isn’t a full turns movement, it is a better starting position. So Player 1 gains the first move and Player 2 gains something kinda akin to a first turn.
I also hope this results in an early game that is less boring as the teams are now less apart from each other.
I also changed values and did other stuff, such as giving the Siren a Skl and Lck statbooster so you can ensure you can hit well. I also made terrain more defense than dodge focus, the game already has 1RN and rather icky hit rates, so I think terrain focusing more on defense is good.
I also now upload the FINISHED VERSION.
Although I may still update it before the deadline is over.
So yeah, I didn’t really test it that much, but I did put in thought. Hooray, can’t wait for feedback to come in and make me completely change the game.
But as long as it is before the SIGURD submission deadline, it is completely okay.

2 Likes

hello,first comment here.
I have to honestly say that this is a pretty fun idea.
i didn t play the finished version but i want to say that this is pretty good for what i tried in the demo days ago.

1 Like

i will now try to completed version, ill say what i think when i tried it

1 Like

Thanks. If you have any feedback (or think any of my changes are bad) please tell me. I want to make the best game possible, it may say [COMPLETE] but it is more “I am willing to submit this, but only since my IRL friend who plays Fire Emblem is on vacation and I am not sure I can get anyone else IRL to try it.”

Thank you, hope you will continue to have fun!

ok,i tried a battle. Kinda got destroyed,botplay plays pretty well,mostly cause i kinda didn t expect thiefs to destroy most of everything.
My opinion for now for pretty precise things are:
Why does the siren have stat boosters? i didn t used them but i kinda want to know.
May be just me,but thieves are pretty broken, i think you can beat them only using the lance spiders,because in most 1 v 1s they dominate even without weapon advantage. also the mages but i had the worst luck ever and almost always missed them, but they also double mages so yeah.
The power-up item is fine,maybe kinda useless because their effect is only on one unit but honestly it s probably only my problem.
The last thing is that the ballista at the center, it s pretty useless because the archers can easily be dealt with almost every unit and you will probably get attacked anyway because both sides mainly will fight in the center part and not have the chance to use it.
This is my opinion but like i said earlier,it s pretty fun and good. (also sorry if i don t speak very well,i m italian.)

1 Like

The idea behind the siren stat boosters is that you can use it to allow your units to hit better. You can use it to make sure one or two of your units has better hitting attacks.
And regarding the thieves, I guess they are pretty strong. Maybe I can make them slightly weaker? If I were to give them - 1 Str that would usually mean 2 less damage due to being unable to double anymore.
How do you think I could improve the power-up item? I could make it a passive item, so that you gain its boost only by holding it, so you can use trading to switch who gains the bonus on the fly.
And about the ballista, maybe I could place it on terrain that grants + 3 Defense and remove the upper and lower bridge. Making it a less easy to reach spot.

And with mages not hitting things well, I can make them slightly more accurate. Maybe give both of their tomes +5 hit.

How do these changes sound?

1 Like

those honestly seem pretty fair. They could be pretty good changes.

1 Like

I now made a new demo with those changes.

Hi, thanks for the hack!

I played on bot mode, here are my take aways!

  • On its first turn, the bot did not move its leader, archers or cerberuses.
  • The bot never moved its leader or archers until one of my units was in range
  • Bot’s staffers made poor use of their rescue staves, actually pulling their thief back from the chest island on one side
  • Near the end on one side, there was just a shaman and healer left. The shaman was injured, and moved 1 space back from my units. The healer took full 5 move toward my units and did not heal the shaman.
  • I got very lucky with hit rates
  • The power ups and stat boosters did not affect my battle. I could have used the starting stat boosters, but by the time the power ups came into play I had all units taking combat actions. Maybe in a real PvP the action economy could come into consideration and these might be an interesting mechanic. Also I had a lucky battle, but I could see the power ups being relevant if I was losing and still managed to get a thief to the island. Especially because the thief is one of the strongest units, and chugging those stat boosters will let them dominate everything.
  • I do like your idea from a previous comment about changing the statboosters into passive bonus held items
  • Can you make items droppable in this? I think it would be fun to have held items with effects that you could steal or gain from killing
  • I think it would be cool if there was a conditional for the end screen and show which player won
  • if there was something you could do to telegraph that the siren is a dancer, that would be nice. I didn’t realize until the bot used theirs

Typos

  • intro: lady says “starting to loose you” it should be “starting to lose you”
  • Short spear item description: “dounles” should be “doubles”
1 Like

The thing with the leader and archer not moving is intentional. I want the enemy to have a small guard for their leader.
The cerebus also didn’t intentionally move on the first turn, so they have allies infront of them protecting them.
I am not sure how I can make the enemy Healer use staffs well.
For some reason stealing only worked for the player, and thus I don’t want to add stealing if only one player can benefit from it.
Depending on who won another one of the intro kids says: “Yes, I won!” although I do think I could make it more clear. Maybe having them say I (Player 1/2) to make it more obvious
Maybe I could add in a line in the intro about “Especially considering where and when it was found, seeing a Snake Laguz as the refresher implies that they were much more common back then. A real tragedy, but I am getting off track, aren’t I?”

And I will fix the typos in the next update.

Maybe I can replace the enemy healers with ones without the special staffs, only having heal so they can’t do stupid rescues.

And of course I could do simple CG’s to show who won.
Like a green and purple “Player 1/2 won!” before the fin screen.

1 Like

I may have missed that killing the leader is a win condition, I thought it was killing their whole army? Or I may be misinterpreting your statement lol.

Makes sense for the cerberus.

With the staffers, simplifying the inventory would probably be good for botplay, but the game is ultimately designed for PvP so I think you should leave them in. The specialty staves make the staffers way more impactful for PvP.

That line about the snake laguz would totally work, I like that idea!

Yeah also inserting a CG right before the end screen would also scratch that itch.

Once again, cool game thanks for putting it out for us all!

1 Like

I shall comment on this so i get updates on this
(That’s all)

1 Like

I now released V.1.2, adding in some of the changes suggested such as the winning screen.

1 Like

My husband and I just streamed ourselves playing this! (Gameplay is from 2:54 to 1:27:32)

Didn’t notice any bugs or anything like that, but there were one or two things that we noticed that could be taken into consideration to improve the experience, but take them as you will:

  • The ballista in the middle is cool, but i think it would be more useful if the player who claimed it could actually move around with it. Otherwise, their opponent could just work around its long range.
  • Competitive turn-based strategy games like this tend to have the player who goes first have an innate advantage just because, well, they’re able to go first. Maybe give the green team some sort of stat boost to even the odds? (i wouldn’t say for 100% certainty that it would be a good idea, just something for consideration)
  • The purple units kinda blend in with greyed-out units so maybe a traditional red vs blue color scheme would’ve been better lol

But yeah, this was a very fun experience overall!

4 Likes

I did have the green team start closer to the middle as an advantage.
But I could do something else.
Maybe I could give the green units +3 HP, enough to survive an extra hit. Thus while the other team gets to start, the other team has more bulk. But it is like, limited. Like basically the other team only gets 42 extra hit points.
(Would 2 HP be better?)

I could change the bridge tiles to be equal to plain tiles, I think that would be good to ensure that the ballista is actually meaningful.
Although I am not sure if I should keep the ruin tiles it starts on, I do think it has potential to be interesting that once the ballista moves, it can’t move back, thus giving the first move on the ballista more impact.

How do these changes sound, do they sound like they would make the game better?

The idea behind the green and purple units is that in this game unlike what you usually play, there is no “good” and “bad” side, both teams are player teams, I want to reflect that by making none of the teams the blue or red team.

Thanks for playing my game, means a lot. I hope that thanks to you I can make the game even better.

1 Like

Tbh i didn’t notice that the green team started closer to the middle than the purple team lol Now i do, looking back at the footage. So you can do the HP thing if you want to, but i don’t think its necessary.

Changing the bridges could be a really cool idea! I think also keeping the ruins on top of that would make using the ballista really interesting

Yeah, the green and purple make sense in that regard, it’s just that sometimes it was hard to tell the difference between a purple unit in a greyed out unit

1 Like

I now released an update with the following changes:
-Poison Bows are now VERY accurate (105 hit). Giving them the extra niche of being attacks that WILL hit. Considering this game does have shaky hit rates, a weapon being dedicated to being an extra sure hit.
-The bridge now counts as a regular road.

I hope these will make the games better.

3 Likes