A new version of Eligor’s Spear is here. I’ve been doing tons of playtesting, but
since it’s just me chances are some maps, as well as certain characters or the
overall difficulty needs more fine-tuning. I’ve also started implementing the new
Hard Mode. If you’re feeling courageous, give it a try. Be warned, though:
I have intentionally made it very tough. It’s still a very experimental thing, so
I may have not found the right balance just yet. I highly suggest starting over,
as there are changes and additions to some of the earlier maps. This includes new
Any gameplay changes, as well as a list of bugs and the support pairings guide are
included in the download link. To avoid spoiling some of the characters that are yet to
be recruited, I’m referring to them in the guide by their initial letter only.
I have made a lot of changes and polishing since the initial launch, so in a sense
this project has received an overhaul of sorts. As such some of earlier changes I’ve
posted in this thread may no longer apply to the current version.
There’s kind of an “entry bar” for this hack: I intend to maintain a certain degree of difficulty. I’d like to think I have taken some inspiration from Fire Emblem Fates: Conquest (hopefully
not story-wise, though). Feel free to check out screenshots and additional information down below. Like always I’m open for all constructive feedback.
Download link (Patch to FE8 / Sacred Stones US ROM):
- FE 8 Quality of life patch
- Some custom music (see Credits)
- Some custom animations (see Credits)
- Self-made mugs (splices)
- Route choice (more on that under “Premise/Gameplay”
- Maps with varying objectives and gimmicks
- Current release has 15 chapters, 14 of which are playable:
(One is cutscenes only, there’s also one “bonus” chapter)
Once you reach “Thanks for playing”, you have reached the end of current build.
- Hard mode is being implemented little by little. More on that below.
- Support pairings are implemented, but the conversations themselves
are still work in progress.
(Note: Skills are not in the game aside from FE 8 vanilla ones like Slayer, Pierce and Sure Strike)
Title screen is still work in progress.
About the hack:
Story: The remote continent of Amasea was once ruled by mighty warlords. However, the divine intervened and put an end to their reign. Several tombs of said warlords still remain across Amasea. A collector of rare artifacts, Grismond, has listed the help of a certain group of thieves: Skylar, Camian and Avanni. Grismond wishes to expand his collection with yet another item. This item is none other than the Eligor’s Spear. Little did they know that retrieving the Spear was the easy part of their journey…
The group of thieves are also the main characters of the game. Story-wise the game begins when you are retrieving the Eligor’s Spear instead of the other way around. What comes after that is what the story consists of. The player is presented with the choice of either travelling with the collector Grismond or running away with the Spear: at one point in the game you have two chapters to choose from. This is where you make the choice.
Each route has their own maps and recruitable characters. These routes do not converge.
The stories in both routes are also (aside from maybe some minor references) their own;
you don’t have to play one to understand the other.
My idea is to make a somewhat simple hack that utilizes gameplay elements in new ways. At the same time I try to make my hack decently challenging. My main focus will be on character balance and map design. What I mean by simple is that this hack doesn’t center around deep political schemes and doesn’t contain various unexpected plot twists.
The maps offer a varying gimmicks and challenges for the player to overcome. The gimmicks are less extreme than say, Fuga’s wind castle thingy or the entirety of Revelation. Instead, the gimmick might be the chapter’s extraordinary objective, or it may have something to do with how the enemy is placed. Don’t forget to check the clear condition from the Status screen, as some maps provide more than one way of clearing them.
My idea for Hard Mode is to not just simply increase enemy stats, but to add more variety to them, making it a new experience altogether. Of course enemies being stronger
is a part of it, but Hard Mode changes other things as well, including:
- Enemy types (classes), their positions and equipment.
Bosses retain their classes, but aside from that are subject to these changes too.
- Droppable items - there are less of them on Hard Mode.
My intention is to put an emphasis on managing your resources wisely.
- Reinforcement timing, placement and patterns.
This doesn’t mean ambush spawns appear from thin air. There are ambush spawns in
one map in the whole hack, and that’s simply because I’m not sure how to implement
those said units otherwise. What this entails is reinforcements appearing a turn or two
earlier, them spawning in another location, and/or their class has been changed.
In the current release, the following chapters have new Hard Mode data:
Prologue: Tomb of Eligor, Nightfall Ambush, Karkos Mountains,
Slumber Disturbed, Adversaries, The Hermit’s Home,
On the Run, Land Ahoy, Showdown at Sevna
You can still keep playing after clearing these maps, but in those maps there are no
other changes than enemies being tougher.
FEBuilder GBA + (most) patches:
Tequila - Show amount of HP healed -patch, Unlimited S-rank weapons
Magrika is Now Canon - prevent AI healing mistargeting -patch
Gryz - Enable faster movement
Brendor - remove Pierce glitch -patch, Monster weapon fix, remove Enemy control
Agro & Brendor - 16 tracks, 12 sounds -patch
Stan - Dancer AI
Aera - Character Retreat event- patch, remove Link Arena, set Preparation store pricing (default), gender-neutral cavalry rescue
Aera & 7743 - Give unit experience points- patch, Deny Deployment from Preparations- patches
Kaito & 7743 - Lose item (all units and transporters)
Hextator - custom animation (01/48command hack) patches, Anti-Huffman
Vennobennu - Autocursor fix
Vennobennu & 7743 - Gain support at various ranges -patch
Nintenlord - remove Easy mode
Alusq - Native Instrument Map 2
https://github.com/ngmansion/FE8/tree/master/escapemap - Conditional: check whether all members have withdrawn
Chap@FE8_GIRLS 09.10.01 https://dw.ngmansion.xyz/doku.php?id=data:パッチ - Great Shield last class
FE Map Creator:
Russel Clark - Mercenary (F)
Glenwing, Keks_Kreb - Assassin (F) hoodless
Black Mage, Temp, Eliwan - Halberdier (F) 2.0
Gabriel Knight - Hatless Mage (M)
Blind Archer, Archibald, BwdYeti, Skitty, Temp - Phantom battle animations
Lisandra_Brave, inkling, genocike - Pegasus Knight (M)
Velvet_Kitsune - Summoner (F)
FEif hack development team - Eirika-Style Isadora Doubleblade
St jack - Hero (F)
Greentea, Nuramon - Legault assassin
Alusq, maiser6 - Improved Fe10 -style soldier (F) [original by flasuban]
Rasdel - Female Mercenary Standing + Moving sprites
[Unknown/ Ultimate Graphics Repository -FEU] - Summoner (F) Standing + Moving sprites
flasuban - Fe10 -style soldier (F) Standing + Moving sprites
Status screen/ background:
FE8 Quality of life patch:
Alusq: FE 2 Boss battle theme, Act Raiser: Cassandra, Act Raiser 2: Deception
CivilYoshi: Door of Destiny
GratedShtick: Pokemon Mystery Dungeon: Darkness Ridge
Meilu: Concealed Four Seasons, Chrono Trigger: Unreleased Battle Theme, Tales of Phantasia:
Tale Up the Cross, Xenoblade Chronicles 2: Roaming the Wastes
MrGreen3339: Berwick Saga - Advancing Wave
nyawenyye: Damn Again, Crimson Ridge
Sme: Elder Princess Shroob, Vim Factory, At the Bottom of Night, Chrono Trigger
SaXor_the_Nobody: Knights in the Nightmare - Maria Sortie!, Clash!
Tamborrino: A Deadly Confrontation, Anthem of Valor, Imperialistic Thoughts, True Perseverance,
False Valor, Renegades in the Rain, Damocles (Kotoaro Nagakawa)
FE6-8 mug spreadsheet:
Serene’s Forest - prototype mugs
Fe6 blinking frames:
Lenh (edits by Zarg)
[Unknown/ Ultimate Graphics Repository - FEU] - Summoner class card, Halberdier class card
Assisting developer/ technical advisor:
Mugs, maps, main development:
Thank you for your attention.