This is a FE5-based hack that is a redesign of the Gran Calendar 776 story with a new interpretation. There are some parts of the story that are different from the original FE4 and FE5, but I hope you enjoy it as a new or different story.
The beginning of the story emphasizes Leif’s fate against the House Freege, the second half of the story emphasizes Leif’s story as a heroic fantasy. The final boss is King Blume. Against the Freege, who rule the region of Northern Thracia, you can end them by your own hand!
I also added several branching events so that the player’s choices are reflected in the scenario. Strange actions that you would not normally take will lead to strange results. Some of these are hinted at in the game, while others are only revealed when you read the manual. Depending on your choices, you may even be able to get people who wouldn’t normally join your team to do so.
About the old version
This is the latest version of the romhack known as the “Blume patch”. Some of you may be familiar with it, which was copied in Serenes Forest around 2008. The accumulation of developments from 2008 to the present is what you see today. The versions from 2022 on will be completely different from the 2008 version, so even those who know the old version at that time will be able to enjoy it as a new title.
Added Englishization of all texts and language switcher
As you know, FE5 is only released in Japan, but now this hack has English texts as well. You can switch between Japanese and English with one rom.
A new start screen has been added. Pressing B on the following screen will start the game in English, pressing A will start it in Japanese. If you choose English, all texts will be displayed in English.
Note: If there is data in the save slot, this screen will not appear at startup. But, after starting the game, you can still switch languages by pressing the X button, at the settings screen. A guide video on how to switch languages after starting the game can be found here.
I translated all the text of the stories myself. My English translations may seem unnatural to native speakers because English is not my first language. Suggestions for correcting grammatical errors, etc. are always welcome. I’m hoping to improve it with advice from native speakers. If you think you are the one, please help me. Thank you in advance for your help.
Why not use existing translations?
The story dialogue contains many of the same parts as the vanilla game, but I am not using any of the existing translations. This is because their text contained so many unnecessary changes.
I only used the English fonts and the process for adding menu strings to the game that Lil’Manster published on GitHub (with some adjustments).
Lots of new events added
There are many new events in all chapters, from the strategically important to those that delve into the backstory. The total amount of text is more than double that of the original. However, because of the branching events, it is not possible to see all the text in a single playthrough.
And from unused dialogue and event definitions buried in the ROM, I implemented events that were (supposedly) originally planned. Most of the unused text was reused. (They were incomplete wrecks, so the content of what was implemented is from my imagination).
Some characters from FE4 have been added due to changes in the events. Patti, Arthur, Ares, and others.
If certain conditions are met, secret characters (alternate units) will join your team instead of regular characters. Currently, you can recruit more than 70 characters in total. However, since some characters have a shared quota, up to 48 characters can join your party at the same time.
I have not included rules such as Isekai (reincarnation to the other world), the multidimensional world, or summoning, so people who are not related to the Jugdral continent will not appear. There are some Japanese FE5 hacks that seem to mix multiple worlds, but this one does not.
Some examples of new events (Contains spoilers)
- The prologue of the first chapter includes an explanation of what happened in Leif’s parent generation (historical background description).
- The option to skip the battle with the Lifis’ pirates and rush ahead in order to prioritize the rescue of Nanna and Mareeta.(This can only selectable if Eyvel is present and Finn is dead or in captivity.)
- You can also choose not to go to any of sidequest-chapters, even if you meet the requirements (except chapters 8 and 14). Skipping sidequests may affect later chapters events.
- New conversation events (e.g., Ronan and Lifis in Chapter 3). Many of these are only dialogues that tell the backstory, but some involve learning new skills, getting new items, etc.
- Kallion can persuade the Thracian army in Chapter 9 to avoid fighting.
- The enemy Olwen in Chapter 10 can capture and made a prisoner. If you do this, the events from Chapter 11 onward will change.
- Dalsin breaks down the wall of the enemy fort in Chapter 11.
- and more.
Some examples of unimplemented event revival (Contains spoilers)
- Jabal the unused unit will appear in Chapter 2.
- Companions taken prisoner by chapter 3 enter the prison in chapter 4x. (depending on the unit taken prisoner, the events up to chapter 8 will change.)
- Add pattern of only Dagda in Chapter 8.
- Ishtar goes out in Chapter 19. (Changed to appear with King Blume.)
- Add some new private houses.
- and more.
System overview
Adjustments were made to units, classes, items, skills, formulas, and all other factors that affect gameplay.
Added Casual mode
You can select casual or classic mode when you start a new game, and separately from the difficulty level selection.
- If you choose casual mode, your units will not be lost in death, instead 200 fatigue.
- Also, remaining units on the map after Leif leaves will be retrieved at 200 fatigue as well.
In both cases, fatigue will not be 200 until Chapter 7. These fatigue specifications apply from Chapter 8 onward.
About units and classes
The maximum level of each unit is 30. The first promotion lowers the level by 10. You can use promotion items from level 1. Promoting greatly increases your unit’s ability, but makes it harder to gain experience. It is up to the player to decide when to promote.
The maximum stat limit of upper classes has been raised to 40. but it is not necessary to up ally’s all stats to 40. Enemy stats are set to be limited to max 30. (with a few exceptions)
And new units and new classes were introduced. Classes that were not available to allies in the original game, such as ballistician, can also be used.
About the Calculation Formula
The upper stat limit has been doubled, but the Str and Mag used to calculate attack power have been halved. This means that the attack power increases by 20 when Str is 40. If they are added directly to your attack power, you will be able to defeat your enemies with any weapon, and you will lose the fun of robbing items from your enemies. To increase your attack power, you need to get good weapons.
About growth rate
The growth rate is biased. Because it is preferable to have a variation in stats to give each unit a unique personality.
Also, all player units have an HP growth rate of at least 101% over, and all scrolls have had negative growth consolidated into HP. Players need to consider when giving a scroll to units whether to increase stats other than HP, or to increase HP to counteract fatigue.
Some classes adjust growth rate. It vary with some class types. Armors increase their defense, but decrease their speed. Mages increase their magic power. etc. When a class type is changed in a branching promotion, the ability suited to that class type is more likely to grow.
The growth rate can be seen by pressing the select button on the unit’s stats screen.
Added new Items
Many new items are being added. These are fun to use, also it is fun to think how to rob what the enemy has.
- Dragonslayer
- Rusted Sword
- Piercing Lance
- Slender Spear
- Bolganone
- Rainarok
- Wargod’s tome
- Thor Hammer
- Master Proof
- Command Ring
- Weapon Manual
- and more
Promotion branching with 2 items (and more)
In addition to the existing “Knight Proof”, “Master Proof” has been added for branching promotions. Depending on which item is used, the promotion will change. The promotion with Master Proof is generally the more powerful class, but since Master Proof is not readily available, it is up to the player to decide which unit to use it on.
Also, “Porter Proof” will appear in the middle of the story, and when used, it becomes a transporter. If one of your allies uses it, you can turn that person into Merlinus.
More realistic fatigue system
Fatigued units can now still be sent into battle. However, fatigue has a negative effect on hits, evasion, attack speed, and mobility.
The maximum number of sortie units has been increased significantly. Now all your units can send sorties. (Except on some sidequest maps where the scenarios limit the number of units.) But because of fatigue, they must rest by stopping sorties in moderation. The management of sorties is now in your hands.
The change of "Mount" and "Dismount"
You can execute “Mount” and “Dismount” as many times as you want before moving (when you open the menu with the distance of 0 steps). The command menu will be closed after “Mount” and “Dismount”, but it will not be in the waiting state. You don’t have to think “Next is an outdoor map, so I’ll mount before seize the throne”.
Instead, you cannot perform “Mount” after moving. But you can perform “Dismount” after moving. If you use “Dismount” after a move, canceling it will terminate the action.
About enemy capturing
Mounted units and ballistician classes can be captured and carried if you have a higher body size. The body size of the mounted unit adds a fixed value to the walking status. Horse/Pegasus +15, Dragon +20, Ballistician +25. However, Blume and Ishtar can not be captured regardless of their body size.
Enemies that do not have a weapon that can attack at a range of 3 or less can be captured unconditionally. Unconditional capture is not available for enemy equips longbow (range 3).
Other rules are the same as the original game. Items held by captured enemies can be taken.
About Elite (Paragon) mode
Elite mode cannot be selected from the menu. The entering Elite Mode has been changed as follows:
Press the right key to sound when selecting the save file to be used at the start of the game. If you start the game in that state, it will begin in elite mode.
If you cancel the game after the sound is made and go to the save file select screen again, the game will not start in Elite mode. When you canceled, must enter the key again to start in elite mode.
Other modern systems
- Change of unit placement prior to sortie (Developed by Min)
- Growth rate display of each unit (used Lil’Manster’s code as a reference)
- Support effects display that each unit receives/gives.
- Guard AI display, Hold L to swap animation modes, HP bars, Talk display (Developed by Zane)
- Equipped weapon and stats preview on map (used Zane’s FE5 QOL: Equipped item preview for part of the processing)
- Add 2RN hit rates (Developed by RobertTheSable), and changed to use 2RN for 50% or greater hit rate, and 1RN for 49% or less (referenced from Fates RN, but the two RNs are used with the same weighted).
- Keeping the display of stat increases when leveling up in real animation (used Lil’Manster’s code)
- Danger area display on the map (used Lil’Manster’s code as a reference)
- Changed display of unit stats during real animation to damage value, crit, and number of attack chances.
- Added bar graph to show weapon level progression.
- Added class type indicator (string) to the stats screen. This allows to see if they are applicable for weapon effective.
- All non-generic units have a unique personal skill (as in FE14 and later).
- Added a simplified mode (GBA like) to the pre-battle forecast window. Also added a weapon triangle and an effectiveness indicator.
- and more.
Level of difficulty
In the original, the difficulty level was fixed, but for those who prefer a higher level of difficulty, hard and maniac modes are available. In normal mode, I tweaked the game to remove as much as possible of the unreasonable elements, and these have now been ported to hard and maniac modes. And with features to help players, like FE4-style save at every turn and a casual mode. (These can also be turned off by changing the settings).
The difficulty level is adjusted based on Normal and Hard, Normal/Casual is easier than the original, literally for casual play. But you can’t use most of tricks or glitches used in RTA. It is possible to complete Hard/Classic within the scope of normal play; no need to reload the game until the attack hits using a statesave.
In hard mode and maniac mode, the enemy stats hardly change, but the fatigue of allies greatly affects the feel, and has a big impact on the users of staves, dancers, thieves, etc. For people who like the fatigue system.
Details of hard and maniac modes
Hard mode specifications are as follows.
- Your units get more fatigued with each action. (Chapter 8 onwards)
- Fatigue up to Chapter 7 is handled the same way as in the original. (In normal mode, until chapter 7, all units’ fatigue will be halved at the start of the chapter. In hard mode, these fatigue reductions do not occur.)
- Some chapters are shrouded in fog.
- Some reinforcements will be increased.
- The placement of some enemies will be changed.
- The price in the store is doubled.
Maniac mode specifications are as follows.
- Inherits all the hard mode specifications.
- Leif also fatigues (Leif will recover half of its fatigue at the end of each map).
- Several more chapters are shrouded in fog.
- Opponents in the arena have the personal skill “Speed Preempt”. If the opponent’s attack speed is higher than the allied unit’s, the battle will begin with an attack from the opponent. This cannot be disabled with Nihil.
- The getting experience decreases over the course of a turn.
Hard mode is shown in the menu after you have seen the ending. If you want to select it before seeing the ending, enter the right key at the save file select screen and sound it. If you then cancel and return to the menu screen, it will be added to the menu.
If you start Hard mode without applying Elite (Paragon) mode, you can select Maniac mode after start the game.
Note: I do not recommend playing hard or maniac mode on the first try.
Screenshots
Story dialogue
Stats screen
Growth rate display (Can call to press the Select button)
Support effects display (Can call to press the Y button)
Added class type indicator, Weapon level growth bar graph
Some of secret characters (spoilers)
Download
Note for patching: This hack is provided as an ips differential patch, for use with headered SNES ROM. If you have a headerless ROM, consider using TUSH or web tool, or similar to add headers.
And because of the ROM expansion, it will not work without an emulator that supports ExLoROM. (Snes9X, bsnes etc.)
Attention when updating
When updating, please apply the patch to a vanilla rom; patching a rom that has been modified in any way, including older versions of this hack, will cause problems. Unless otherwise noted, save files can be used as is.
And Others
There are too many changes to list here. More detailed specs, strategy guides, updates, credits, etc. are available on my blog. Some pages have been translated. (Please use your browser’s translate function to read pages that have not yet been translated.)
The Japanese text on my blog is written in as simple as possible to facilitate machine translation, but if there is anything you don’t understand, please let me know. I will make a translation page as a priority.
Translated:
- Readme
- Conditions for recruiting secret units (Contains spoilers)
Untranslated:
- Strategy Guide (Contains spoilers)
- Known bugs and issues
- Credits
In case of any inconsistency between the Japanese and English pages, the Japanese content shall take precedence. Japanese page is here:
- Readme
- Conditions for recruiting secret units (Contains spoilers)