[FE5] [Complete] Fire Emblem: New Theory of Thracia 776

There are no errors, that’s how it’s programmed. Half of your strength is added to the weapon’s power, and the other half helps you with the weight of the weapons, this to help units with low constitution.

I really recommend you read the changes he has made to his blog, because there are many. Or you can use the “help” command that added in the game menu.

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That’s a relief. I thought I lunar lipped the wrong rom. :slight_smile:

Update can be done safely.

Their Con growth is modest because Patti, Daisy, and Lara have roles other than as simple thieves. Patti is a fighter, Lara is a dancer, and Daisy is a horse bandit.

  • Patti has higher growth in everything but HP and Con, and as she levels up, can steal some tools while fighting on the front lines.
  • Daisy can ride a horse with promotion. Riding a horse increases her Con by 15.
  • Lara’s role will not be explained as it is the same as the original.

Also, as already answered, the changes regarding the formulas are in the help. Please feel free to ask again if you still have questions after reading the help.

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I created the article because the list of promotion destinations was not in my blog.

Class Change (Promotion) List (Contains spoilers)

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Capturing Fetra in chapter 7 blocks reinforcements. Maybe make it that Raydrik chases after Leif if Fetra is captured. If it is possible which I think may not be. Why not import translation from projectexile. It is of better quality even if it has some inaccuracies which can be edited. The hack seems lore friendly but this Ishtatore fella and just breaks the party.

I found out that if you get defeated in the arena while holding an enemy unit your npc will not die ( 1hp left) and enemy captured gets released while still staying on the map and not vanishing like they do when you release captured enemy. Interesting trick. :smile:

Another suggestion if it is feasible due to different conditions if the unit enemy dies prematurely - make possible to seize the poison weapons from the enemies when you capture them. In current state the poison weapons turn into iron ones when you take them from the captured enemy.

I don’t know if those classes were intentionally renamed but the original ones are:
myrmidon ( sword fighter)
brigand ( mountain thief)

Btw good work on utilizing those useless units that join like Krallion who can get promoted into flyer.
There is no way to promote into Barbarian? Marty can go Warrior or Berserker.

In the game there seems to be surplus of axe wielding and cavalier/axe knight units and only one Armored Knight Unit - Darcin, He’s a tough guy to get if you skip the chapter 2. I would recommend to change Hicks class into Armored Lance since this is the weapon least used by the player’s units in the early chapters. Brighton is another Axe Knight. We don’t need two Axe Knights in span of two chapters - IMO.

I would also try to place a unit for light magic since we don’t get any light magic user unless promoted. The light magic unit could be available by chapter 12x when loptyr dark mage Salem joins. Or possible change Arthur class to use light magic. Absol can handle anima magic.

Guard Lance is listed as D ranked weapon but in fact is E.

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Since the question seems to be subdivided, I will answer it with a quote.

The behavior of the reinforcements in Chapter 7 have been inherited from the original Eisenau’s. However, there is no storyline necessity, so it might be better to allow the reinforcements to continue to appear.

As the story explains, Ishtore is not allowed to cross borders. Therefore, he does not move.

I have not seen first hand the twists and turns of those developments, but from references to one topic, it seems that some people are taking DMCA action against projects using PE text, and I don’t want to get involved those.

I did not test this pattern, but I am glad the vanilla program handled this without problems.

Poison weapons cannot be used by the player to inflict poison. (As in the case of the Yotsumungand.) Thus, even if you can get a poison weapon, you will just have a weapon there that is less powerful than the iron weapon. I can change the process so that the poison can be inflicted for enemies, but should not do so because there are several situations that would be easily handled by a frame-up, such as inflicting poison on an enemy that is not moving and leaving them.

I know that such class names have been adopted in localizations of the later series, but the FE4/5 class names are unique in Japanese, unlike the other titles. Here I gave preference to how they are called in the original Japanese.

In Japanese, Myrmidon (after FE7) is “剣士” (Swordsman), but “ソードファイター” (Sword Fighter) in FE4/5. Brigand is “山賊” (Bandit), but “マウンテンシーフ” (Mountain Thief) in FE4/5. And similarly, I did not make “マーシナリー” (Mercenary) into “Hero”.

Currently there is no one who can be Barbarian. There are several other classes dedicated to the enemy.

I intentionally reduced the number of classes that could use light magic. Because they become more powerful as towards late game. Players can consider at the time of promotion whether want their magic user to be an active player in the midgame or to prepare them for the late game.

Units with elite skills can now equip weapons one rank higher.

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Maybe make Marty go Berserker ( Master Proof) or Barbarian ( Knight Proof ) sicne Oshin and Halvan, both can promote into Warrior. Tania can promote to Warrior too and her father is one as well.
Armored Lance, Sword or Axe and Bow is limited class. True in Thracia those classes get limited use due to some large maps, but I always was found of highly armored knights on foot. Thracia is the best here because it lets baron cast magic. :slight_smile:

Thanks for explanation. DMCA is a nasty stuff one have to suffer from while making a non for profit hack.

Perhaps make enemies with AI guard (stand and never move) immune to poison? Those enemies are already “marked” by checking their movement reach.

Thanks for the responding. :slight_smile:

How do I get Olwen and Fred as playable units? I cannot understand machine translated page this time. :slight_smile: I should not capture and let Fred and Olwen leave the map in Chapter 10 after they start retreating?

Olwen and Fred in Chapter 10 are complicated because you can take many different patterns. Since all the patterns were described, the article has become confusing. So only the major patterns are described here.

  • If you let Olwen and Fred escape (including if you released them after capturing), the events will occur as in the original story.
  • If you seize the gate with them captured, they will be taken captive.
    • When you go to Chapter 11x, the captives will join at the end of the chapter 11x.
    • If you do not go to Chapter 11x, the captives are released at the end of the chapter 11. In this case, they do not join.
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Regarding the winged ring if the icon availability becomes extended I pixelized some boots with wings with different resolutions. One should fit the art style I hope.

In FE 7-8 there was also a Delphi Shield that blocked criticals from bow damage for flyers. Genealogy rings didn’t boost stats permanently. Stat increasing ring could be passed down to other unit albeit there was no trading allowed between units. Would it be possible for units from different teams (that aren’t hostile to each other) to give items to each other?

How does one access the support effects display? Which button do I press to access it?

Select for growths, Y for support. Be sure to be on stats and inventory card.

There are no plans to change the Wing ring to boots. The original idea of this, Tactics Ogre, also had Winged boots, but L-size units could not equip it. If this is followed, it would mean that riding units would not be able to equip it.

I am not sure what you are asking. The command to trade items is not restricted by affiliation. Players and NPCs cannot trade items. Enemies do not have the thought to trade items with each other.

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If you are still looking for implementing other Fire Emblem games mechanic there was shove ability available in Path of Raidance and Radiant Dawn.

Use to push an adjacent ally away one space.

Available only for non-mounted units.

The villages in Genealogy could withstand longer bandit attacks. It was kinda of nice because the game didn’t make you rush. But also Genealogy maps are very large.

https://i.imgur.com/m8Iw3xp.png
https://i.imgur.com/nB6rX8n.png

Implementing Shove would be a bit technically difficult, but even without the fact, I feel that it would be too useful and would change the game too much. It can be carried incredibly far in a single turn, if there are many units that can be manipulated. Careful consideration should be given to whether to adopt that factor.

I have no plans to adopt a village that is destroyed in stages, as I did not think it was a particularly interesting element even when I was playing FE4. I think it is largely meant to be a flavor to represent the huge map.

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Maybe make it based on build of the unit. Units with lower build can’t push unit with higher build.

Updated.

  • Changed the location of the additional private house in Chapter 10. Because if left this house unvisited, the Thief will destroy it in preference to the house of the north.
  • Changed to treat Saffi, Lifis, and Shiva as having already changed classes when they join in Chapter 13. (Changed to disable the use of Super Proof.)
  • Added “Talk” command in Preparation menu of Chapter 17B.
  • Changed Avo/Def effects of terrains to no longer be available if a unit has Wing Ring.
  • Added a new item “Knight Ring”. If your units have it, re-movement will occur even if don’t have the skill.
  • Added new items “Lancereaver”, “Axereaver”, and “Swordreaver”. With weapon triangle reversal effect.
  • Added weapon triangle reversal effect to Swordslayer.
  • Others, minor unintended behavior, etc. were corrected.

Now there seems to be a problem with the WT reversal effect only increasing hit by 22-23% when it occurs. Whereas it should have increased by 30%. However, the reversal function itself seems to be working, so I have released it to the public.

And as I am busy with other matters toward the end of the year, I will suspend updating for a while. If any problems arise, I will deal with them next year.

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Is there a way to get the Nihil manual in the B route?

There is not. The Nihil manual is not available in B route.

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Ballista available for purchase in chapter 10. Ronnan is able to use it after promotion. How do I get Jake? According to guide he can promote too into ballista. Too bad I rushed chapter 2.

Hmm… When you return to hacking. It would be cool to add long distant purge tomes for light magic. Food for thoughts :slight_smile:

You can recruit Jake in Chapter 17B.

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