What if you wanted to enjoy an FE6 rebalance but found PE’s changes too drastic for your tastes? What if you wanted to enjoy an FE6 rebalance but wished for something more than simply unit changes or slight map changes?
Well this is the hack for you!
Welcome one and all!
This is a post about an FE6 hack that I’ve been working on for quite a while now that I have creatively (and very originally) called Project Sienna.
Now, I know that the topic of rebalances and trying to recreate FE6 is something that has gotten quite a lot of traction recently and people are probably getting tired of it all, but I promise that this is not your ordinary “rebalance” that a lot of you might expect (in all honesty the only reason I tagged this hack as a “rebalance” is so that it can get more attention and its an easy to apply tag). In fact, Project Sienna is a lot more akin to a revamp of the original FE6 experience than a strict rebalance.
Trust me, I’ve seen my fair share at attempts to create FE6 rebalances over these past few months, and while I commend and respect a lot of them for what they’re trying to achieve, none of them have truly touched on the soul of what I would envision an “improved” version of FE6 would actually be like.
Hacks like the godfather of rebalances, Project Ember, or the FE6 remake in the FE8 engine have all solid attempts, but I felt they missed a lot of the core of what made FE6 play and feel like FE6, and in general in my opinion they went a bit overboard in some aspects. Things like the overloaded amount of personal weapons for instance was something I was never a fan of, and the FE6 remake had strange balancing decisions that just made me tilt my head in confusion.
On the other side of the spectrum, some of the FE6 hacks I’ve seen that tried to go the opposite approach either only work well as a good starting point or didn’t do enough to try and change many of the aspects of FE6 that a lot of people had problems with, like annoying map design still being mostly present or most units still being barely usable, or perhaps even the most shocking of all being character nerfs, which I personally despise. I think its a time for a hack that bridges both of these extremes.
Introducing, Project Sienna! An FE6 hack that is more akin to a revamp of the original rather than either a rework or a rebalance. It is a hack that aims to find the best sweetspot it can between too much change or too little change that still plays like FE6 and still feels like FE6 while overall making the experience more enjoyable and streamlined.
Unit wise I adore the minimalist way of unit balancing. The only thing I changed about units are base stats, weapon ranks, and starting inventory.
Here are some of the things this hack will include:
- Buffs to most player units
- Increased hitrates (and altered weapon stats)
- Faster supports
- Improved map layout and map design
- Better difficulty curve (easier earlygame, harder lategame)
- More promotion items
- Earlier Roy promotion
- Revamped visuals.
Here are some things however that this hack won’t include:
- Character nerfs
- Personal weapons (except for Roy)
- Growth rate changes
- Returning characters
- New classes
- Original characters
- Major story changes
- Altered promotions
As I said at the beginning of this, I want this hack to at its core still feel like FE6. A lot of people probably won’t enjoy it or agree with it and that’s totally fine. You’re entitled to your own opinion. Especially the lack of changes to growth rates, I think a lot of people will dislike how I didn’t change any of them, but I’ll just say that it’s surprising how much you can do with just bases and weapon wranks.
There will also still be clearly better characters than others. I enjoy FE6’s imbalance and I think it not only adds to the charm of the game but also gives a story behind using certain characters or not. Not every unit will be the same power level, but at the very least all units can still be usable instead of just being straight up horrible.
Now in any standard post this would usually be the part where I link to the ups patch and tell you guys to apply the patch to a clean japanese rom and hope you enjoy the game but unfortunately that will not be the case today.
As you probably could already tell, this hack is still a WIP. Currently I would say its about 70% done, but Ilia, Route B of the Western Isles, the Gaidens, and Endgame have still yet to be balanced and fully playtested. The hack is still in its alpha stages and is currently being playtested as of this moment. I’m sorry for anyone who got their hopes up but I want to deliver the best gameplay experience of FE6 I can and I won’t release anything to the public without me being fully satisfied in what I’ve got planning.
That being said, I did want to start marketing my hack and I hope this post has ignited your interest and it spreads to more people. This has been a completely solo project and I’m just glad I finally got around to announcing my hack on a public forum. I hope you’ll all be anticipating and excited for when I’ve finally got everything complete and ready to go!
See you all soon and have a great rest of your day.
Detailed Unit Changes (as of Alpha v0.25)
Units not listed here have been unchanged. Not a single growth rate has been changed.
Roy:
- +2 speed
- Starts with an Iron Sword
- Promotes at the end of Chapter 16
- New promotion gains into Master Lord: +3 HP, +3 attack, +3 speed, +4 skill, +5 defense and resistance, +2 con
Marcus:
- Starts with Steel Blade, replaces Iron Sword
Wolt:
- +2 attack and +2 speed
Bors:
- +4 hp, +2 skill and +2 speed
- Starts with an Axereaver
Ellen:
- +2 magic and +2 def
Wade:
- +2 attack, +2 skill and +1 speed
Lot:
- +2 speed and +3 skill
Lugh:
- +1 magic
Chad:
- +6 luck
Saul:
- Starts with an Unlock staff
Dorothy:
- +4 attack, +3 skill, and +2 speed
- Starts with an Iron Bow
Sue:
- +2 attack
Zealot:
- +2 defense
- Starts with a Tomohawk, replaces Steel Sword
Treck:
- +5 hp, +3 defense
Noah:
- +1 to all stats and +8 resistance
- Has C rank Swords and Lances
Lilina:
- +2 hp, +2 magic, +2 speed, and +2 defense
- Gets C rank Staves upon promotion
Wendy:
- +2 attack, +4 skill, and +4 speed
Barth:
- +10 hp, +2 attack, +6 skill, and +2 defense
- Starts with an Axereaver
Oujay:
- +1 speed and +6 luck
- Starts with a Lancereaver
Fir:
- +1 attack and +1 speed
- Starts at level 3
Geese:
- +3 attack and speed and +4 skill
Echidna:
- +1 attack
- Starts with Killer Axe, Hand Axe, and Steel Sword, replaces Iron Axe
Bartre:
- +3 skill and +1 speed
Raigh:
- Gets Hard Mode Bonuses
Cath:
- +8 attack, +8 skill and +6 speed
Igrene:
- Now joins in Chapter 13
- +2 attack, +2 skill, and +1 speed
- Has no movement penalty in the desert
- Starts with a Torch
Sophia:
- +5 hp, attack, skill, speed, and resistance, +3 luck, and +9 to defense
Cecilia:
- Now joins in Chapter 14
- +5 attack, +7 speed, +9 skill, and +3 resistance
Garret:
- +3 skill and +3 speed
Hugh:
- Starts as a Sage
- Starts with D rank Staves
- Gets Hard Mode Bonuses
Douglas:
- +3 skill, +3 speed, and +3 defense
Juno:
- +4 attack and +6 speed
- Gets B rank Swords
Dayan:
- +3 attack
- Gets B rank Swords
Karel:
- Lowered level down from 19 to 17
Important Weapon Changes (as of Alpha v0.25)
Almost all weapons have been changed to their FE7 weapon stats which means that nearly all weapons have improved hitrates. Magic tome weight is unaffected since FE7 screws them over a lot with their added weapon weight, which is unecessary and not a good change for a hack like this. There are some personal changes to some weapons though:
Steel Blade:
- +1 might
- +1 weight
All Poison weapons:
- +30 hit
All Slim weapons:
- 60 uses from 30
Gant’s Lance
- Grants +2 def
- +10 hit
- 50 uses
Al Sword
- Grants +2 skill
- +4 might and +5 hit
- 50 uses
Tina Staff
- Now acts as a Physic staff
- 30 uses
Divinestone:
- Unbreakable
- Gives +8 atk, +8 skill, +12 def, and +16 res
- Down from +12 atk, +12 skill, +15 def, and +20 res
All Legendary Weapons:
- 40 uses
Binding Blade
- Unbreakable
- -4 might
Playtesting and Balance Breakdown
Notice: Don’t get this progress breakdown wrong, the gameplay has already been altered. I’ve already changed almost every map (again, aside from Ilia) and they are hopefully a lot better. The problem is playtesting and balance are still up in the air, and I can’t finish balancing a map without sufficient enough playtesting. So you could say that I technically could release the hack since all the maps are done, but without enough playtesting I won’t know if these map changes are actually to the betterment of the map or not. My own thoughts on a map and my specific strategy for tackling a map can only go so far.
Chapter 1 - Fully playtested + Fully balanced
Chapter 2 - Fully playtested + Fully balanced
Chapter 3 - Fully playtested + Fully balanced
Chapter 4 - Fully playtested + Fully balanced
Chapter 5 - Incomplete playtesting + Fully balanced
Chapter 6 - Incomplete playtesting + Fully balanced
Chapter 7 - Fully playtested + Fully balanced
Chapter 8 - Incomplete playtesting + Fully balanced
Chapter 8x - Incomplete playtesting + Fully balanced
Chapter 9 - Incomplete playtesting + Fully balanced
Chapter 10A - Incomplete playtesting + Fully balanced
Chapter 11A - Fully playtested + Fully balanced
Chapter 10B - Fully playtested + Fully balanced
Chapter 11B - Fully playtested + Incomplete balancing
Chapter 12 - Incomplete playtesting + Fully balanced
Chapter 12x - Incomplete playtesting + Fully balanced
Chapter 13 - Incomplete playtesting + Incomplete balancing
Chapter 14 - Incomplete playtesting + Incomplete balancing
Chapter 14x - Incomplete playtesting + Fully balanced
Chapter 15 - Fully playtested + Fully balanced
Chapter 16 - Fully playtested + Fully balanced
Chapter 16x - Incomplete playtesting + Incomplete balancing
Chapter 17I - Incomplete playtesting + Incomplete balancing
Chapter 18I - Incomplete playtesting + Incomplete balancing
Chapter 19I - Incomplete playtesting + Incomplete balancing
Chapter 20I - Incomplete playtesting + Incomplete balancing
Chapter 17S - Incomplete playtesting + Fully balanced
Chapter 18S - Incomplete playtesting + Incomplete balancing
Chapter 19S - Fully playtested + Fully balanced
Chapter 20S - Incomplete playtesting + Incomplete balancing
Chapter 20Ix - Incomplete playtesting + Incomplete balancing
Chapter 20Sx - Fully playtested + Fully balanced
Chapter 21 - Incomplete playtesting + Incomplete balancing
Chapter 21x - Incomplete playtesting + Incomplete balancing
Chapter 22 - Incomplete playtesting + Incomplete balancing
Chapter 23 - Incomplete playtesting + Incomplete balancing
Chapter 24 - Fully playtested + Incomplete balancing
Finale - Fully playtested + Incomplete balancing
(I’m accepting playtesters btw DM me on Discord if you’re interested. Thank you!)
Project Sienna estimated release date: Within this year