FE6 with generic units

Hello everyone.

I made this hack for myself, but it turned out pretty fun. I figured someone else might enjoy it so I’m posting it here. The idea is that player units gets their stats calculated like the enemy units do, providing a rather random challenge. We could call it a roguelike, but I won’t.

Full list of changes:

  1. Every unit gets no personal base stats of any kind.
  2. Every unit gets it’s class growth rates. Sadly it is not possible to have their growths change on promotion, so a pormoted Lance will still have cavalier growths, as an example.
  3. Everyone is called Soldier, and no one gets unique palettes.
  4. Hard mode selectable from the beginning.
  5. Hugh, Raigh and Douglas get extra levels on hard mode. (Everyone does, they are just not excluded)

Be aware, however, that base weapon ranks are unchanged, as are portraits and supports.

With the weapon ranks they remain so units don’t need to have their joining weapons changed. It is also justified since enemy generic units can use whatever they have in their inventories.

Portraits remain so you can still tell them apart somewhat, meanwhile supports are there since playtesting showed that the game gets much harder at certain points, so I wouldn’t want to take that tool away from players that would like to use it.

On the topic of difficulty, the player’s units have better stats in hard mode, so it isn’t that hard anymore. In normal most units are significantly worse in all fronts, which makes the experience more challenging than vanilla. However on hard mode some are better than normal, specially the prepromotes. This makes both modes somewhat comparable in difficulty, albeit with a different feel that I find quite enjoyable.

Screenshots on normal

Marcus in particular might seem better in some regards, but the abscence of a high skill unit early on is notable

Prepromotes in general still hold their own, some better than others. Bartre in particular isn’t the most favored

Clearly God plays favourites

Screenshots on hard

I got a good strength roll here. Is it worth it? Barely

Practically like vanilla, go figure. Really puts things into perspective

Now that looks worth 10k

Late game prepromotes are busted in here

Now, before I hand you the link there is something that I would like to addres. Just now as I was writing this post I found a similar hack made by a user named catball. However looking at it, they are similar only in spirit, as we went about the same concept in different ways. That makes me think there’s no problem with me uploading this. If there is please let me know.

Anyways, here is the download link.

Thanks to gringe for the FE6 translation.

As always, apply to a fresh FE6JP ROM.

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Oh, Roy doesn’t have lordbases syndrome. Huh.

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Yeah I was surprised too when I found out. It is one of the main things that gave me this idea, seeing how generic lords would be. Turns out they are awful.

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Yay more iron emblem

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Does the player receive any new crit mitigation tools, or do they have to grind supports in order to not constantly face low% crit?

Are promoted player units assigned stats as though they promoted at level 20?

Dayan’s stats look unusually high, even for a lv. 12 nomad trooper. Did you give him HMBs or something? How does his base HP of 70 interact with the player HP cap of 60?

By “everyone does”, do you mean that every player unit gets HMBs based on their join time, or just ones that were formerly red?

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For the crit mitigation, there is no crit mitigation. Units dying to random crits is supposed to be part of the generic™ experience. This is also one of the main reasons why I didn’t remove supports, even though I personally still wouldn’t grind for them.

The promoted unites are assumed to have promoted at level 10 on normal and at level 20 on hard, mainly because their stats are actually calculated by the game in situ. This also means everyone(all units) gets hard mode bonuses. I only mentioned Douglas, Raigh and Hugh specifically because they normally wouldn’t.

Dayan’s stats are actually because of an oversight on my part, while playtesting I discovered that the game calls for Dayan’s npc spot instead of his character spot, unlike most characters. The version on the link has that already fixed, but I thought it was funny so I sneaked that screenshot in the post.

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