==== Version 3 ====
Welp, back once again, with another update. There were a few bugs that needed ironing out, like goofy arena fighters using weapons that kinda break using the arena if you were unlucky enough to find, say, a Warrior.
That’s right, another version, another Title/Lyn palette!
Bugs are fixed, further balance tweaks, experience gain adjustments, and another test complete.
Oh, and map sprites are less ugly.
Good luck.
Download : https://drive.google.com/file/d/1QLZfFwdxyRhEfTwZMsAGSo9QVqKG_DQh
== NEW DEVIL Post ==
A new extra version has been added to the main zip, inspired by Rufio’s post
Nearly all weapons have DEVIL’S effect on them.
Exclusions are Nosferatu, Runeblade, Nameless, the Lord’s Prf weapons, Forblaze, Aureola, and Ereshkigal.
Oh, and Devil Axe is now Undeviled.
REMINDER THAT ANYTHING OVER 30 TOTAL LUCK BREAKS DEVILS- OVERFLOWS CHANCE TO ALWAYS HAPPEN
To counterbalance this, circleseverywhere’s Casual Mode patch is enabled.
Units will not die forever, BUT THEIR SUPPORTS ARE STILL RESET TO ZERO and LORDS STILL CAUSE GAMEOVERS
== Randomizer Post ==
So These Mistakes Have Been Randomized
Credit to Vesly for making the self randomizer code.
Some Notes:
- Lyn, Eliwood, and Hector are not randomized, and are impacted less by auto levels.
- Arena combatants, (most?) generic Green units, Zephiel, Athos, Nergal, and the Dragon will also not be randomized.
- Fodder classed units (Bandit, Soldier, Corsair) will stick to their class.
- Unique weapons will not be randomized.
- Matthew and Legault have the Thief flag so they can always use Lockpicks, Lockpicks are also not randomized, so Matt will always start with a set.
- Earth Seal works on Thieves and Pirates.
- Member Cards, Emblem, Heaven, and Earth Seals will always be in their set locations.
- Generic Player palette changes and fixes from regular Version 3 to be consistent with map sprites.
- Antidotes continue to not be present in the game.
Most of these changes were done to have something of a stable ‘core’ around the randomizer experience; even if balance is thrown completely out the window there should at least be enough of a foundation to get through the early game in about half the seeds.
The other half will still give Devil Axes with 130 hit to all of the Bandits who will just oneshot you (or themselves) if they’re in range on Enemy Phase.
Good luck.
==== Update 1.1 ====
Finally, after a year and 6 weeks, I’ve done it, a complete rebuilding of my Rehaul. Now with slightly fewer mistakes and a few extra levels of tweaking including Weapons+ and adjusted character slots for smoother difficulty tweaking.
Only one new credit for this one; DerTheVamporeon and Pikmin1211 for Ephraim weapon edit battle animations for a certain Prince, there are more weapon icons used from TO:KoL however.
Also; woo 300+ downloads! This will be my last adjustment to this particular mod (barring if something gamebreaking happens to be in it), and giving permission to anyone to use my original content as a basis for… whatever they’re doing.
- Weapons+ have been added to the game, and can be bought in Secret shops and are carried by enemies in later chapters and Hard Mode.
- Bosses have been tweaked to be more like bosses.
Download : https://drive.google.com/file/d/14oskn5_OvvcNAhhWllAxCCwiHkLg7M-X/view?usp=drive_link
(P.S. Known bugs are; Nosferatu criticals can roll healed HP to strange values that glitch graphics, and resuming runs where enemies have negative of a stat underflow the stat to max, but there are not many instances of this outside of Luck.)
==== Original Post ====
Just a little something I started working on after discovering FEBuilder/recovering from COVID back in February. Most of the changes were probably palette in nature, but I did fiddle with a bit of everything, and had many fun crashes and faults along the way to something that I hope is a polished patch. (It doesn’t stutter on my PSP emulator, one of the far pickier ones for patches that I’ve seen.)
Ideally I went about trying to stabilize out some of the bad randomization that can happen while making it overall harder by leaning into better HP and Luck on both sides and making weapons feel like more of an upgrade to compensate for the former.
Lots of changes (Including QoL stuff patched in), but some highlights to look out for;
- Max level is 30, and promoting doesn’t reset level.
- Increased the Speed required to double by 1. Bartre almost becomes playable!
- Weapon endurance adjusted, typically lower, but recruits start with more weapons. The idea is to break some people’s tendency to never use special weapons and to give each new recruit a little more flavor and usability right out the gate. No Iron Supremacy.
- All hardmodes have the +5 level growths, and enemies in hardmode carry Earth Seals instead of the normal promotion items to give experienced players a much broader option pool.
- Most shops have been tweaked, especially Secret ones.
Download : https://drive.google.com/file/d/16Ewg4HaX1WToblI_jWGZ0Vcx1cC6V5eN/view
While I’m marking this as complete, I would appreciate feedback to further tweak it because I have one last sweeping change I want to make with adding weapons. Personally played HHM so Normal and Eliwood route feedback would be pretty valuable in particular.
Credits :
Eliwood Lance by Spud
Nomad Trooper Melee Range fix by ltranc, Valak
Shaman [F] magic fix by Shin19
Wyvern Rider and Lord Axe animations by TheBlindArcher
Hero Linus Heavy and Swordmaster Lloyd by Greentea
Raven Blue Shield by Swain, Pikmin1211, ltranc
Thief Catgirl by Sme
Lyn Blade animations by Moocavo
Heavy Infantry animation by Nuramon,
Female variant by ZoramineFae.
Travant mug by Atey
FE11 Regalia icon 002 by LordGlenn
Brave Bow icon by 2WB (Dragonbow)
Killing Axe/Lance/Edge and Heavy Lance icons by Zelix
Killer Bow icon by Celice (Bow 5)
Dark Sword based on authenticmaniac’s Venin Edge
Wind Sword by Ereshkigal (Katana 6), Regal Blade (Blade 6), Durandal (Blade 22)
Ogre Blade/Lance/Axe/Bow based on Tactics Ogre KoL sprites
Thani, Dark Axe/Lance/Bow, battle/map sprite repalettes, map edits/repalettes by me





