What about Fire Emblem: Hope, Love, Despair, Conquest . . . ?
or something similar. I’m not sure what exact themes are in each story but some words sound cooler together than others lol
What about Fire Emblem: Hope, Love, Despair, Conquest . . . ?
or something similar. I’m not sure what exact themes are in each story but some words sound cooler together than others lol
Just add world map just like in sacred echoes.
That sounds interesting. I’ll think of some combinations.
I tried that. Didn’t work, sadly. Even if it did, I’d have to make 4 maps into one, one for each story, which is way out of my league.
Next patch will be released in a couple of hours!
The Scouring
I hope in your next project will be a crossover from all fire emblem games.
Why are you talking about their next potential project when this one isn’t even done, seems a little rude.
@RecursiveBow Hope this project goes well! I can’t make any portraits but if you need help with a map or two I’ll be glad to help!
I hope the world map will set aside for next project.
A crossover? featuring different characters from mainline FE games? nah that’s super lame, for those kinds of stuff you have feh /s
Thank you! I mainly ask for help in the FEU discord server, but if I’m stuck somewhere, I can ask you for some advice.
For the next patch, which shouldn’t take too long, there will be a cavalry split! Each unpromoted cavalier will have access to only one weapon, which isn’t important in the Elibean campagin (which will have all of its chapters playable on Hard Mode), but will be in the next one! Also, there’s an error that causes promoted enemies to have way more stats in Hard mode, compared to Moderate. This will be fixed.
Thank you! I updated the credits. Only one more to go.
New patch is up! Crimean Dawn’s first map is completed, but it won’t be aviable until some of its chapters are at least playable.
Bug fixes and misc.
Map balance and changes
The Scouring
Oh, hey, Crimean Dawn’s complete.
New patch! It’s been a longer than I thought. I was going to release a mid-story demo showcasing the first 3 maps of the newest campaign, but I just keep saying “one more change, one more chapter” and thus I made all five before releasing them. The first 3 maps were made in july (winter vacations where I live), and the last 2 were made december-february (summer vacations) hence, why it took so long. I didn’t work on the hack while I was in class.
This one was though. It’s my first time messing with palletes and portraits, so everything took 10x more time than usual and looks kinda awful. It was also complicated to create and balance the Laguz units; there’s not a sprite that I could find that represents cats and lions, so I just used vanilla’s wolf sprites, sadly. Cat Laguz are the unpromoted mauthe doog and Lion Laguz are Gwyllgi.
Anyways, here’s the full patch notes! Changes marked with [EXPERIMENTAL] can be reverted, if enough people don’t agree with them.
Mainly for clarity purposes, I don’t want anyone hoarding items because they think there’s one map left.
Allows you to enter the map almost instantly, instead of having to press A five times.
Death of the Eddene didn’t fit the theme of the stories. While the other ones centered on glory and conquest, this one’s more like a tragedy of some sorts. Unholy Empire follows the ascention of Emperor Hardin, which fits as a darker, villanous story while mantaining the commmon themes. I really liked the premise of the removed campaign, tho, so if I ever get to make another anthology (perhaps centered on tragedies), this one’s definitively in.
Roland now has proper skin colour!
Each character now has its own death quote.
[EXPERIMENTAL] Athos’ hair colour has changed.
I believe in dark hair Athos supremacy
Each playable character now has its unique battle pallete.
Chapter 1: Changed the top left portion of the map to include a river and a forest tile.
Barigan and Hanon excels at close combats, so having them be introduced in a open map feels rough.
Only chapter besides chapter 2 without one
Between that and changing his portrait, you know which one I chose
The prior reward felt lacking, considering they’d die almost instantly. This one at least has a permanent effect.
Crimean Dawn is far from complete. I assume the balance is completely wrong and the story might have its issues and plot holes. After I polish the story and gameplay even further, the last step is adding a Hard mode challenge to the remaining maps (and change the current ones.)
I decided to skip Crimson Eclipse for now, since there’s not enough portraits of the students for now in the repo. What if, at the time I finish the third story, there’s still not enough of them? I’d still want to make that story, so I would have to come up with something or change it slightly.
So, the third story that’s gonna be made is the new Unholy Empire! Don’t expect me to complete it soon. College starts 15/3 so there’s not enough time for me to come up with a story like that extremely quick. Perhaps by the end of the year? Who knows!
Emergency update!
Chapter 1:
Added Hard Mode! Every enemy is now transformed.
Fixed a bug where upon defeating the wind sword boss, the incorrect death quote appears.
and it just has to be a spoiler…
Chapter 2:
Made Hard Mode actually playable!
Fixed a bug where the map visually breaks if you don’t skip the starting cutscene.
Changed the left side of the map; Selime has more things to do.
Moved all events one turn up: the Laguz transforming back now matches with the rest of the game, and the reinforcements appear later.
The Boss now has its range properly marked.
This time, the focus is going to be entirely on the Scouring, polishing the first campaign and making some needed QoL changes.
Casual Mode is added!
Anna now appears at the beginning, and you can talk to her to activate it. Don’t be afraid to use it! The maps are designed for the entire party to survive, so it might me frustrating to play them with one or two less members.
Heavy spear: +1 Might, -1 Weight
[EXPERIMENTAL] Elimine keeps Slayer
This is only useful in one chapter, and without it she struggles a lot in it.
This hurts some characters way more than others. The following buffs are to accomodate for their loss and help underperforming units:
Elimine: +2 STR, -5% DEF, +30% RES, -15% MAG
Bramimond: +3 DEF +3 RES +5 HP
Hartmut: +2 STR +2 DEF +2 HP -5 Levels
Barigan: +8 HP +3 STR +3 LCK +2 SKL +10% SKL +5% LCK
Roland: +7 LCK
Hanon: +3 HP +2 DEF +5% STR
Changed the units’ looks:
Barigan’s armour is now black and silver, hair colour is purple.
Hartmut’s cloak colour is now salmon.
Changed Elimine and Barmmiond’s battle pallete.
All bosses from chapter 1-3 have new palletes and/or sprites.
I’m new at colouring and palletes, so the game migth look worse, but at least it looks different.
All the dialogue is polished: Added pauses and stops to them in order to give them flow. Fixed grammar issues and characterization errors (regarding Durbans)
SPOILERS from now on!
Chapter 1:
Increased enemy level.
Fixed an error where, at the begining, a snowstorm effect will appear on a black screen for a fraction of a second.
Chapter 2:
Fixed an error where the game would softlock if the caravan in chapter 1 was alive at the end of the map.
Chapter 3:
Tone down enemy and player growth.
Barigan will get his Heavy Spear ONLY IF he gained it in chapter 1
Fixed an error where Worren would trigger his “betrayed” battle quote even if recruited.
Martel III now can properly use his weapon.
As indicated by a conversation, Anstice will not join you if you kill Martel III. Added enemy reinforcements in this situation.
Chapter 4:
Hanon’s granted skill is now Canto+, at the cost of 5 ATK (down from 8 for Rally Speed)
The death of Elimine, Athos, Bramimond or Hanon will trigger a Game Over. Any of their deaths would softlock the game, anyways.
Chapter 6:
you can now arrive in the other stair tile.
In Chapter 2, Hartmut no longer starts with a Knife; Aenir is defenseless.
In Chapter 3, every single healing tile is removed: this includes the church, and all forts. The gates of the castles that you control will be replaced with “house tiles” that provide no healing or defense.
In Chapter 4, the Spirits are moved to more dangerous places.
[EXPERIMENTAL] In Chapter 4, Warships will appear every four turns, starting turn 12. Initial enemy placement is changed.
[EXPERIMENTAL] Chapter 5’s change is similar to the one from chapter 3: Laguz units now begin unstransformed.
This makes me think, should I make a document that lists all changes from lunatic mode? Those are meant as a second playthrough challenge (and are not canon, i.e. The Scouring chapter 6), so knowing all the changes might either make it less frustrating to play or ruin the enigma of not knowing what’s to come.
The campaign is going to be based on Mystery of the Emblem. Not the DS remake, I haven’t play it, but the SNES original game. One feature that’s coming from that game is the new mechanic of Reclassing! It’s going to be much more limited, only a few units in a few maps can do it, but it’s gonna be there. It is going to be as long or longer than the first story, consisting of 6-7 chapters with more than one party.
Some of the units that will appear are the Wolfguard! The cavalry squad that aided Harden in the War of Shadows, consisting of Roshea, Vinland, and reclass abusers Wolf and Sedgar. I’ll be fun to try and give them proper personalities.
It’s been a while! Winter recess came and went, and I didn’t do as much progress as I wanted lmao, the good thing is that my Mondays are free now so I can work on the hack during the semester
This would allow your units to level up faster, accounting for the stories’ small number of chapters.
Increased xp you get from misses and 0 damage from 1 to 5
Increased minimum xp you get from healing from 10 to 15
Increased xp you get from defeating an enemy by 5
Thieves now give way more xp when defeated
(To be used in Unholy Empire, but there are some thieves in Crimean Dawn)
Each cavalier now has a unique promotion! They’ll follow the same structure that was previously established. Each paladin now gets only one weapon to use.
Bronze Paladins focuses on movement and speed. They’re the only Paladin with 8 movement. They lack in Defense, strength, HP, and can only use swords.
Silver Paladins are heavy hitters with excellent HP and good enough strength. They have decent but not good Defense and speed, so they can hold a point for some time. They’re proficient in lances.
Gold Paladins are typically juggernauts with either high defense or strength (or both!). They’re able to stand victorious against many enemies with no problem. They usually possess low speed, skill/dexterity and resistance. They use axes.
To accomodate the movement change, the Lance and Axe cavaliers will get 6 movement. Ranger will be the other “movement” path, so they’ll get 8 move as well.
Reclassing is NOT going to be in this story. I made all the events for it but story wise reclassing just doesn’t work.
If you break the wall in the prologue, you’ll be able to play the first two chapter of the campaign. They’re in the “feels horrible to play” state, so I don’t recommend playing them. Chapter 3 has an intro but no end trigger. Chapter 2 may not end…
So, basically, Don’t play Unholy Empire (yet)
All chapters are planned. Chapter 4 is halfway done in the map department. I spent a lot of time with portraits and trying to make a good one, which is why development is slow; I have to make new ones for this story, which isn’t the case for the other two.
Crimson Eclipse might be no more! I’m considering changing the story to focus on the Dagdar Invasion instead of the Adrestian expansion over Faerghus.
A few reasons for the change include 1) Better control over the story, possibly increasing the chapter number 2) Avoid flanderization or misrepresentation of certain characters. Students of the academy are harder to write as opposed to certain people that we only know by name. 3) Exploring Dagdar and Petra’s country is always correct 4) Artistic limitations. Most portraits of the students are not F2U
The name could still remain, if the theme fits it. I haven’t decided yet, but the more I think of it the more sense it makes.
Sorry if I write too much! I’ll try to make these shorter from now on.
Don’t apologize, these in-depth descriptions are great! I really like the idea of an anthology game like this too. Congrats on the FEE3 trailer and best of luck with development!!
Good evening! Happy FEE3! I submited a trailer, and it released today!
To celebrate it, a new patch is up! Including a lot of visual changes and the almost-completion of the third campaign, Unholy Empire
There’s a new Status Screen, based on the DS games! It’s quite simple, which makes it perfect for this game. Thanks to the amazing SaXor, for making it on Stat Screen Blitz 1.
Several items got new icons. Most of them come from other Fire Emblem entries, mainly Archanea and Tellius but also Ylisse and Jugdral.
Rangers have more movement cost in forest and deserts.
Changed the Silver Paladin’s animations.
All cavaliers now have more movement cost in stairs.
Silver lance: -1 might, +10 Hit
Short axe: Now uses the proper, melee animation.
Horseslayer: Now named Ridersbane, +1 might -3 weight
Heavy Spear: Renamed Piercing Lance to avoid confusion due to a new item using the word “heavy”.
Wind Edge: -2 might, -1 weight
Knife and Dagger: -5% Crit. They now have 10 and 15 respectively.
Devil Axe (and Devil Sword!): The formula is now 20-luck %
If you see an enemy using this weapon, it will NEVER backfire.
The 1-2 range melee weapons (mainly Javelin and Hand axe) are, in my opinion, the most important items in the saga. When a game has good 1-2 range melee weapons, the gameplay molds around them, resulting in a big buff to cavalry units and fliers. When a game has both bad javelins and bad hand axes, the gameplay shifts a ton, to either mages like Awakening (There are other factors in that game but I digress) or another alternatives, like Bows from Three Houses (again, too much moving parts there, but javs are completely obsolete there). Maybe I’m exagerating a bit here but whatever.
Javelins and Hand Axes are important in both Elibe and Tellius, which is why you have access to them and the map treats your units as if they’re able to counterattack at 1-2 range.
Of course I don’t plan nor intend for the stories to play exactely like the games they’re from. I’m not that skilled of a game designer. But I want the campaigns to each feel different. Because I wanted Archanea to have close to 0 skills, and most of the playable units are going to be horseman, the idea of javelins dominating over all weapons feels boring and limiting. Which is why there’s going to be a Bad Javelin!
The Heavy Javelin is an awful version of the Javelin, with the same might and hit as the Sacred Stones one but with an added NINE weight, for a total of 20 (like the one fom Mystery of the Emblem! Of course, the inspiration behind this change). This type of lance will be used for both Unholy Empire and Crimson Eclipse, the current one used by The Scouring and Crimean Dawn will remain untouched.
A bad version of the Hand Axe would release alongside Crimean Dawn, should the story needs it. I’m sorry for the spoilers but there are no 1-2 range axes in Unholy Empire as of now. It’d probably be just like the heavy javelin, with added weight, but there are other alternatives, like decreasing the might.
Sadly, I couldn’t finish Unholy Empire on time. I struggled a lot with portraits which took a lot of time (some of them still don’t look as good as I wanted) and I decided to polish the chapters I was working on, rather than adding the last one quickly and badly. Gameplay’s starting to get better, altough maybe it’s not as polished as the other two stories.
There are a lot of things still missing: battle report, backstory between chapters, lunatic mode… those will be added soon. The backstory (Featuring Nyna and Zeke) will come alongside the final chapter. Battle Report and Lunatic Mode will get added periodically like with the other campaigns.
With this one being the first campaign made for the game, there are some archaic things that now don’t really make sense. One of them is the auto level that occurs between most chapters. Some units have their stats increased almost arbitrarily to have some sense of time passed between each chapter. Due to the massive increase in chapter 1’s enemy level, these level ups are no longer needed.
Removed Auto Level Ups and stat buffs in chapter 2, 3 and 4.
(I’ll keep the one in chapter 6 for now due to its Lunatic mode challenge being really stupid.)
To keep it balanced, each hero now got stat buffs.
Barigan: +2 SPD, +2 LCK
Hartmut: +4 HP, +2 STR, +1 DEF, +2 SPD, -5 LVLs
Roland: +2 STR, +1 DEF, +10% STR, +10% HP
Durbans: +2 SPD, +1 DEF, +1 LCK, +2 HP
Hanon: +1 STR, +1 DEF, +2 LCK, +3 HP
Elimine: +5 HP, +2 STR
No love for this one, even though it was the most showcased in the trailer…
Slightly modified the Battle Report.
I promise a patch will come soon with chapter 6 playable (and chapter 2 completed). Once Unholy Empire is done, next on the list is to polish Crimean Dawn. Only after that does development for the last story begins.
I would really apreciate any gameplay and story reviews, specially in the newest story. It’s really hard to balance a game with so many variables. Probably one stuff on one campaign breaks because I moved something for the other campaign, who knows?
That’s it, have a nice FEE3
post FEE3 burnout got hands, damn
Anyways, Unholy Empire is completed! Alongside a new feature that visually shakes everything up.
not confusing at all, no!
Since you play as multiple armies throughout history, most of them have different colours for their banners. To accomodate this, there’s now a new, optional feature that changes the armies’ colours depending of their ingame allegiance.
Thanks to the amazing Vesly for implementing the patch that allows me to do this!
I decided to make it optional because it can be disorientating in some maps or stories, so if you don’t like it you can turn it off.
Activate dynamic colours by talking to the right Anna before selecting a campaign! You can’t change it in between chapters.
The Scouring: Blue against Red and Gray.
Crimean Dawn: Green against Gray and Red.
Unholy Empire: Gray against Red, then Red against Gray and Blue (This is the only story in which your unit’s palette changes).
Crimson Eclipse: Red against Green (Hopefully?)
New item: Blunt Hand axe
Literally just FE8’s hand axe but with -4 might. Is used in Unholy Empire and Crimson Eclipse.
Pressing L while your cursor is on a enemy/ally will now send you to the next enemy/ally, instead of it always sending you to your next aviable unit.
Daggers and knifes now are considered “Bows”: they’re neutral in the weapon triangle (they don’t deal effective damage to flying units).
Added Chapter 6! This story is now fully playable.
Expanded Chapter 2; added its Lunatic mode changes.
Added tutorial boxes explaining what you need to do in chapters 4 and 5.
Added Tips and Side Objectives to the Battle Report! Battle forecast to be added later (if theres enough space after Crimson Eclipse)
Added a backstory, similar to other stories, explaining what’s happening in each chapter.
Wolf: +3 SKL, +1 DEF
Nariman now can only use daggers and knifes. He starts with a dagger.
Now units that died won’t appear in later chapters if you play in classic mode.
Fixed an issue in which a warrior had more levels than intended in chapter 5.
This might be the last patch of the year. Unholy Empire is now more polished and got all lunatic mode chapters!
Selime gets +2 STR, +2 levels.
Chapter 2 enemies are now stronger.
Added new (Experimental) Lunatic mode to chapter 4
Roshea gets +2 Speed
Each unit now has its own death quote.
Chapters 3, 4, 5 and 6 now has lunatic mode! This means that the entire campaign got their lunatic mode.
Reduced hard / lunatic increases in chapters 4 and above
Chapter 2: moved back all enemy reinforcements by one turn and their levels got reduced.
Hardin no longer stays around in Chapter 4
Chapter 6: Solved an issue which gave Golden Knights extra movement
Here’s a few teasers for the last campaign of the game! This could be the biggest campaign of the four, if nothing goes wrong.
I did an oopsie and somehow the credits for two custom portraits are missing. They’re the two senators found in chapter 1 of Crimean Dawn and I have no idea how I forgot about those for this long. I searched throughout the github but still couldn’t find them. Maybe I’m blind. If you made these portraits (or you know who did them), please let me know! I believe these are the only ones uncredited.
Happy new year! No progress on Crimson Eclipse, I’m taking a bit of a break from creating campaigns. Instead, I’m focusing on updating the current ones.
The campaigns are cool and all, but after you beat them, there were nothing else. You just reached the end of story and that was it. Now, playing a game just because you want to enjoy a story is great. But what’s the point of it if you don’t get meaningless rewards for it?
Introducing the Palawards! Now, every time you beat a campaign you’ll get a “reward”! In the prologue, a statue appears next to the campaign’s character to symbolize that story’s completion.
Completing the story while playing each map in Normal Mode will get you a Bronze Jagen!
Completing the story while playing each map in Hard Mode will get you a Silver Marcus!!
Completing the story while playing every single map in Lunatic Mode will get you the elusive Golden Seth!!!
Now, you can show off how cool you are in front of your friends (that don’t know anything about this hack, the Fire Emblem franchise, or even videogames in general)!
Each time you beat a map, you get points according to the difficulty you chose: 1 for Normal, 2 for Hard and 3 for Lunatic.
If you get more than 2 * [number of chapters] points, you gain a Silver Marcus. This means that for each map you played in Normal mode, you need to play one in Lunatic (and the rest you have to play in Hard Mode).
Getting 3 * [number of chapters] points (basically, beating every single chapter in Lunatic mode) is how you get the Golden Seth
If you don’t meet any of those requirements, you get a Bronze Jagen.
The palawards (hopefully) stay for the rest of the savefile, and the highest palaward of each story will be displayed (Silver Marcus will appear over Bronze Jagens, and Golden Seths will appear over them regardless of how the order in which you got them)
This is just a silly way to reward you for playing the game. Don’t take it seriously. This might not work the way it should at first.
Just as I did previously, it’s the turn of Crimean Dawn to be refined. I haven’t made any significant changes yet, but I’m thinking about three things in particular:
There’s also going to be balance and text polish, of course. And anything else you want to see added or changed could be there as well, if you let me know!
This is just a small, quick update to start the year. Hope you enjoy!
New patch. What’s in it? Guess!
Small story, my computer’s operating system decided to break down the day before I was gonna release the patch. I then spent all week trying to find out someone to read the disk and extract the hackrom file (among other important documents) because I really didn’t want to do it all over again. The night I gave up and decided to resurrect my computer, I find out that it actually saved a copy of almost all I needed. All but one tiny document.
The Patch Notes.
So this is going of the top of my head. I don’t know about the numbers and there must’ve been some changes that I forgot. Who knows! Not me
General
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
First wave of rebalancing! Lunatic Mode should be completable now. Chapter 4 was absurdly impossible before. I believe the Chapter 2 changes made it a lot better, as there’s now a sense of danger and hurry. Another possible Lunatic Mode change is giving it a time limit, but if it’s too tight then RNG could make it impossible, and if it’s too lenient it’s trivial…
Enjoy!