Download All Hands on Deck (v0.5)
Hello everyone, I’m here to share a community project that has been developing in the FEU discord. This release contains 21 chapters, 17 of which can be chosen in any order (within sets of chapters) and scale accordingly. The basic premise for development was simple: Sky pirates (extremely cool) and Mega Man (due to how chapter choices work).
The story follows one such pirate captain named Lua, a former merchant who, after a stroke of bad luck, left civilized society and formed her own pirate crew. After an encounter with her old mentor, she begins preparations to sail further into the outskirts, in search of a mythical treasure…
Some key gameplay features:
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Chapter Sets that can be selected in Hubs
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Two new weapon types (Knife/Gun) with a new WT (Tome->Bow->Knife)
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Revamped WTA, applying +2 Mt, +15 Hit, and Engage’s Break status (cannot counter for a round)
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All infantry/armors have Steal+/Locktouch, with Armors also being unbreakable
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All units have a single defining personal skill, with less powerful skill scrolls also being usable
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Split promotions based off the item used, allowing for more decision making in promotion choices
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A completely custom soundtrack and map music that adapts during battle animations, becoming more tense (think modern FE: Calm/Ablaze). Battling certain bosses will change the map theme to be the boss theme, as well!
More Details
- Chapter Sets - After completing the first chapter, the player is allowed to select 1 out of a varying number of chapters. Any chapter not done “scales”, with all units in it gaining one level. Once all chapters are completed in a set, the player can then move onto the next main story chapter. Two players may have very different experiences, depending on the order taken with these chapters.
- Chapter Hubs - An extension of the former, the player explores a hub in order to find these chapter givers, indicated by red glowing squares. However, there are other things to do here; various members of the crew and potential recruits can be spoken to in the hub. There are also sometimes events, items to acquire, and NPCs to talk to that change based on how many chapters you’ve completed.
- New Weapon Types - Knives help form a new triangle, Tomes->Bows->Knives (like Fates, but not intersecting with the normal triangle). They have a subtype called Daggers which have unconditional Desperation, and normal Knives are just 1-2 range (but no debuffs). Guns are not involved in either triangle and are 2 range weapons that use Skill as their damage stat.
- Class Traits - All infantry classes can Steal any unequipped item where Wt <= Con and Spd >= enemy Spd. Armors can do this, along with being unaffected by Break.
All mounted units have 25 - Con for Aid but cannot rescue other mounts. Monoweapon fliers can gain Pass (labeled Flight+); monoweapon cavaliers can gain Canto+ (Canto after any action); and monoweapon infantry gain Armsmaster (WTA against their own weapon type). - Break - Just like Engage, using WTA against an enemy will leave them unable to counter for the next round of combat. This is restored at the start of their turn.
- Skills/Accessories - Only one personal skill per unit, and each personal skill is meant to define the unit who uses it. Skill scrolls do exist, but they are generally less powerful, and each unit can only have 2 scroll skills at a time. They can replace a scroll skill with another one by using the Skill Scroll on map, which pulls up a Forget Skill menu.
Equippable accessories can also be put in a unit’s inventory, which typically grant skill equivalents or stat boosts. - Mechanical Changes - Levels don’t reset on promotion, and the maximum level is 30.
Promotions give stats based on difference between unpromoted and promoted class bases.
Spd gives less Avoid, Lck is removed and replaced with Eva, which only gives Avoid.
There is no E weapon rank, and units gain 1 WEXP per round. Thresholds go like this: D from 1 to 25, C from 26 to 75, B from 76 to 150, A from 151 to 250, S at 251.
The exp formula is overhauled to slow down units that are ahead and speed up units that are behind (think Fates Exp). - Stat Changes - Weapon Triangle is 2/15 Mt/Hit.
Hit is increased by 4 x Skl, Avo by 3 x Eva and 1 x AS.
Crit is only increased by weapon Crit and skills, and no Crit Avoid exists.
Known Issues
- Tonics are a little funky in general. The first issue is that Rainbow Tonics change their boosts with each turn, with only the first turn actually keeping all the boosts that they should have. The other problem is that sometimes (very inconsistent), using Tonics on your units can result in enemies seemingly getting really messed up/high Tonic boosts.
- Sometimes, MP / 3 range staves (the repositional ones) will display range incorrectly (something like 1-1Y or whatever). Pretty rare that this comes up.
- Putting a Skill Scroll into the convoy and then saving can result in the Skill Scroll changing what skill it gives out. This issue will be resolved once the game is closer to [COMPLETE]. For now, I recommend keeping skill scrolls on your units instead.
- Promoting units into classes without an animation (Lua’s story promotion, Dragoon, Marksman) will result in a black screen and a slightly janky map sprite moving around after the promotion. This can be removed by going into any screen that clears the prep screen, like checking a unit’s stat screen.
- Recruiting Windy can sometimes result in a crash, but this seems emulator dependent. On mGBA, I am unable to replicate this: My guess is that if you skip the event entirely, it shouldn’t crash the game?
If any of this interests you, please give the hack a try! All feedback is welcome, and I’ll try to address any bugs/issues that spring up as quickly as possible (all testing done with mGBA v0.8.4).
Further, if you’re interested in joining the development team, all of it is done via the #community_project channel in FEU’s discord. If you want to help out in any way, feel free to drop in!
Download All Hands On Deck (v0.5)
































