[FE8] [COMPLETE] FE: Dream of Five - Definitive Edition

Merry Christmas! I had this update in the pipes for the past like five days, and had plans to add more supports. Then I forgot to add any more supports. Oh, well.

v. 0.1.4 Patchnotes
  • New original theme for Rena’s journal, courtesy of and immense thanks to A Reliable Chair
  • Supports: completed Sileth/Cathale, Arcus/Jolyon, Amelia/Rozelle
  • 8A: An Adept now drops a Heal staff
  • Driscoll: +1 Lv, +1 HP/Str/Skl/Def, +2 Lck, +5% Spd growth, D → C Axes
  • Mage/Sage: -1 Con
  • Elfire: 10 → 9 Wt
  • Thunder: 75 → 80 Hit, 9 → 10 Wt
  • Fimbulvetr: 12 → 8 Wt
  • Cured lockjaw in all generic portraits
  • Corrected Seraph Knight movement from 8 to 7
  • Fixed error where C15 could be accessed after the Checkpoint
  • Added Codex entries for Musain route (old files will not have 13A or 14A; this will be fixed by turn 1 of C15)
  • Promoted generic enemies are stronger (+5% HP/Def(/Res for magi), +10% Str/Skl/Spd growth)
  • Mug fixes for Asher, Tricia and mir’Katal
  • New animation for Asher, courtesy of Vyland
  • Sleep status now properly displays with sleep icon
  • Priest renamed Cleric
  • Bishop renamed High Priest
  • Fixed consistent error where new recruits could not be Shoved

I’m so tired of the Shove errors. Fortunately, I poked at something and fixed it. Turns out that Shove relies on a different AI set for SkillSys to know not to apply than it does for non-SkillSys; ‘do not charge’ (AI2:3) rather than ‘do not move at all’ (AI4:20 (blaze it)). No unit joins with 4:20. A bunch join with 2:3. So I’ve gone through and fixed at least a few of them, and if I’ve missed any, I can go fix them trivially.

It was increasingly clear as I poked at Act 3 that I’d undercooked promoted generic stats, so I’ve put some grunt back into them. It was pointed out that in Musain the player is kind of fucked if they’d de-equipped Lizaveta; fair enough, there’s now a guaranteed Heal for her.

Driscoll was one of the units most consistently reported as undertuned. Having poor base speed but a strong growth is basically his entire identity, so I’m trying to make him more reliable in other areas while also bolstering his growth slightly, to more reliably catch up in that area. The mages’ constitution was too high, so they were slimmed down, but so were the heavier tomes, with the exception of thunder; in line with handaxes and javelins, that was made slightly heavier, but more accurate. A relatively high emphasis is put on religion, and it’s not Fantasy Catholicism, so the bishops are defrocked; Asher also has a unique animation now, courtesy of Vyland, reflecting his magnificent flowing locks.

The biggest change is that, 12 years after I first told Astra ‘I dunno, Indignation could work’, Rena finally has a different character theme. Chair offered, I had something in mind, and I couldn’t be more happy with the final result.

20 Likes

Also an update from my side, I can’t physically show anything yet because it’s spoilers for act3 but

Finished painting a brand new CG

I’ll slowly work on updating the old cgs to modern quality also–I will post those when I’m done bc those are a decade old and most people have seen them by now.

11 Likes

Some supplementary material because I both felt like it, and it would be good to have a concrete reference for making sure characters are drawn consistently in CGs



Design sheets for the starting trio

I plan on doing these for at least Arcus/Mori/Jolyon/Sileth, a Thyra is also in progress, I probably should do the other characters that appear in cgs as well

might do them for the rest of the cast eventually

32 Likes

I didn’t think I could love Garath anymore than I do now.

5 Likes

Alright, normally with graphics that are in upcoming patches I just let the patch speak for itself, but since this is a major update to an existing player mug and I want to avoid confusion

so you know how I said I didn’t want any noticeable splices in any of the player mugs

Well turns out because I don’t splice a lot I can’t tell, but Ioan’s mug is actually pretty spliced so

I’m a mf of my word

image
new Ioan, in a 0.1.5 sometime near you

(will probably use old Ioan with a palette swap as a midboss somewhere)

23 Likes

Yaama, striders. It’s been a month! You’re due a patchday, though changes are fairly minor.

v. 0.1.5 Patchnotes
  • Fixed issue leftover from testing where Musain files would gain Onduris journal entries
  • 9A: Thugs in east bulwark now move, pod set to Squad AI; left Thug now has Hatchet instead of Hurlbat
  • 9A: Fixed issue where rout was hard-coded to clear a defeat boss chapter despite no flags being set to make that happen
  • 10A: Fixed flickering in gargoyle summoning events
  • 11A: Fixed Rozelle neutral palette
  • 11A: Turn 4, 6, 8 and 9 reinforcements from northwest of outside now spawn a few tiles east
  • 12A: Hurry-up reinforcement order changed to give less whiplash
  • 9B: Reshuffled enemy formations; replaced SE skirmishers and one mercenary with archers
  • 9B: Kahn fixed in place until recruitment
  • 10B: Made northeast bonesquad reinforcement more passive; resolved squad AI glitch by removing squad AI; repositioned one central myrmidon
  • 10B: Reclassed central squad skirmishers to archers
  • Light +5 Uses
  • Shine +150 Cost
  • Wither -2 Wt, +150 Cost
  • Reference to Musai king corrected
  • High Priests can now correctly Shove
  • Female Warriors can now use longbows
  • Corrected trace mentions of basic weapons being unable to crit
  • Completed supports: Marin/Florent, se’Mori/vi’Shen, Ioan/Seren, Driscoll/Lizaveta (SK), Chester/Cyrille (SK)
  • Minor text fixes
  • Inserted new versions of Grasping Hands and Steel Rose Order (thanks to Stardust Sheep)
  • Stripped out [OpenQuote]s in favour of "s
  • Re-ordered Options options
  • Improved mugs for Ioan, Vicentyr (Levin)

There’s been a slight reshuffle in magic equipment, for consistency’s sake.

9A was still a little too trivial; it’s frankly unrealistic that the little bandit bulwark might actually be taken on from the ‘front’, rather than being a thing it feels good to backstab. Also the weird skirmish glitch has been hammered out. Hopefully. 11A plays very well for the most part, but if you overextended, then reinforcements from a certain place were effectively ambush spawns and could clamp down heavily on your ability to do much of anything, basically fixing you in place (and respawning fast enough it was basically indefinite). A few tiles of breathing room should go a long way.

9B and 10B were slightly too chaotic at the outset. Kahn is now completely still while the in-your-face skeleton squad has been pushed back a bit. 10B also had an issue that I’m pretty sure must have stemmed from a lost save file somewhere along the line; I’m positive I made half the squad stationary, and yet they were not. Anyway, that’s been (re)fixed, to now pin down the sailorsquad less and also avoid the Squad AI attacking-off-phase glitch when sailors blundered in.

Otherwise, it’s mostly just miscellaneous fixes, five more support chains - in the unlikely event my count is accurate, we’re at 36/94 for the whole game - and the new Ioan mug, as well as improvements made to Vicentyr.

Progress report: chapters 15, 16 and 17 are ‘done’, but unpolished. Chapters 17x, 18 and 19 are theoretically playable, but haven’t yet been; about half their writing, collectively, is done. 20/21/22 have basically not been started; 22 will be the last chapter in the next release, finishing off Act 3. Act 4 is like 5-6 chapters. So we’re getting pretty close.

26 Likes

Awesome to hear how it’s coming along. Really excited about this hack.

4 Likes

Good news, Striders. It isn’t patchday yet, but that’s coming, in about a week. And we aren’t talking a ‘fixed AP on a class, +5% luck growth to such and such a unit’ kind of patch. Though that will also happen. But the main thing will be the release of Act 3; that is to say the nine chapters after the route-split, and fourteen new playable characters. We’re hammering out a few things, making sure it sees more than three sets of eyes and using that time to push out a ton of supports. We’ve already done around 35-40, there’s another dozen or so before every A/B route support is done; that’s the minimum, the stretch goal will be more significant post-split units (eg, Arcus/Mori).

FE8 Dream of Five.emulator-3FE8 Dream of Five.emulator-0
FE8 Dream of Five.emulator-1FE8 Dream of Five.emulator-2
I’ll also enable the full support viewer.

It’s hard to put into words the excitement - and the trepidation - I feel at this. The earlier patch was a different kind of terrifying, the reforged versions of old chapters. I was extremely confident they were superior to what had come before, but ‘What if nobody cares?’ was first and foremost in my mind. But now it’s the first time in over a decade that genuinely new Do5 chapters have been made. The story is very close to ending; there’s just six chapters after Act 3. I hope it can live up to expectations, and I greatly look forward to release soon.

37 Likes

For 12 years, people have waited to return to Aukema, as Rena’s journey has stalled out on the promise of a homecoming.

Now, at long last, that part of the story is finally ready to be told.

v 0.2 Patchnotes
  • XP formula changed: promoted PCs gain less XP, promoted enemies give more XP, bosses now give additional XP
  • Reordered Talk above Attack (Support remains underneath Attack)
  • Added ‘support increased’ feedback even when no complete conversation
  • Dracoliches no longer vulnerable to bows
  • New supports: Blixa/Rozelle, Ioan/Eilene, Florent/Jolyon, Marin/Cothiva, Rozelle/Annelise, Baldur/Nari, vi’Shen/Nikita, Jolyon/Meliza, Cathale/Florent, Blixa/Corbeau, Eudira/Gabriel, Jolyon/Marin, Chester/Asher (SK) and 1 from Act 3
  • Sorcha now uses a more on-brand Prf
  • Futzed around with some support values
  • Standardised boss battle music
  • Accidentally removed boss animations being forced, but rolled with it
  • Fix on Asher animation
  • Fix on Lyndra’s mug (thanks to Zane for catching the blink error)
  • Rena and Arcus now shed their armour in times of peace
  • New Drake Knight mapsprite courtesy of SHYUTERz
  • Corrected Steel Bow, Steel Longbow and Wither WEXP growth to 2. Steel descriptions now specify double growth
  • Asher: +1 Skill/Speed
  • Florent: -1 Lv, -1 Str/Spd, -2 Skl, D → C Sword, C → B Lance
  • Marin: -1 Lv, -1 Skl/Spd/Def, C → B Sword, D → C Lance
  • Lyndra: +10% Spd growth, +5% Skl/Def growth
  • Corbeau: +5% HP/Str/Lck growth
  • Nikita: +10% Luck, +5% Spd/Res growth
  • Brill: +10% Str, +5% Skl growth
  • byor’Dal: +10% Def, +5% Res growth
  • Kris: -2 Mt, +1 Wt
  • Flametongue: -2 Mt, +3 Wt
  • Siege tomes: -1 Mt, +10 Hit
  • C3: Overhauled completely; thanks to RW
  • C3: CG updated
  • C6x: Fixed Arcus not being shovable
  • C8x: Garath counts correct number of eyes
  • C14A: Shifted centre chests to flanks
  • C12B: Fixed rout clearing map; removed workaround
  • C14B: Fixed error where nobody outside the mandatory door has a key
  • Act 3: Exists

EDIT: Since one of the things I did apparently forget was to change the dialogue at the start of the Act 2 checkpoint, if you have a save there, just deploy and move Rena anywhere or have her wait to progress to Act 3.

Obviously the main draw of the patch is the nine new chapters in the aftermath of the route split, but there’s also been significant changes to the first half of the game.

Chapter 3 always kind of sucked? Like in the original it was 1-tile-choke snail-shell hell, and I fixed it to be 2-tile-choke snail-shell hell, back when I was basically less ambitious with changes. But it was still the obvious failson of Act 1. I had ideas to knock out some walls, but RW asked me to give her the ROM, so I gave her the ROM, and now C3 is good. Crowe with a longbow instagibbed Asher, though, which was a touch oppressive given the approach and the fact he’s the only healer to that point. Now he has the one point of speed he needed to avoid that, and a point of skill on top of that because it made his stats just look nicer. The cavaliers were a little overtuned, so I did the ‘take away a good level’ move, while bolstering their conspicuously poor ranks.

C14A having three chest zones was a bit of a quarter-eater, and common feedback was that there could be a wait just to schlep the thief around the map. They’re now in two places, but the dracoliches won’t be such a pushover, though still, ideally, won’t be too challenging; will just take a more concerted effort than being bulldozed by Crowe/Franseza.

Experience formulae are tricky, you always kind of have to take the long view with them. Strict Fates XP wasn’t cutting the mustard in a couple of ways; there was a weird blind spot where unpromoted enemies gave more XP than promoted, and boss XP wasn’t a thing at all. Lumi did some things with code, and after a couple of stabs at it we arrived somewhere that works well through Act 3 and should continue to work through the remainder of the game, while leaving the XP curve in the first half of the game basically unchanged (bar bosses giving XP now).

From the perspective of just having beaten Act 2, buffs to Act 2 prepromotes might seem hard to fathom, but those units quickly fall off relative to promoted growth units by even early Act 3 and by the new units who join around that time. I decided to bolster their strengths while leaving their weaknesses intact. Of course, what’s most important is untouched; they’re mid-game power spike units who tail off, and they still tail off, given that their bases are unimpressive for their level in a game where level does actually matter. But this should touch them up enough to make sure they can limp on to endgame, if favoured enough. Eudira misses out; her growths are already strong all-around, bar the obvious missing piece where you just hand her back the Serendipity Ring anyway, and she hasn’t really seen a lot of use given how late she joins so nobody really knows how she fares.

Enjoy.

34 Likes

Love that it’s just a single bullet tacked on at the end. :joy:

It’s amazing to see how fast this is all progressing. I have nothing but admiration for you and the team being able to get so much done

And a custom CG? Come on now.

9 Likes

There’s actually 4 new custom CGs this patch, the one in the post is just the one that isn’t a spoiler given that it’s a redraw of the one we used for our FEE3 video thumbnail : )

17 Likes

I really don’t get the complains about Rena I have read until now, she is broken af. Maybe I just got lucky with her, but she is awesome. Not much as THE GOAt, AKA Kolbane, but almost.

1 Like

The dream is almost complete, eh?
Forgive me for waxing poetic on this, but…
I guess some dreams can come true.

2 Likes

Fire Emblem - Dream of Five07

okay game

Gits and shiggles aside I’m about halfway through Act 3 on my Onduris run and I got one bug to report: Sileth’s staff animation is not playing, even with anims fully on.

3 Likes

As work continues on fine-tuning what’s in the game - I’ll put up a new patch in a few days, with the usual flurry of minor adjustments - I’ve decided to make bad decisions, in the spirit of the Tumblr account we briefly set up many years ago that assured people that, for instance, Nikita could never be recruited; specifically, setting up a Retrospring account. If you have miscellaneous Do5 (or DoW) questions or headcanons or whatever, you can find me there.

10 Likes

Patchday again. A lot of minor changes that should add up to a far smoother Act 1 and Act 3 experience in gameplay.

v. 0.2.1 Patchnotes
  • Corrected error with Menida’s palette
  • Corrected missing death quotes for Odette and Stolypin
  • Old C3 CG will no longer show up in supports sometimes
  • Tricia: +1 Spd
  • Cathale: +1 Str/Skl/Spd, +5% Spd growth
  • Rozelle: +4 HP, +5% HP growth
  • Eudira: +1 Lv, +3 Skl, +2 Spd/Def/Res
  • Seren: +1 Spd/Res
  • Corbeau: -1 Level, +2 Lck
  • Hereward: +1 Str/Skl
  • Thyra: +2 HP/Def, +1 Str/Spd; Ironsoul Stance +1 Mt / -10 Hit
  • Odette: +2 Skl
  • Morwen: +1 Spd
  • Most generics: -1 Def
  • Outlaws (Darkwright generics): -1 HP, corrected some unpaletted male classes to female
  • Soldiers (Act 1 Striders): -1 HP, Def stays same
  • Brigands (Act 3 enemies): +1 Res
  • Wardens: -2 HP, -1 Spd, +1 Res
  • Knights of Aukema (Act 3 enemies): +1 Res
  • Soldier (class): -1 Spd (player units unaffected), +1 Con (including player units)
  • Sentinel: +1 Con
  • Basic effective weapons: Improved across the board
  • Cavalry-effective weapons can now be bought in C12A and C12B, but no longer C15; C15 armoury now stocks silver weapons
  • Corrected error where Heavy Pike only had 16 uses and Scalebreaker had 30
  • Corrected error where Sileth’s staff animation would never play; improved its palette
  • Reavers: +5 Hit
  • Gold Edge: +1 Mt, boons now 3 Def / 10 Lck
  • Luna: +3 Res, +15 Hit, -3 Wt
  • A full set of physical silver weapons will now drop over the course of Act 3
  • C1: Reinforcements moved up by a turn
  • C2: Removed Turn 7 reinforcements; added three guys near Darrick, one of them charging immediately
  • C2: Darrick made less bulky and fast
  • C3: One fighter shunted to the right, given iron axe
  • C3: Rankin demoted to steel sword, his AI / those of his lackeys shifted
  • C4: Ganter: -2 HP, -2 Def
  • C4: Significant changes to enemy layout; mountain removed
  • C6: Added battle quotes for Ioan vs. Garvan, Freelance vs. Soldier (initiation only)
  • C2, 5, 6: Fixed error where generics had recovery AI
  • C8A: Adjustment to map made so that Rena can’t simply walk to the finish line in 2 turns (thanks to RW)
  • C9A: Fixed weird AI patterns in brigand/archer squad
  • C9A: Kolbane and Lizaveta, if wounded, will no longer revive
  • C10/11A: Now flow directly into each other as was probably the original intention (thanks, again, to RW)
  • C8-10B: Farrell game over now has one new CG (other yet to be replaced)
  • C14B: Made it more obvious what’s going on at the start
  • C17: Fixed issue where charging warlocks had Boss AI

Cathale is the second-slowest unpromoted unit in the game; or, she is now. She was equal, but having used her on both my files in Act 3, she was doubled a bit too easily to really maintain her durability lead. She’s basically Oswin-like, falling off to some extent is only natural, but this should allow her to stay relevant for longer. She was also worryingly close to missing some earlygame 2RKOs, which… she should not be, even with iron.

So who is the slowest unpromoted unit in the game? That’s Rozelle, who is also the unpromoted unit with the lowest defence in the game. And the unit with the equal-lowest base defence in the game. In a tie with Leda. Who is a dancer. Who isn’t available on the same route, because that’s Blixa for Musain, who has better base defence. Rozelle also has the most Rating of any non-Jauger unit by level 30 or 35. Rozelle’s weaknesses are few, they’re just crippling. Trying to keep with that flavour and maintaining Gabriel’s relevance while making her a little less… bad, I’ve bumped her HP significantly.

Eudira needed a boost to stay competitive, given in particular that Severin comes immediately afterwards (Menida has also been given a level to stay on par, but with no stat changes). Corbeau was slightly overlevelled for what she offered, and accuracy was a concern. A few Act 3 guys needed slight boosts to remain competitive, as well.


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Do5 is not designed to be an environment where one-rounding is a fait accompli, at least without breaking out the right tools for the job. But enemies were slightly too bulky, particularly against physical weapons; magi were particularly dominant in Act 3. Effectives needed to be buffed, and also there were a few inconsistencies in their statlines. They’ve been hammered out; it’s roughly +1-2 Mt and +5-10 Hit across the board. The Gilded Edge also needed a slight boost to make it more distinct, leaning into it being the earlygame crutch weapon. Luna was pretty useless in Do5, so I made it lighter and gave it a slight Res boost to make sure it did its job as a mage-killer.

The earlygame’s been tightened up a little, enemies generally going down a little easier, Chapter 2 becoming more even, Chapter 3’s end becoming less dicey, and Chapter 4 becoming less of a joke. In general, it’s small tweaks, but ripples make waves in an FE campaign. As ever, we’ll see how it shakes out and go from there.

15 Likes

Careful about what you say about Rozelle, because I’ll go to war for my sweet cinamon roll :rofl: :sparkling_heart:

2 Likes

Completed Act 3 on both routes and now I see where the tag line from the first post comes from. I won’t spoil anything outright for people who haven’t played yet but it’s definitely not a direction you’d expect from typical Fire Emblem games.

Summary

Fire Emblem - Dream of Five02

I didn’t expect this was an Invincible AU either /j

Gameplaywise it’s a strong continuation from Act 2. I appreciate the lull in progression while the game transitions to all silvers and full-promo, especially with a few chapters of tight deployment before ballooning in Ch20 on. I’ve also been getting the hang of differences from GBAFE, such as the support system tweaks. Three little things that stood out that might be bugs:

  1. Is the top-right Swarm mage supposed to move? I was able to deal with her regardless, I just don’t think I’ve seen any other siege units move.
  2. Promoted Arcus didn’t take effective damage from the triple effectives armor in Chapter 21… yes, he was using the sword.
  3. Are ballistas supposed to give 100 EXP?

Act 3 unit reels… again, played Onduris first:
https://imgur.com/a/gE67WI1
https://imgur.com/a/0tCh8dy

2 Likes

Glad you enjoyed! Yeah it looks like I somehow forgot to make Arcus vulnerable to armour-effectives. The ballista XP thing is weirdly emulator-dependent (I was getting almost no XP from them, which meant it didn’t stand out so obviously in testing), but it will be fixed come the next patch, which will come fairly soon. Glad to see some of the lesser-used units have a moment in the spotlight, as well as having someone else in the ‘use different window colour depending on route’ camp.

As for Act 4 progress, two of the six chapters are complete and so is much of the writing for the next two. I intend for the playtesting phase for this act to be unusually in-depth and rigorous, though, because [COMPLETE] is the kind of label that - understandably - brings a lot of eyeballs, and I want to make sure that the first winnable version of Do5 holds up to scrutiny. I remember DoW had a flurry of changes soon after [COMPLETE], and want to avoid that this time around. I’d also like the first public [COMPLETE] to have all supports implemented. Right now we’ve done around half of them. If I had to designate a target, I’d say May/June.

8 Likes

As we head into the final stretch of development, I’m excited to finally reveal the reason for the radio silence over the past few weeks. Myself and the team have been working relentlessly on a massive overhaul to the game, and while it is not quite ready for release yet, we’re sufficiently excited that, with the start of a fresh month, we decided to roll out the patch notes ahead of time, and build some expectation for the update to come.

Unfortunately it was necessary to roll back the v. 0.2 changes, meaning this will no longer contain Act 3, outside the first two chapters. But this sacrifice will be worth it, to ensure the game is in a more timeless and memorable state.

v. 0.1.4 Patchnotes (Tentative)
  • Weapons changed to cleave closer to vanilla numbers
  • New weapons added such as the ‘Machete’ and ‘Katana’
  • Secrets and semi-secrets changed to become more impactful (e.g. Master Seal in ocean tile in 10B)
  • Reversion to vanilla experience formula
  • Reversion to vanilla S-rank bonuses; only one S-rank now available per unit
  • Unpromoted movement decreased
  • Enemy palettes reverting to vanilla ‘pale red’ across the board
  • Mapsprite palettes reverting to vanilla configuration, no longer change with faction
  • Several mapsprites and animations reverted in order to evoke an aesthetic more in line with the ‘classic’ GBAFE house style
  • Healthy amount of profanity added to script, in order to better evoke the feeling of a mature story that is not in thrall to the ‘classic’ GBAFE house style
  • Change of engine to FE7 in order to facilitate Augury coming before chapters, not during

Rena:

  • -3 Skl/Lck, -2 Con, -1 Str/Def
  • -15% Skl, -5% Str, +5% Res growths
  • Gilded Edge nerfed
  • No longer has Convoy
  • Name changed to ‘Renair’

It was felt that, in order to add jeopardy to earlier maps, the lord should be made more fragile and less effective, forcing her to rely on more muscular comrades as she slowly becomes able to defend herself. It was also felt that the name ‘Renair’ was more befitting of her class and status.

Garath:

  • -4 HP, -3 Skl/Lck, -1 Str
  • Growths significantly reduced
  • Greatbow reduced significantly in Mt, Hit, Wt
  • Now fits into conventional hackbox

It was felt that, with the changes to level curve, Garath should be reined in. Accuracy was a particular concern, as his inflicted damage was overly reliable and did not contribute to the sense of jeopardy in the earlygame, which the reshuffle regarded as paramount.

Kolbane:

  • -2 Def, -1 HP/Str/Skl/Lck
  • -5% Str growth
  • Class changed to Mercenary

As mercenary is an extremely popular and classic GBAFE class, it was agreed upon that it felt like an oversight not to add any in the earlygame. His stats were then reduced in order to not risk overshadowing Rena.

Asher:

  • -1 Mag, B → D Staves
  • No longer arrives with Physic
  • Can now use Light magic
  • Now more strongly resembles FEU personality

In order to remain competitive with Lizaveta, it was felt Asher should be able to contribute with chip damage. It was also felt he should have fewer options outside of contributing with chip damage.

Cyrille:

  • Removed

It was felt that, in order to increase focus on the initial trio of units and encourage reliance on them - as well as increasing the ‘Fiana Freeblades’ vibe of an unusual, ragtag starting squad - a conventional, defensive-slanted cavalier should be removed.

Eilene:

  • Can now use lances as well as swords
  • C2 Sheila Village now drops Ivory Ranseur instead of Rapier

It was felt that action was required to ensure that the traditionally weak Pegasus Rider class got its due.

Tricia:

  • Class changed to Merchant (non-combatant)
  • No longer takes a deployment slot
  • Mug changed to reference ‘Katrina’ from Rune Factory 3
  • Name changed to ‘Katrina’ to reference ‘Katrina’ from Rune Factory 3

An advantage of the change of engines is that Tricia no longer needs to fight to bring her utility to bear, and no longer takes a slot.

Cathale:

  • Removed

It was felt that access to a tough and reliable armour knight would undercut the sense of jeopardy in the early chapters.

Crowe:

  • -2 Str/Skl
  • Change in writing direction

It was felt that in order to encourage reliance on Garath and fit with the narrative, his weapon-sharing competitors should be weakened. Furthermore, in order to further enrich the world, the decision has been made to make Crowe more foul-mouthed and to explicitly have committed war crimes.

Driscoll:

  • Base stats reduced, particularly Spd
  • Now wears vest

As above.

Cothiva:

  • Removed

With Asher now covering light magic, Cothiva’s existence was redundant.

Marie, Alexis:

  • Removed; now serve as framing device

In order to fully make use of the exciting Tactician feature in the FE7 engine, Marie and Alexis are now the stand-in player avatar, appearing in a new scene just before the prologue.

Jolyon, Marin and Florent:

  • Now revert to base stats on re-recruitment in C10A

Franseza:

  • Removed

It was felt that, in order to increase the player’s sense of isolation during the separation arc, Seren should be single.

Blixa:

  • Recruitment changed to visiting a yellow-roofed house
  • Name changed to ‘Adrian’

Rozelle:

  • Base stats significantly reduced
  • Renamed to ‘River’
  • Redesigned to more strongly evoke the character ‘Mist’ from Fire Emblem Heroes

Meliza:

  • Staff rank reduced from B → C; starts with Light rank of B

Lyndra, Corbeau, Eudira, Nikita, Brill, byor’Dal

  • Removed

To add a greater sense of value to trained growth units, the Act 2 prepromotes have been excised. To add more male representation, Corbeau’s role in-story has been given to a male Warrior named ‘Cullahan’.

Chapters:
C2:

  • Sorcha no longer appears

C3:

  • Full-map overhaul

In order to give a better sense of the Darkwrights’ fortified position, they now inhabit a castle tileset map full of winding 1-tile width corridors, being shot at constantly by longbows. This also instills in the player a sense of badly wanting to recruit Crowe, after spending a dozen turns being shot at by him.

C4:

  • Giant mountain re-implemented

C6x:

  • Valin/Merri replaced by nameless green unit reinforcements

C8A/C8x:

  • Kolbane and Ioan swap positions
  • Garath no longer has bodyguard in 8x

With Kolbane now a sword infantry, it was felt having him in these sections would be redundant. Removing Garath’s guard in 8x helps add to the sense of jeopardy, while also adding an exciting element to the gameplay based around using precisely the right weapons until you don’t die.

C9A:

  • Now significantly more challenging
  • Blixa now recruited from yellow house instead of talk

With the smaller cast now meaning far fewer units flood the map, C9A is now free to destroy the player with no holds barred. Players are encouraged to attack the map very quickly and decisively, and to not miss an attack at any time.

C10A, C11A

  • Maps now almost entirely grey to reflect gravity of situation

C12A, C12B:

  • Full-map overhaul

These maps were changed in order to fit the rest of the new aesthetic (larger, longer, more convoluted).

C14A:

  • Full-map overhaul

It was felt that the only way to properly add gravity to 14A was to make the map a long 40x36 corridor.

C7B:

  • Weapon triangle house now gives defining Prf to Ioan
  • Terrain on map increased several times over in density

C8B:

  • Boss now am’Roan from 9B, now reclassed to Swordmaster, renamed ‘Marroan’

C9B:

  • Boss now Droon from 8B, renamed ‘Druenin’
  • Boss avoid increased drastically
  • Boss equipped with Kris
  • Vision radius reduced to 2
  • Wren now recruited from initial town
  • Drake reinforcements will now move on arrival
  • Frequent ambush spawns added near boss

In order to add jeopardy to the highly emotionally charged moment of the betrayal and flight from the town, several exciting measures have been taken to increase player engagement and tension.

C10x / C11B:

  • Sidestory requirements now flipped; C10x becomes C11B, 11B becomes 11x

It was felt that the ship travel chapter was more important to the bones of the Onduris arc than the chapter introducing mir’Katal. As reward for unlocking the new 11x, a novel narrative technique has been introduced into the script for the chapter, in which a minor female character is slain so that an attached, more significant male character can feel emotions.

C14B:

  • Several ranks added to south of map

As ever, it’s a pleasure to have such a strong community, and I hope the final version is not too far away and that this incomplete gamestate is not left to linger past its due date. All the best!

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