[FE8] [Complete] Fire Emblem: Vision Quest (v3 by Pushwall - 1-Oct-22)

I’ve beaten the game! Uncontroversially, I think it was, in fact, very good! I’m going to bury my thoughts under spoilers, because I have a lot of them.

My run was blind, on normal, and - with the exception of 3-P and 3-1 - ironman. Generally, I cleared all side objectives, and stole extensively. I found most of the secrets, though if there’s a way to buy that legendary weapon in an early shop, I never found that.

GAMEPLAY

Act 1

The FE5 influence was strong, here. And the game started strong, too. The Fiana Freebladeness of Storch’s company was not lost on me, and that’s not a negative, given they’re one of the best starting parties in the series. Often, FE earlygames can be a slog, but VQ had interesting and challenging objectives from the off. I had to make use of units who I knew didn’t have long-term futures, persist with units who got stat-screwed, and train a few genuine beasts.

It was a good Act 1 plot. Outlaws roped into taking down a petty local lord, from which point they springboard into a larger plot… it’s straightforward stuff, but it worked well. Broadly, I feel like VQ’s story and writing was entirely serviceable, with a few highlights.

A major strength of VQ was its tightness, and Act 1, unsurprisingly, was tightest of all. Every unit had a place, every map spurred you onwards, and thanks especially to Esfir, there was no shortage of side objectives to snag en route to the objective. 1-9 is my favourite map I’ve ever played in the series. I’m willing to commit to that. It’s tight, forces the player onwards without demanding a dead rush, and made me make full use of my tools; getting all objectives is one of my prouder achievements in FE, I’ll say.

On the whole, I think Act 1 was arguably the high point of the game, which is remarkable for an FE.

Act 2

Act 2 is a bit hazier in my head, but it’s where the cast starts really hitting their stride. It was markedly easier at first, in that sweet spot where units were just starting to promote, but it was a good-feeling part for a dip in difficulty. And it didn’t last forever, of course, as the design reached a point where it could take off the gloves.

My favourite was probably the ‘’‘’‘defence’‘’’ map in the desert, which I took control of with decisive, aggressive movement and secured all additional objectives… albeit at the cost of Helga’s life, my best unit. The fact that the boss has a sidearm so much stronger than his base weapon felt a little cheap, I guess, but if Helga literally had one more HP at the time, I’d probably not even notice.

The logs chapter also stood out, the delicate balance of trying to lug the timber north with my massive unit cap, putting logs on healers that I knew were now very vulnerable, on Cygnus, a guy, on Hokulani with her Saviour, using two thieves with torches to find a path to the boss. I actually had a fog map in DoW where originally you had to escort an immobile green unit who couldn’t die. I changed that because I found it tedious… but somehow, the log map, where you had to do that for six of them, felt really good. Weird. 2-E, by contrast, was a bit of a dud, though I did manage to steal a physic staff for myself.

This is probably the only part where the cast started to feel bloated. Units like Freyja and Menahan just felt largely superfluous. That doesn’t go for every unpromoted joiner in this part of the game - I used Jae for a while, and Hokulani was one of my most useful units - but I felt a couple could have been siphoned off without really losing anything.

Act 3

3 threw me for a loop. I didn’t know a split convoy was happening - hell, I didn’t know it was possible - let alone for as long as it did. My thoughts are a little mixed, but ultimately still very positive. I ended up describing it to someone as ‘what if the Munster Escape sequence didn’t hate you?’, and given that Bald Dashin rocks up in the first chapter and the OP cites 5 as a big influence, I imagine that isn’t a coincidence.

There felt like a significant difficulty spike early in the Act, and very little room for error in a macro sense. I did reluctantly have to reset a couple of times in 3-P, and then, shame of all shames, made… a mid-map savestate in 3-1, when I realised that I’d fucked up and Stina was going to die. So I decided that Surya should die instead, though in the spirit of fairness I didn’t trade off his weapons before throwing him under the bus (well, he had a better chance to survive anyway).

The knock-on effect was fascinating. Suddenly, everything became a whole lot tighter. Not having One More Dude to plug up the line meant the villagers ate shit in Onderdonk’s chapter. Not having his axes meant weapons became even rarer. There was even an experience crunch as a result; by the time of the penultimate chapter, I was even left with deploying Stina and Kusuma stranded at 20/0… though there was an earth seal in the convoy I just hadn’t noticed, apparently.

Ultimately, Radoslav and Seruni, then Zul and Zak, arrived at just the right time to help us limp over the line, and I didn’t actually have to reset or take a death for the rest of the act. In hindsight, it was balanced on a really enjoyable and tight knife-edge… because I took exactly one casualty. I know this isn’t being updated anymore, but I’ll say it anyway; I feel like if, like, Selanne and Jae joined here instead of Act 2, it would have benefited both acts and made Act 3 a lot more ironmannable. And yet my own experience might have been worse. Weird. Alternatively, Batari could have stood to join slightly earlier. She was useful on join, but I don’t see her getting into anyone’s Act 4 team.

I really liked Waluyo’s squad. Packed with horseflesh and bows, with a couple of pivotal high-defence units, demanded a distinct playstyle and significant departure from how StorchSqd played. And of course it helped ensure that the united squad was likely going to be a mix of both. There was a great interaction between their tight-knit nature in-story and the fast-growing support networks in-game. Whereas in Storch’s crew it sometimes became hard to track who I wanted to end up supporting who, for Waluyo’s it all fell neatly into place, and it ensured they often ended up working together during Act 4, a very useful shorthand with so many units. If I needed to deploy 6 people towards a side objective, muscle memory told me that the nomads worked together well.

On the whole, the change of pace was very much welcome. Act 3 adds a lot to the game.

Act 4

The relative weak point of the game… but that’s just relative, and besides, endgame FE often is. It did at times feel like it was difficult to avoid simply being swooped on by multiple enemies from distance, but the core gameplay loop remained intact. It mostly avoided the trappings of endgames; the two final and biggest chapters were also very short - cleared in 9 and 5 turns respectively - and though I took a couple of painful casualties, my combined roster was deep enough to absorb them.

There isn’t really a lot to talk about, in truth. Side objectives were - unavoidably - less relevant now, diluting a strength of the game. My units were almost unstoppable, but enemies had the teeth to stop them, coming in a threatening but not overwhelming or tedious density - though perhaps a few fewer drakes wouldn’t have hurt. Training Sigrid was a really fun hobby, and she became disgustingly powerful, but even she couldn’t take on maps alone. And staves became hugely important, this time for Physic and Restore, not just close-range healing.

In the end, it was a victory lap, but that isn’t a bad thing. The highlight was probably the Zuzana map, snagging all the chests with just Esfir alone, using all the movement tricks and staves I had at that point accumulated to get in just before the doomstack reinforcements - at a time where doomstack reinforcements made story sense - hit my lines.

FE Vision Quest-50
Sigrid got the final kill, with the tome Helga died to get. Vindication… of a sort.

Final turncount: 333.

Overall Takeaway

The word I kept coming back to for VQ was… cozy. Blind ironmanning VQ hit this really comfortable level of difficulty where I could reliably get ‘100%’ completion, but still had to think, and my misplays were often punished. There was a really good consistency; there were maps I didn’t love, but I at least enjoyed them all.

And cozy, though very much intended as a compliment, might undersell it, honestly. VQ’s map design is its undoubted shining point. It was very clear that each one of these maps had undergone a process, there was thought; it took until Act 4 for any maps that I genuinely thought were filler, and filler by VQ standards would not at all look out of place in vanilla games. They didn’t feel gimmicky, they felt crafted with care to promote dynamic and interesting gameplay, with a good level of challenge.

I’ve said a few characters in Act 2 felt superfluous, but it’s honestly pretty incredible that that leaves, like, 55 characters who don’t. You could see very clearly where they fit in, what they could do. I really liked the dynamic of when you have characters who are growth units you don’t plan to use long-term, aren’t particularly strong short-term, but still have to pull their weight - and I got that from a lot of them. For me it was guys like Arckady and Cajon, maybe for someone else it’s Larisa and Stina, but the logistics were fun.

Actually, the logistics were another part of what was fun about the game. The Crime Emblem aspect was fantastic. So much to steal! And so much reason to, as well. Unavoidably that gets a little less impactful in the lategame, but even then I could shake people down for Physics, status staves, the occasional statbooster. The ubiquity of statboosters was curious at first but ultimately did a lot to ensure that I could fix the dice a bit, giving units an edge that I wanted to use long-term to help split them from the pack or at the very least make sure they could keep up.

The story was straightforward, it did its job, and the political situation was clear to understand throughout. What it did very well was the quieter moments. It did successfully sell that Storch’s petty bandit gang stuck together through thick and thin, even as it got swept up into something greater, and that these bonds were ultimately what mattered most. Not every character left a strong impression, but I didn’t dislike any (an achievement in such a cast!), quietly liked most, and then really found myself growing attached to a few; Larisa, Bulan, Stina and Esfir in particular really worked their way into my heart.

The elephant in the room, of course, is the food talk… which I generally like in theory more than execution. I don’t like it at all in most of the mainline FE, and I didn’t love some of the execution in VQ, either, but what VQ did do was understand why food matters, didn’t just use it as an excuse for something to talk about like the weather or what-have you, but as something that did bring people together, does reflect cultural blending. The best was probably Lajos’ sidestory. The comic element of the smell of the curry betraying the town, before the moment of genuine vitriol from Lajos that it was just something new the foreigners would take from his people.

The game looked pretty good and sounded very distinct, though I did feel a couple of the tracks grated a little or were otherwise ill-fitting. Most portraits looked basically fine, but a few looked really good - Esfir’s might have been the best of the lot, but I’m horrifically biased towards her, so. I liked the overall teal theming of the whole thing; many of the players, the status screens, even the enemy battle palettes. Switching to the green interface helped mesh it all really nicely.

I’ll come back to it on Hard someday, and recommend it to friends outside the hacking community in the meantime.

CHARACTERS

Misc

Marlen began and ended the game at level 1. He killed one guy and took one chest in Bosco’s join chapter. I get the feeling he’d be a very good unit if I’d trained him, I was just never inclined to.

Sri, Nazar and Arckady stuck around for a while in Act 1, just as kind of filler in the squad, but were squeezed out when other units showed up. Lajos kept in and around the squad for a while, but drifted out of relevance as other units started to promote. They all made a positive difference.

Their Act 3 equivalents were Cajon, Bald Dashin, Radoslav, Zak and Zul. Couldn’t’ve done it without them… but they were never going to get Earth Sealed, though Cajon did hit 20/–. Bald Dashin ended up being promoted on his sidestory.

Otilie was invaluable on her join chapter, but I probably didn’t need to deploy her in the penultimate Act 1 chapter, and then left her on the bench. Still, she’s obviously necessary. Dreyfus drifted into the role of backup thief after that, and sometimes saw use.

Credit to Cashew for showing up by a ballista and having just enough numbers to be useful bringing down pegasi.

Checking the guide, the only recruitments I missed were Honeydew - maybe she was on the escape staircase in 2-1? - and Zuzana, who I assume I had to fight with Erasmus, since Talk wasn’t showing.

Graveyard

Lera was the first character to die. I initially tried not to give her too much attention, figuring I’d drop her when new magi showed up, but ultimately committed to using her at the start of the fog defence chapter. She, uh, died almost immediately after that, put at the front of the line on a forest before being popped by a wyvern from the darkness. What was worst was that, for whatever reason, she was holding the lockpick at the time. Oops.

Dewi was meant to be my main healer, but was eaten by Storch’s sleep paralysis demons, due to a completely unforced misplay. She picked up one of the kids, and it turned out a myrmidon could move just one tile more than I thought. She got doubled and died to exact damage. She took the Rescue staff with her, painfully.

I resolved to use Zoya, and she died at the start of the very next chapter, Duck cleverly creating a gap in the market for his services by murdering her when I botched the approach to the southern entrance.

Vernon died on his join chapter because I just kind of assumed on vibes that two people wouldn’t kill him. Two people could, in fact, kill him. I mourned the physic staff he was carrying.

The next was easily the most painful. Helga was in the northeast of the, uh, chapter where you get Hokulani. She’d had Afa’s Drops, she was one of my best combatants, her movement was high, she flew… I loved her character, liked her mug. And in the process of grinding through to the northeast, to get Tien to fight the boss, I had to leave her in the boss’ range. I’d calculated it; the boss would hit her and she’d have 10 HP left. Except the boss had a sidearm. With 10 more might. I will never forgive Tien for this. Helga’s loss was hard-felt throughout the entire game, especially late on when I was left with a shortage of viable fliers.

I made an attempt to train Selanne. That ended almost immediately, when a killer-lance soldier on the Hindrawan map gibbed her.

While Helga’s death hurt my soul the most, Surya’s hurt the run the most. I talked more about it in the Act 3 section, because it came to define it. Death by trolley problem. Well, and the misplay leading up to it, of course.

FE Vision Quest-18

I needlessly left Jae exposed to slightly too much heat in Sigrid’s join chapter; her death was unfortunate - she’d just hit her stride, her avoid was good, the odds were in her favour - but still, I could simply have, uh, Not left her out in the open. It was a pity, though; she’d been my last mainstay to promote - those are her stats at the start of Act 4 - and had made very good contributions since doing so.

FE Vision Quest-20

The last death, and another painful one, was Hokulani’s in the Zuzana chapter (again, those are her stats at the beginning of the final act). She’d been a very effective flier, and there was a time when, two levels beneath her sister, she had leads in every stat but 1 luck. Her contributions to the cause were invaluable, and I could trust the sisters to hare off in search of basically any objective. Unfortunately, in the cramped lategame maps, she fell victim to the classic trap - killing too many guys in one enemy phase.

Contributors

These units made significant contributions up until the parties joined, but didn’t make the cut in Act 4.

FE Vision Quest-29
I suspect Vagelis was badly stat-screwed, but able to contribute well despite that. Having bows matters in VQ, and he had a pretty decisive monopoly over them for a while, pulling his considerable weight and performing roles nobody else could. His dominance continued after promotion, but when other units began to promote, too, and he stopped doubling, stopped one-rounding… ultimately, I could not justify bringing him to Act 4, but by then the excellent archers of Waluyo’s squad were available.

FE Vision Quest-30
Natsuko was a genuinely appalling combatant - again, I suspect I got unlucky - but the design of the game meant that just being able to fly was a very useful ability, and she was an invaluable part of the Act 1 squad, making regular appearances all the way into the convoy join. There was absolutely no way she was showing up after that, but hey! She’d done her part, and that feels like a good thing in an earlygame pegasus knight.

FE Vision Quest-31
I meant to replace Onisim with Dewi. Who died. I meant to replace Onisim with a promoted Lera. Who died. Vernon? Died. The fact that he, unlike his competition, steadfastly refused to die was useful, he was a fun character concept, and he pulled his weight for far, far longer than he was ever supposed to. Got an earlyish promotion.

FE Vision Quest-32
Gunnar was just a good, solid all-rounder with exceptional resistance; I think he got a relatively early promotion and saw sporadic use even towards the end of Act 2.

FE Vision Quest-25
A fun unit to train, showing up just as I was struggling to find units to get experience without ramming to 20, so she got to snipe a lot of kills. After promotion, she was a very good unit, but was unfortunately just on the cusp of remaining on the squad; she wasn’t in the best 14, and when the deploy limit slackened, new units had arrived.

Anwen, Timmomen, Lori were all deployed voluntarily towards the end, but I figure there’s no point posting their stats. Anwen, hilariously, was almost one-shot by a warrior with a bow on EP1 of the finale. Which, uh, apparently might have saved the world later on? Or at least Cassius.

Final Squad

Michael was a dancer. So. Yeah. He made the cut. In Cassius’ chapter, a wyvern swept through the darkness and would have one-shot him for exact damage, but missed. I enjoyed his dynamic with Bulan, but Bulan was my favourite character in general.

Four characters were initially left on the doorstep for Act 4, but made the cut towards the end:

FE Vision Quest-70
Not a huge amount to say about Ketut, but I liked her support a lot, and she picked up a B with Anisa, too.

FE Vision Quest-71
I liked Osane, and did a bit to try and grind out her staff XP in a game where monostaves tended to struggle for experience. By the time she promoted, she was a very good fighter, but accuracy issues were… conspicuous - pretty sure she even ate a Secret Book - and then the split happened soon after. Still, no regrets.

FE Vision Quest-72
Bosco was an absolute beast through late Act 1 and early-mid Act 2, but his speed dropped off just as others’ started to accelerate. Going from being the one guy who hits really hard to the guy with conspicuously missing DPS hurts, unsurprisingly. But while he didn’t make the cut of 14, he was a solid lineman in the final two chapters. Got an A support with Osane.

FE Vision Quest-75
It might be a weird thing to specify, but Onderdonk felt like - after Esfir - the second-best… balanced? Unit in the game? Not to suggest he’s average; in fact, I think he’s one of the best units in the game. But the particular way he was indispensable felt perfect. He was very tough, very strong, and entirely able to hare off alone and complete side objectives or be a rock-solid lineman where required, but he wasn’t strong enough to simply trivialise the Act, either. I had to deploy him in the penultimate battle after Lani died; he was beaten comfortably by enemy drakes, but still snagged the two houses. Not that either particularly meant anything by then, but hey! Side objectives.

The rest are ordered roughly in ascending order of usefulness…

FE Vision Quest-59
Didn’t cap Resistance. Trash-tier.

Nah, but Sigrid was a genuine joy to train. Didn’t even take any statboosters besides what ended up being a completely superfluous dracoshield, powerful Prf tome that lasted the entire rest of the game - though with her using other magic where it would still secure kills - killed about twelve men in her join chapter, finished off the rest early in Curry Quest, and was basically unstoppable after promotion. She probably isn’t optimally worth training, but she was really fun to, and I don’t usually bother with Ests. Got an A support with Maelle.

FE Vision Quest-67
I dithered with Maelle. I decided to use her, but she didn’t make the initial cut of 14 in Act 4… but then it became apparent I needed more staves, so she was promoted shuffled back into the pack. She was… well… someone with a staff on a horse, but never anything more than that, really. But she filled a niche I needed filled. She almost died on the final EP action of the game, a berserked warrior doubled her with a longbow, but she managed one dodge. Got an A support with Sigrid.

FE Vision Quest-69
Ms. Scorn was never anything more than a solid lineman, really, but there’s plenty of utility in being a solid lineman. I liked her a lot, so gave her some degree of favouritism; she was never fast enough to reliably double until a couple of pivotal speed levels at the very end, but her skill gimmick was fun, and she never really let me down. Initially didn’t make the cut of 14, but was shuffled back into the pack.

FE Vision Quest-68
I feel like Anisa got stat-screwed, but she got a lot of favouritism through stat-boosters. Probably a weak link in Waluyo’s forces, but everyone has to pull their weight, and she did pull hers. I liked her a lot, so gave her one of the first Act 3 earth seals and kept bringing her to Act 4, by which time her offensive stats were sufficient she could reliably delete units from 2-3 range.

FE Vision Quest-62
A proper Great Knight. Mediocre DPS, but she moved fast and could reliably take hits, unlike many of Waluyo’s squad. Never flashy, but always reliable, and always welcome; so often, I could simply treat a problem as sorted by shoving her in front of it and trusting her to get the job done. Romanced Bulan. The flower was such a sweet touch.

FE Vision Quest-65
I figured we owed Naia, so was determined to use her. I actually really liked that she just drifted into the line; she had that one big connection to Storch, but it was just a coincidence that she wound back in, and was only ever A Guy. She was fine at the start, but really took off later in the game, critting with sickening reliability and basically unable to be hit by anything provided I swapped in 'reavers where needed. Got Afa’s Drops; got her five supports, but not an A with anyone.

FE Vision Quest-63
Kusuma had a nice portrait and steady personality, so I had to use her. She rewarded the faith. Sometimes her undercooked strength denied her kills, sometimes her low constitution stopped her doubling with longbows… but she could get places fast and generally get the job done once there. I think she got Afa’s. Got an A support with Anisa.

FE Vision Quest-57
Titus! Arrived as the first offensive mage I’d had since Lera died, so his niche was secure from the off; Dire Thunder was useful enough that it actually received both my Hammerne casts, and in the space between he was Just fast enough to cut it with other tomes. He was a fun character, with the right blend of comic relief - megalomania that was fun until it became a serious concern - and if a sequel ever does occur, I relish the chance to murder him.

FE Vision Quest-58
Waluyo was able to snag side objectives with ease in Act 3, and while he naturally fell off later on, by then I had enough sky-piercers that he could always find an angle of attack with his 11 threat range, often working in tandem with Kusuma. Obviously had his A with Ketut.

FE Vision Quest-61
The queen! My favourite character in the game, and she backed it up on the battlefield, too, so long as I could maintain her steady diet of Secret Books. Hit resistance in a team of physical attackers, then learned staves just as that became really necessary for Act 4, bullied my dancer and ultimately glued the team together. Gave Stina a flower.

FE Vision Quest-64
Larisa was invaluable early on, and secured her place in my heart by single-handedly holding off the northern reinforcements in, uh, that map where, um, Zoya’s sister chases you. There were times where her offensive capability wasn’t what it might have been, but the Father’s Love was a great Prf for her. I liked her character, and that when her long-awaited A support with Storch rolled around, they didn’t just slip back into a long-dead relationship; reconciliation was the victory.

FE Vision Quest-56
Storch killed 160 people. There is so much blood on his hands. He was underwhelming initially, but when I gave him speedwings, the game took the hint and gave him a bunch of speed levels in a row, from which he became an unstoppable behemoth. My sense of timing was incredible; I made sure to snag the final kill to get him to 20/0 just before ending the map, after which he got his promotion item. From there, he was the nexus of my formation, and along with Larisa could step forward at any time to provide an unbreakable wall.

I liked his character. He gave a lot of Belgariad vibes, like some mixture of Garion and Durnik; a straightforward, direct and honest character to drag the high fantasy and the court drama down to earth, and catch them off-guard.

But he still wasn’t the MVP.

FE Vision Quest-66
Esfir was my favourite of the early characters, and also the best. Vision Quest’s economy was willing to break for me, if I worked for it, so I made sure to work for it. Sure, she’s cranked by a lot of stat boosters, and her strength still fell off, but her combination of Pass and being a rogue ensured that she never left the party. And then she became able to mug staves off people, and suddenly I had all the physic I could ever want for. God, I loved Esfir.

Tier List?

Based off my druthers of how good units are from an efficiency framework, not necessarily how they performed for me. Never even saw Honeydew, and Zuzana, well, she’s probably in that ballpark anyway, assuming she takes all five leadership stars into the party.

Bulan is like a tier too high because tier lists have to have one (1) case of unreasonable favouritism.

13 Likes

Your posts are always so much fun to read.

It’s funny that we had the opposite perception on the maps you mentioned; you really liked the ones I thought had issues. Then again, you seem to have played differently than me, so I suppose that’s to be expected.

I suppose that Storch’s destiny is to commit mass murder and then retire. Quite based.

1 Like

Thanks Vulgard and Parrhesia for detailed reviews. Found myself nodding along.

Haven’t had much time lately, but will follow up with a more detailed response when I do. Feeling validated by Parr’s review since their overall thoughts match the experience I was going for, and the critiques around part 2’s meandering nature + filler units and part 4 being generally weaker mirror my own for the most part.

As for sequel stuff, I wrote about it on the Lengths of Time thread. the TLDR is I have zero time for hacking at the moment and I lost interest in the concept. If I have time to hack and work on a new project as a lead like I did with VQ, I would do something different. Have had a few ideas percolating over the years, but work likes to get in the way.

9 Likes

I managed to clear it.
The difficulty level was easy and I played with the AutoSave Patch added.
Without the AutoSave Patch, I would have died from stress.

I thought the enemy reinforcements and placement were well thought out.
There is a good mix of horse killers and other enemies so that if you go on without thinking, you are sure to get mowed down.

A staircase is set up next to a treasure chest, and suddenly a bandit comes along, takes the treasure, and immediately flees down the staircase.
I would have liked a little more grace in this bandit race.

Units join a lot, but I chose to raise units based on speed and luck.
I am attaching the SAVE data on how I raised which units, so if you want to know, that’s what you should look at.
https://cdn.discordapp.com/attachments/242781622502424578/1100000962355142726/Vision_Quest_v3.emulator.sav

Part 3 was quite difficult because the store was not available at all.
Promoting Cleric did not get me any light magic at all, and the only wand I could get was the first mend I could get.
She ended up being a helpless unit once she ran out of wands at the beginning.

In the last chapter, I didn’t expect the last boss to charge at me when I got into range.
Why is it Baron when he is the emperor?
I was also a little disappointed that the background music in the last chapter was the same as the other chapters and didn’t feel very special.

As for the map gimmick, the MapID 0xE Future Sight trick was interesting.
It’s very nice that it’s easy to just clear, but difficult to achieve perfection.
FE, like MegaMan, is a game that kills greedy people, so greedy players will have a very hard time.

6 Likes

Hi! I wanted to ask a question about a certain feature of Vision Quest I was curious about! (FYI, beat this game 3 times and enjoyed it every single time! I’m sure I’ll post a full review about it at some point!)

Spoilers for Part 4

When both parties join back together, how did you manage to combine both supplies together? How’d you even split the supplies to 2 different ones? And how did you decide Storch’s party to only have 150 slots for items, and only 50 for Waluyo’s team? I’m very curious!

Thanks for answering!

Thanks for playing – glad to hear you enjoyed it.

This was done using Tequila’s convoy hack. The code allows you to partition the convoy into a few spots (which you can set in the chapter data table) which can then be merged at a set point. This is also what allows for “item combine” too.

Hope that helps – recommend combing through Tequila’s ASM thread to find it

HERE is the link

2 Likes

I don’t know if this is a glitch or a feature but:



vagelis just randomly learned two skills

1 Like

Desperation is a glitch, fiery blood is not.

Have had a few instances of this over the years, but they’ve been hard to reproduce – units randomly acquiring skills that they shouldn’t be able to get.

Friday’s a little slow so I figured I’d provide a few detailed replies here as promised:

Always funny to see what aspects of the game gain a reputation (good or bad). Glad you felt otherwise and that the game was to your liking.

Yeah, these 2 maps are definitely in the bottom 10 for me, so not surprised you didn’t like them. Almost all the worst maps are in parts 2 and 4.

Yeah this is working as intended. I like ensuring the player has an “out” to progress in harder maps. I tried to make side objectives feel like side objectives versus requirements, and I’m glad to see it at work here. This map in general is probably too tough if you try to get everything, so no shame in trying a quick clear.

I intentionally broke out the value this way so that you didn’t feel obliged to get all of them. If you miss one excellent stealable, you’re out of luck. At least here you can grab a few smaller ones and be more thoughtful about what you take and when. I agree I probably didn’t put enough worthwhile items in the shops, but a lot of the money that’s given to you was not expected to make its way into your pocket. My thinking on FE economy’s changed a bit since I made this.

You nailed it. and yes, I agree.

Honestly, working as intended. I didn’t expect the player to use every unit all the way, and if it’s a struggle to choose who to bring, I consider that a W. The idea on splitting into 3 armies would’ve been interesting, but I don’t think I could’ve pulled it off.

Yeah when I built a lot of the maps, I tried to solve the problem of mounts always being dominant. I attempted to solve this in a few small ways, but the biggest one was making maps smaller and more packed than vanilla. 3-3x came a lot later in development and I built it as a wide open map intentionally to see how I could design something like that. I’ve gotten more comfortable figuring out how to balance classes, so my approach here would be different if I was working on this today.

He’s largely there for justification to make part 3, but I always viewed him as “what if Storch was brought up in a context more like Titus?” when it came to his character.

As for sequel stuff, the sequel didn’t come until well after the game was complete (ie I didn’t intend to write a sequel until people told me they were expecting one). My general belief is that not all stories need tidy endings, and the main, immediate threat is resolved, but there isn’t much need to go deeper. I think this is one of the reasons I struggled w/ LoT, because I didn’t care to resolve plot threads I intentionally left hanging here. You don’t necessarily need to see Horvath and Titus get a comeuppance later, you can see where things are going and speculate from there - the main part is done. But I get how this may not jive with everyone. I’ve written more about this up in the thread somewhere if you ever care to read more on my feelings here, since this comes up a lot.

Yeah act 1 is the best. The story was originally conceived as just the first part, and being the opener, it got the most playtesting and reworking over time since so many people played it over the years. Everything that came after was done in a much more off the cuff way, and while I was able to make it work, the overall quality (especially narrative) suffered for it.

FE5’s opening chapter was def a big inspiration for VQ’s opener, and what you shared on needing to use all the units was what I was hoping to achieve – I hate how easy it is in vanilla to ignore units entirely and still get everything you need while powerleveling a few. While I’m sure it’s possible here, it’s certainly harder, and playing blind ironman likely makes such strategies feel untenable.

Another piece of the early design that I like to share is that the growths are inherently coin-flippy. I would’ve gone crazy if the stats led to the same outcome all the time, so by having units that could break out and become studs or wither and get benched early helped keep me sane during testing, but also opened up slots for later units to fill in if your early units didn’t pan out. I generally like to play using who the RNG tells me too with growths, and so I’m glad to hear this was similar to your experience.

Yeah my intent originally was that I assumed players will be rotating units around and experimenting, so the level curve was flatter. However, turns out people end up committing to a single party, so the chapters become a bit easy.

Part 2 has some of my personal favorite moments, yet as a package, is a patchwork of ideas and changes. It wasn’t well-planned, has a hazy narrative arc that looks weak especially when compared to how clear act 1 is. Part of the reason act 3 exists is because I needed a break from writing Storch and wanted to start “fresh” without delaying this project.

I feel bad you missed 2-1x and Honeydew, since it’s the most ‘controversial’ map in the game according to the v1 release survey – it had the highest ratings of favorite and least favorite map (6 fave, 6 least fave out of ~75 responses total).

Part 2 is the one act I considered reworking from scratch to make it cleaner. There were a few rough re-drafts, but ultimately I decided it wasn’t worth doing because I didn’t want to mess up the balance of the rest of the game, since none of it was outright bad, and the good parts were strong.

Freyja’s forgettable, but she has a few niches I’ve seen people (namely Scraiza) figure out over the years. Her good speed means that with a quick promo she can double with bows, which is nice in the following chapter and through the first half of part 2. I’ve taken her deep a few times, but she ends up being most useful right around the time she joins w/ an early promo.

The “Lori Suck Squad” (as they’re affectionately known by the hack’s biggest fans) of Menahan, Jae, and Selanne were pretty late adds when Snek built the EMS extension to enable 62 units, and I wanted more iron man filler, so I’m not surprised they feel like filler - they are. Cygnus, Rakkaus, and Maelle are also in this bucket of late adds to the end of part 2 (the maps they join in were added well after the game was done iirc), but they don’t feel as fillery since their skillsets are a little more unique.

You are correct here. Since I learned a lot from building the original parts 1 + 2 (which was like a total of 20+ chapters), I wanted to see what I could do from scratch now that I understood FE better. Part 3 is my favorite part of the game to replay. The writing is intentionally light because I was tired of writing by the end of part 2 and just wanted to make maps.\

Neat to hear about your experience ironmanning this part, and the note on Selanne/Jae joining here makes sense. This part used to not have a convoy at all (in fact it was Tequila who built the convoy combine and split convoy tech to allow for preps at all in this section of the game), so you can see why player units may be a bit more limited here given how it played when it was first built.

Basically sums up my feelings on part 4. The most fun for me is figuring out who to field after the armies merge. Most of these maps rank among the worst in the game. I dislike late game maps and my goal was to make it feel more like mid-game with odd objectives and setups versus meat grinders like you see in vanilla. I was also recording my run of souls of the forest at the time, which influenced how I approached enemy design in a few places.

The ending was definitely meant to be a victory lap though. There’s no incentive to not go all out and use your best stuff, so I’d rather make it easy for a player who got that far to cruise to victory than hit a stone wall after so much investment. Some say it’s anti-climactic, but I don’t think the finale of an FE game needs to be the hardest part.

I appreciate that, and you nailed the general goal. Easy to get through, hard to get through with all of the loot, and you can’t fall asleep at the wheel and expect to emerge unscathed.

4-2, 4-3, 2-3, 2-3x, 2-4 are probably the maps I’d be most inclined to rework, but I agree that while they may be among the worst in this game, I can proudly say they would be far from it in most others.

Yeah this is important – some units are going to be great for just a bit, and that’s fine. I like this dynamic and glad it came through for you.

It’s funny because I never really played the game this way. I know there’s stuff you can do by getting Esfir to steal+ in part 1, but I rarely bothered. It’s nice that there’s the game within a game and that it helps show how you can make thieves good.

Glad to hear. I agree, the plot existed to serve the characters, as no one would care about what’s happening if we didn’t care about who it was happening to. I probably spent too much time on Storch and co. and should’ve spent more time with Titus, but by the time this emerged as a problem it was late. You may not notice til the middle parts of part 4 that Storch doesn’t appear in a few plot-moving scenes. He kind of became a drag for me to write, much like how being there was a drag for him.

Bolded for emphasis. Preach. It’s such a good way to do worldbuilding. Food is epic. I’m glad you enjoyed the curry gaiden, I had fun writing it.

Overall, glad you had a good time and appreciate the detailed feedback.

It’s always neat to look back and see that people still care about and play this almost 3 years after its initial complete release. As a public project, VQ turns 5 next week.

The time flies, chief.

7 Likes

I found that map surprisingly hard. And by “surprisingly” I mean “I don’t think any other map until that point is as difficult.”

The shock of it has made me confused as to whether I actually liked it or not. I think the very concept is funny, and the execution makes the map rather challenging. I have a painful memory of Sri missing something like a 90+ hit and someone dying because of it, on the penultimate turn.

I guess the bottom line is that I feel like the map exists outside the difficulty curve? I expect it would be even harder on Hard Mode. It’s possible I’d find it easier on a replay, but I did spend plenty of time trying to finish the map while keeping all chickens alive.

If I recall, I trained and used Cashew from the moment he joined until the end of Act 2. I also used Tien full-time and he ended up awesome. I also had Naia on my final team. So, all things considered, Act 2 was quite influential in regard to my team composition.

My main issue with them is not so much with them as units as it is with the fact you simply don’t have much time to use them at all. They join just before Act 2 ends, they don’t exist in Act 3, and in Act 4, you likely have enough units better than them to fill all deployment slots. At least in my case, almost every Act 3 unit at the start of Act 4 would’ve been better than these three.

I might take it back when I do an ironman and a bunch of people die, but speaking from my experience until now, that’s what I think.

I mean, it’s very good! A hack can be 10 years old and still be worth playing (like a certain hack we all know). I think VQ will be such a hack, although for different reasons.

6 Likes

Discussion on an old hack’s excellent gameplay but lackluster story eventing is still discussion.

2 Likes

Is there a casual mode for it i heard there was but i didnt see it so i didnt know if i had the right version

You heard wrong because there’s no casual mode here. You can’t not lose people but in such cases, replacements are plentiful.

You should be able to enable casual mode by adding it from febuilder’s patches menu. However, this is untested, so I can’t say if it works flawlessly with VQ, as the game was not built with casual mode in mind.

FEVQ Review: By MegaCowsamMan
(Warning: Its long)

Hello Pandan! So I got finished with my third run of FE: Vision Quest about 2 or 3 months ago and, wow! What an incredible experience that was! It really shows how much effort you and the team put in to create such a unique but also familiar experience. Not much in terms of ground-breaking never before seen ASM hacks or anything like that, just a well thought out, polished experience!

Alright, let’s sort my thoughts out:

Story

The story was very solid and very memorable. Part 1’s story about basically being a pack of bandits trying to survive the harsh taxes put in place, I enjoyed it immensely!

Part 2’s story was pretty good too! traveling around different parts of the VQ World was very enjoyable! Great worldbuilding!

Part 3 was an interesting change of pace, looking at the perspective of a nomad trying to escape the grasps of a deadly villain! Pretty enjoyable, though, its a bit rough, and a bit stretched out IMO.

Part 4’s where it got a bit iffy for me, I really enjoyed the arc with Eresmus and Sigrid. But when it got to the parts with Storch and Titus, it got a bit drawn out IMO. Especially the conversation between Storch and Cassius, boy that was a long one. Not sure if you would make more any changes to VQ, since its marked Complete, but if you were, I’d suggest trimming it down JUST a bit. The ending bit with Festan and his guardian (can’t remember his name) right before I let 'em have it was very interesting!

And of course, the talk of food was always enjoyable for me!

Overall, the story you wanted to tell was very solid and one of my favorites of any romhack I’ve played!

Characters

Characters (personality wise), were very well written here too! Some favorites for me were Helga, Marlen, Cajon, Honeydew, Kir, Osane, Esfir, Bromhilda, Alexander, and especially Onisim!

Gameplay

Gameplay was very, and I mean VERY well done! Absolutely splendid work you and the playtesters did here! Everything feels tight and fare (and didn’t make me to toss my controller across the room), I played on normal mode twice, and hard mode once, hard mode was a bit much for me in terms of difficulty, but I still had a good time nevertheless!

Part 1 was very enjoyable almost the way through for me! some stand outs were 1-5, 1-9, and 1-11!

And 1-7xx’s my favorite in th3e entire game! Very fun map structure, good enemy placements, very fun boss(es), very nice palettes, and stellar map theme!
Best map in VQ!

But, there were a few questionable chapters for my tastes, those being:

1-6. IMO, the weakest map of part 1. A tightly nit fog of war map full of annoying Mercs, hard-hitting Shamans, and don’t get my started on those Wyvern reinforcements! Frustrating, but not terrible!

1-7. Just wasn’t a fan of its structure is all. Seemed a bit too big. I’d make it a tile shorter or two. Not too much to say really.

1-10. I don’t know HOW you can retrieve ALL of the chests AND recruit Honeydew WITHOUT letting one of your units die. Trust me, I’ve tried.

Part 2 was my favorite part for me! Enjoyed almost every single chapter there! Few standout were 2-2, 2-3x, 2-5, 2-5x, and 2-E!
With my favorite being chapter 2-7!

But really, the one I didn’t like:

2-3.
map bad

In seriousness, it was just frustrating to no end! Too many enemies, too many items are hard to get due to the buff reinforcements at the top left, and don’t get my started by the surprisingly bad recruit you get in Vernon, but we’ll get to him later. Really, IMO, the worst chapter in VQ. (sorry)

Part 3 started out strong, then weakened a bit right after 3-3 or so, very fun to play though! My favorite being, well, 3-3! And my least favorite being 3-5.

Part 4. IMO, is the weakest of the parts. Yes, almost all FE games’ overall quality wain around the end of the game (save FE6 and FE10), but for VQ, I feel their is 2 reasons why its the weakest:

1: Bigger maps.
I know its almost a requirement to have massive maps spanning across tiles and tiles, but seriously, they didn’t have to be THIS big! At least, these big back-to-back back-to-back! Just found myself drained by the end of every chapter!

2: Questionable anti-turtle use.
I felt like almost every anti-turtle incentive was just a turn too early for my taste. It was very tough to save the villager chief in 4-3x, tough to save the village in 4-4, and VERY tough to save at least one horse in 4-3.

But all thats just me. Now, back to what I was saying:

My favorites were 4-1x, 4-4, and 4-6. With 4-4 being my second favorite chapter in the game! Ones I dislike are 4-2, 4-3, and 4-3x. With 4-3 being one of the worst chapters in the game.

Overall, very solid and very, very fun!

Units

Characters (gameplay wise) were very good throughout the game. Most felt very well-balanced, and fun to use!

Some favorites were Arcady, Larisa, Onisim, Nazar, Sri, Gunnar, Zoya, Hollace, Mango, Surya, Kir (I like knights), Stina, Onderdonk, Jae, Rakkaus, Erasmus, and Bosco!

There were a few rotten eggs in the basket though. Those being Lera, Marlen, Otilie, Lajos, Freyja Hokulani, Sigrid, Zuzana, Selanne. Vernon, IMO, is the worst unit in the game…

And that leads too a nitpick I have: The pre-promotes are too underpowered. Except Waluyo, Rakkaus, Onderdonk, Erasmus, and maybe Timmonen. IMO, everyone else felt too frail and slow to have a slot in my army. Especially Vernon, feeling too weak and fragile to add to my team at ANY time. I’d suggest you’d give him a point of speed or two.

But! But but but! It was great overall!

Graphics

This game, how it looks great! The portraits blend together so well, giving VQ a very unified look!
Congrats to all of the artists who’s creativity brought these lovable characters to life!

Map tiles and palettes look very nice and clean, and fit the vibe of this hack very well. Especially the village tilesets, those look awesome!

Battle sprites, map sprites, battle palettes, the status screen background, all if it looks very, as I said, unified! Most graphics have a sort of teal-y green, with plenty of greys and navy blues. Excellent job to all of the artists of this game!

Music

Ok, one of the best parts of VQ, and that I always find myself going back to is the music. Almost ALL tracks sound soooo good here! They blend together and don’t feel out of place against one another! Lots of Electric Pianos, Recorders, and Choir Aahs are used in the soundtrack and you inspired me to use them in my own music creations!

My favorites are Corridors Of Time, Star Fox Map Screen, Attack FE7 (Wow thats a good remix!), Restoring Breakfast Pandan, Wumba’s Wigwam Banjo Tooie, Mission Street SA2B, Jungle Wonder Boy 3, ok seriously, I could go on forever! Seriously, great work!

Also, Kens Theme from SF2…Thats like, one of my favorite music of all time!

Final Team

This team was taken from my third hard mode run.

Storch:


Turned out very good right at his promotion to be honest. A vital part of the team in terms of tanking hits and one-shotting enemies.


Titus…Titus Titus Titus! Out of all of my runs, he was the most consistent in terms of performance. And he was amazing everytime! having complete control of the magic triangle is pretty key in VQ IMO. And having Stave utility is a very nice touch!
Also, he got pretty fast. :sunglasses:


A very solid pre-promote lord with Bows and Axes was alot of fun to mess around with! Very vital with the final chapter, sniping away across the walls.


Definately one of the better units of VQ. Was very good at his job early game chipping away at the tougher enemies. Which is something I can’t say about 95% of other early game archers.


On the otherside of the spectrum, we have Lera. On all of my runs, she seems to struggle alot getting off the ground. Especially during the midgame. Had to heavily rely on her early support with Merlen.


Marlen was pretty weak too. Capped strength is nice, but that defense made him pretty hard to work with. Good thing he had Canto or he wouldn’t of made the final team thats for sure!


Gunnar was a nice suprise and very useful during earlygame. A great mage killer if you ask me! Though I do find his innate skill a bit pointless being a mercenary an all.


A solid unit everytime she’s used. Struggles a bit on the offensive side, but I got pretty lucky this run. Very good unit overall.


Struggles ALOT during the mid-game, but most of his problems were mended with his promo. Very top heavy, but serves his job well!


Got a bit unlucky with him on this run, and perhaps one of the hardest units to train IMO. A good canitdate to early promote perhaps.


Died on my first run, but was determined to use him in the next two, and he sure delivered for me. Plus I like his design. Like the purple armor!


Capped speed pretty quickly and quickly became one of my better units on my runs. Pretty top heavy, good innate skill, good portrait, good personality. Yeah, she’s great!


A very interesting unit really. Joined in a time where your mercenaries hit their stride a chapter or two ago. At least in my experience. Also, capped strength, thats pretty good!


Ok, I don’t know whats up with Halberdiers in this game, but their some of your best units in the game. Seriously. Joins a bit late but makes his place in the team pretty quickly for me. Excellent unit!


He’s top heavy, and he works with it. One of my better units in my latest run. Since Nasar got stinky level ups in speed. Filled his role well, and deserved the final blow on the final boss!


Pretty solid unit overall. Not the best healer in the cast (I.e, Onisim), but a solid one overall. Pretty fragile, but the innate support with Waluyo helped a bit!


Didn’t get the best level ups with Kusuma, but she made her place with her A Storch support. The maxed skill was pretty good for her since her damage output was a bit lacking.


One of the better units on this run for sure! She perfomed her job veeeery well! Snipping behind the knights. Very good indeed!


…And my third Forrest Knight, being Seruni. She was a bit hard to get off the ground, but when she started doubling, she didn’t disapoint!


Zuljalal was a powerful asset starting part 4. Hitting hard and long! And tanking a few hits or two! A welcome addition to the team!

An honorable mention:


A solid and powerful unit all the way through, but didn’t QUITE make it around the end of the game. Dodgetanking wasn’t much of value around the end, but she did her job. Shame she didn’t make it to the final chapter.

Conclusion

FE Vision Quest is an achievement. An achievement earned. Earned through vigorous testing, tweaking, writing, discussion, and feedback. All done with a passion, a passion for this anime sword fighting, tactical JPRG game series we all enjoy as a community.

Pandan and Friends, thank you.

Also, congrats on 50k downloads! Hope the rest of 'em enjoy this hack as much as I do.

Alright, see ya!

-MegaCowsamMan

4 Likes

Glad you had fun, thanks for the review and giving the hack a look,

also wow we hit 50K that’s wild.

thanks all for the support, really appreciate it.

5 Likes

This was one of the first hacks I ever played, and the first I finished, back in 2021. I have really good memories playing it. Aside from the gameplay or the story (the first arc was an absolute peak), the characters and their personalities won me over, and the fact that some of them have special gaidens was a brilliant idea.
Until this day, Vision Quest has been the FE hack that I most enjoyed playing, and I had played many others since then.

3 Likes

I just started playing this game recently, and I think it’s great so far. Although, I had some issues with 1-3. I’m aware of the bug, but when I skipped the dialogue at the end, the game still crashed. Is anyone also having this issue or know of a different way to possibly bypass it?

Thanks.

Disregard, I got it working by resetting the emulator.

1 Like

Playing the most recent update (v3) and Natsuko won’t level up past level 10. Looking for a fix.

Are you going to make vision quest 2?

1 Like