marlen
When people make complaints about Marlen:

(ty Laurent for good screen)
Marlen is cool but I prefer Dark Marlen myself
Crazy scenes. A full hack release on my b-day which was yesterday is awesome 
Is there a guide for getting the gaiden chapters?
Can’t wait to try this out
Happy birthday!
The gaiden requirements all require specific units to be alive at diff points in the game, with the exception of one of them.
Click below for more:
Gaiden Requirements
1-7x - Gunnar alive
1-7xx - Gunnar alive
2-1x - Honeydew alive
2-3x - Visit the village
2-5x - Duck and Mango alive
4-1x - Kir alive
4-3x - Lajos and Onderdonk alive
Pfeh, you made it this far, kid. Think you can you handle the weight of bug fixing?
Grats, hack good.
Bug fixing is like a toxin to those whose bodies and minds are unfamiliar with such overwhelming power…
Thanks for the info.
I’ve been looking forward to this for a while now. I can’t wait to try it out!
I coulda said this in the Discord, or even been around to celebrate but I’ve had a crazy couple days with this whole becoming a stay at home dad thing.
But God damn am I proud of you for seeing this through man, even though there have been moments where you probably felt like bashing your head against a wall. It’s been an absolute pleasure to be a part of the project, and I only regret not being able to do more personally for the team. I’m glad I got to get my hands in there and make something of value, however, and I hope my contribution is enjoyed by the community.
Much love, everyone - you’ve done a fantastic job. <3
Is this the one with the strangely switched up dutch weapon names like Boogjacht instead of Jachtboog, and Slagzwaard instead of Zwaardslag?
Well either way this seems like a really cool too. Even the menu’s quite visually pleasing.
Slagzwaard makes more sense then zwaardslag, because slagzwaard is just Dutch for broadsword, while zwaardslag moreso means the act of hitting someone with your sword.
So I just beat part 1, and it’s been a blast so far. So many things have been improved or changed for the better. I enjoyed 7x and 7xx in particular. These were two of my least favorite chapters in the previous version, but now they’re far better.
Especially 7xx. The improvement is incredible. No more fog, the boss’s dickmove is gone (he just plain starts moving instead, which I feel is more fair), the location is actually relevant this time (unlike the generic temple from the old version), the two kids add an extra challenge (speaking of, the item in his inventory broke my heart when I noticed it. Awesome touch), and the new map is far better, with more room to maneuver and no chests to rush to. All in all, way better. My regards.
Anyway, I have a few early glitches to report. Some minor, one major.
- The first boss theme still doesn’t loop properly, it fades away after a couple of loops.
- You can still move forced units in the formation, which is great, but… well, it still breaks chapter 7x. Storch, Gunnar, Bosco and his sister whose name I’m forgetting right now can just be moved to the main group. At this point, I’m not sure if this can be changed, but if it can, please do for this chapter.
- All cavalry except for male lance cavaliers use infantry footstep sounds. Yes, even the standard male paladins, for some reason.
- Alexander does not have blinking frames.
- Bosco’s portrait has a small issue.

Look at his chestplate. Notice how there’s a sort of square of dark green pixels on the left of it? Maybe it’s just me, but it looks rather jarring. Should be an easy fix, though.
- The young versions of Larisa and Storch, the three merchants from chapter 2 and Pawel lack miniportraits.
- Gelt still has a weird palette.

- There’s still a guy in chapter 1-11 with movement range even though he does not ever move.

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After triggering a support, the action menu pops up again. If you press B, instead of the unit waiting, the support plays again. This doesn’t happen with normal conversations, only with supports. Weird.
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Zoya has no battle convo with Gradin. I thought that was weird, but then I had Titus fight him and he didn’t have a convo either. I’m fairly certain they had a conversation in the old version, so I’m not sure what happened here.
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This is the big one: Duck’s old recruitment event hasn’t been removed. If you have someone wait in the corner of the map, the recruitment scene will play and Duck will be recruited, no matter where he is on the map.
A bunch of typos I found. A lot of them are really minor, but I figured I might as well report them anyway.



(Only two dots instead of three. Most insignificant typo ever, but there you go)



(Pretty sure that’s supposed to be “O brother of mine” in this context)



(Wouldn’t “care for her children” sound better in this context?)

(Double “with” here)

(Gradin is never referred to as “Lord Belaro” anywhere else)

(There should be a period at the end of this one)

(Another missing period)

(The “if” shouldn’t be capitalized after the comma)



(That “let’s” does not fit as a response to Alexander’s question)

(This again)



Just a couple of thoughts I'd like to share.
- I like that the merchants from chapter 2 have names and faces now, and that one of them has a talk with Lera. Perhaps they’ll come back later. That’d be neat.
- At first I didn’t understand why there was a Slagzwaard in the armory of chapter 3, but when Owen gave it to Storch at the end of 1-E, I realized that it’s supposed to be foreshadowing for that. Owen has it for sale for an impossibly high prize, but if you keep Larisa alive, he gives it to you for free as thanks. Really nice touch, I love things like this.
- Why is there a scripted battle for Augustym beating up a bandit, but not for him getting shot? It doesn’t make much sense to me. It’d be another opportunity to show the map (so the player will more easily recognize it in 7xx), and it’d make his death a bit more impactful. The scene has overall been improved, but he still goes “aarrgh guh!” and just disappears without the music stopping or anything. It feels weird.
- I really appreciate the changes made to what I dubbed “Stefan recruitments” months ago. Gunnar’s is more clear, and Duck no longer has it, which is good, because Duck being recruited like that made no sense at all.
- The scene at the beginning of chapter 1-11 where Storch tells Esfir the plan is… weird. Titus, Storch and Helga discuss the battle plan, and then there’s this really strange scene where the exact same thing is said to Esfir. There’s nothing to this scene, it’s just a minute of repeating what’s already been discussed. Why does it exist?
All right, that’s all I got for today. I tried not to write a bible this time. Not sure if I’ll make a post for every part, I don’t want to clog the thread. I guess it’ll depend on how much I have to say and how many issues I have to report. Either way, know that I’m absolutely loving this.
Thanks for all of the feedback - glad you are enjoying it! Yeah, I’m pretty happy with the changes to the two gaidens as well.
Appreciate all of the bug call outs. I made most of the fixes you recommended - the support issue I cannot figure out, unfortunately, but it’s been a known issue for a while. I predict some of the strange issues that I don’t have much recourse on are because of the outdated version of the skillsystem I am using.
Wtih regards to starting positions, I agree - when I first built the chapter, they were automatically placed in the smaller group, but for an unknown reason, don’t automatically deploy there. My understanding is that the hack that allows for forced deploys to move around does not enable this to be turned off on a chapter by chapter basis. I’ve debated adding this back in, however, since I assume the player is playing iron man, I’d rather give the player flexibility to low man on the right side to rout as a single group than potentially get softlocked, even if it makes less sense.
I did make an updated patch with feedback I’ve seen here and on the discord over the past few days. Additionally, I’ve buffed Onisim’s magic by +1 (so his base heal is as good as a vulnerary at 15), and gave Larisa some small buffs to her bases so she would be better on hard mode.
This version will be compatible with your existing saves. Take a look here. Labeling it as v1.01 because of the small stat changes.
Quick double post, but I put together a survey to help collate feedback as I look to make improvements and updates.
^^ Please complete if you are interested in helping. Of course, feedback and bugs reported in this thread or discord are welcome, too.
Oh right I completely forgot how stupid the dutch name actually is. Jachtboog still is better than Boogjacht tho
is Marlen’s speed buffed?
Is there a deadline for this survey? I’d like to wait until I finish the game to do it, but I’m not sure how long it’ll take me.
While I’m at it, I have a question: is there any chance we could get a treasure map for the desert chapters? While I’m sure none of the desert treasure is absolutely vital to get, it’d be nice to be able to get them without having Esfir/Otillie/Dreyfus spend 50 turns walking all over the place.
For now, no deadline. Don’t feel rushed. I’ll keep it up for a few months, at least.
Thieves aren’t required to pick up desert treasure - I hated that you needed thieves for 100% chance to get items in vanilla, so now any unit on the right space can pick up the items. I’ll see about putting together a guide.
There is an easy way to get the treasure with any character. Just use this trick I saw on Serenes Forest. It works in any FE game based on FE6 - FE7.
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Soft or hard reset (it doesn’t matter which, as long as the game turns off and resets the RNG state)
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Resume chapter
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View a unit’s portrait with R, exit
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Move onto a treasure tile with a unit
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Hit “wait”
Step 5 does not work if the unit rearranges his inventory, uses an item, or trades with another unit (I think it’s because the secondary RNG advances when you enter those menus, or when the unit’s mugshot comes up). It does work if the unit uses the “drop” command, and presumably other rescue-related commands.
Might work for this game.