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

Awesome, thank you for the help. I could probably cook some up if I get everything I would need for it. I’ve seen some other people here in the thread ask some similar things

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Hey Pandan, thank you so much for creating this hack. Im on chapter 15 now and this has been one of my most enjoyable Fire Emblem experiences. Some of the design decision are really smart, like adding more stealable items to make thieves relevant on all maps, and how some of the first tier units specialize in weapons they normally only have access to after promotion(axe merc, bow fighter etc). I also really like the unique unit design that ties into the character’s background, like Onisim’s bulkiness with his pirate past and Gunnar’s res growth because of the experiments.

Im not part of this community and this is my first post on this forum but I’m really glad I found your work. Hopefully there’ll be more in the future and if there’s anyway to support you please let me know.

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Great hack.
Thank you for your fantastic work.
By the way, will chapter 3-3x be included in the game in future?
It seems that the title of chapter 3-3x calls “heart of a Chief”.

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Why tho?? I appreciate the XP

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Also on 4-4, it says if I visit one of the forests near the temple I can get a tome. I’ve checked all the surrounding ones but nothing? Did I miss one?

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The tome is on the lower portion of the map. I forgot the exact tile but that is where i got the tome.

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Just passed chapter 2-3
Really enjoying hte game so far.

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greatest hack/fe game i’ve ever played sad it doesn’t have a sequel

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The tome is (incorrectly) a desert item, meaning non-thieves only have a chance to get it. This will be fixed.

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The best way to support me is to share feedback. Appreciate the kind words and I’m glad you’re enjoying the game!

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This is a glitch with how the unit is defined and should be fixed in the latest version. Do they give a lot of experience?

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Yeah I got a lot!

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Now that i’m a bit further in I actually have some feedback if you are willing to listen.

I’m noticing a significant jump in enemy density/reinforcement starting from the midway point of Part 2 (around the desert maps). Over half of the units i’m deploying are promoted at that point and they get 7-10 exp per kill since the most enemies are around lvl13-15. So i get the feeling that the game is asking me to train some low level units but that pretty much means i have to play defensive and give up on some items like the boots in the queen’s palace defense map, otherwise I’ll just get swarmed and all of my squishy units die in 2-3 rounds. So i’m thinking maybe it’s better to have higher level but less enemies around this part of the game. Less flier reinforcements would also make these few chapters less frustrating and easier to train lower level units. Maybe also larger maps and longer turn limit? but not sure if that’s technically possible.

My other “complaint”(i think i’'m just nitpicking at this point, i’m sorry) is about the bloated roster, it just seems a bit excessive and feels wasteful. There are so many units I just recruit and forget. For example, Otilie and Hollace (i think? the purple/pink hair sword knight), they very much feel like the fat that can be trimmed. They don’t play any part in the story. Their stronger counter part, Esfir and Larisa, can’t die as far as i can tell(I’m actually not sure about Larisa, but it’s really hard to get her killed.) So there’s really no reason for me to ever use Otilie and Hollace. And there’s a few others like that i’ve seen, and i think i’m only about half way to getting all the units.

But yeah, overall still really enjoying your work, so much so it feels i’m doing it a disservice by calling it a “hack”. What i mentioned are just what i would do if i were the one making it, more or less personal opinions. Thanks for reading.

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Thanks for sharing. This echoes my own sentiments on Part 2 currently. I originally designed it assuming the player would rotate units a lot, but the high amount of promotions also makes this section of the game a bit easy / EP oriented. It’s first on my list to adjust so I appreciate your perspective, too. I’ll prob reduce density and push out some of the seals a bit.

The game has a big cast because it’s designed to be iron manned (ie no resets on death). Esfir and Larisa both retreat, but only Storch, Titus, Waluyo, and Ketut are game over units.

I agree that with a big cast, it’s harder to focus on fleshing out each. I intentionally stuck to an ensemble of characters who wouldn’t ‘die’ in story and gave the others limited screentime outside of supports and talks, which most characters (Even those you mentioned) get plenty of.

Otilie exists if you lose Esfir and like training growth units. Hollace is a good unit in his own right and is also a servicable replacement for Larisa (he’s even better on HM). If you’ve been training the former two, I doubt you’ll see much purpose in them, but if you died, then they could be welcome additions to your squad. I don’t expect the player to use every unit, so it helps create replayability and allow for flexibility in your deploys.

It’s def a more old school design choice, but it was very much intentional and one I personally enjoy.

Appreciate all the feedback - please keep it coming.

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Hey, I just reached 4-5 and have been having an absolutely wonderful time, the hack’s really as great as everyone’s saying!

Roster/gameplay experience: I don’t mind the big roster, it feels like the hack’s distinguishing feature, especially since they’re so visually diverse and well-written. Love the feature to be able to read all the Supports outside the game, too. Units may feel redundant gameplay-wise, but playing this in Normal Iron Man playthrough, it felt just right as I lost quite a lot of them (including all my thieves/rogues and most of my fliers during the first two acts) trying to chase all the side objectives. Well, maybe I just sucked, but for me personally the roster also adds a ton future replay value and challenge playthrough possibilities (like a female-only run, bald character only run, spellcaster-only run, etc.) .

I played pretty much perfectly through Act 3 (incidentally my favorite part of the game so far; I really like the composition and dynamics of Waluyo’s group) and early on in Act 4, but the back-to-back FoW maps eventually tripped me up (lost two of my favorite units, Zora and Vangelis, in the defend-the-horse map). The strong and fast Halberd-wielding Wyvern Lords appearing out of the fog in 4-4 was the very first unfair/frustrating map element that I experienced, and the unit you recruited in this chapter (the bald female Bishop) also got very easily doubled to death by everyone here, I lost her the very next turn after she joined (which is a darn shame, I really like her looks!).

Narrative: I enjoy the story a lot, plot-wise it’s not that unique but it’s very well-told and avoid things that tend to annoy me in other hacks’ narrative. I like how the character occasionally talk about things other than the Current Plot, it makes them feel very humane. As an Indonesian, it’s also nice to see a lot of familiar names! A couple of them are a bit off (Sri is typically a very feminine name, almost like a Mary/Sarah, unless used as a honorary title to refer to a nobleman; while Kusuma is a masculine name), but it’s no big deal. Some of my favorite names as here as well; Surya (sun in a poetic sense), Bulan (moon), Dewi (goddess), Indah (gorgeous), Zul, Anisa, etc.

Bug: the only major bug I encountered (sorry if already mentioned/fixed): every time I tried to use Kir’s Toss Axe as a ranged weapon, the attack animation just won’t load up and the game freeze, forcing me to restart the chapter. Other than that, it’s all peachy.

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One thing I’ll note from my current run of the game, that I don’t think has been touched on, is the anti-turtling mechanics. While I like being incentivised, or even forced to advance and take risks rather than turtle, I feel that it happens too often. Nearly every chapter has reasons to push forward and it feels a little tiring to play after a while, especially when you’re already playing proactively and the boss teleports behind you or a bandit pops up right near a village or something. The chicken map in particular ticked me off a bit, the closest eastwards chicken shouldn’t be in danger of getting killed on turn 1. I also think that some of the bosses in Survive chapters should actually be stationary, as they can serve as incentive to reach and defeat before time runs out instead of rushing you and potentially making you miss items you’re already risking yourself trying to get. Some of the npcs are also hard to save before they run off and get killed, like Radoslav and Seruni.

tl;dr: Anti-turtle mechanics are cool but they happen too often or they’re annoying implemented.

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Thanks for sharing. I find that chapters can get stale or be easily cheesed without good anti turtles and made a point to include them in every chapter.

Some are harder than others (like the chickens, or a few of the NPCs), but I also assume the player won’t get all the items, and you can certainly progress without issue if you miss some of the anti turtle rewards (as a side note, VQ was designed so that getting 100% of rewards would be hard, but also unnecessary). Saving all the chickens is meant to be challenging because it is entirely optional.

The tldr is I want the pressure added to make chapters more engaging, so these are working as intended. However, I understand if you don’t like this design choice.

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I actually appreciate that many of the rewards are not that “rewarding.” I’m probably the minority who’s like to cheese just to get perfect completion (gotta save all the horses), but I’m glad that the most you’ll get for saving all the NPCs in a map is just a stat booster - keeps you focused on the main objective.

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You might want to add that you need a US version of the FE8 ROM at Patch Download and Instructions​.

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I will never forget this amazing hack.
Please put chapter 3-3x into the game if possible.

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