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

Hi guys! One question, where can I get tier S weapons? I got the bow in chapter 2 luckily but I don’t know where the others are.

S rank locations

you get Slagzwaard at the end of part 1, the axe in the chapter you get the blonde paladin chick in a lake (use a flying unit), S rank light tome from having Tien fight Kosuke, and the other ones I can’t recall off the top of my head tbh lol

If you visit houses, Anna might show up and give you hints

Alright I will keep it in mind. Thanks bro!

“Salamander” aka Life Force in the US was a super popular arcade and NES title so I immediately recognized the music on 3-1 and it was awesome. BTW i absolutely loved all of chapter 3. It was a great change of pace and I ended up really liking some of the new units.

Unfortunately I missed out on recruiting Kir and it made some of the early maps pretty tough!

Now that I see the power and might of Steal+ I’m starting another run to see how early I can get Esfer promoted and up to lv 5. It’s a game changer :flushed:

4 Likes

Hey Pandan, what program did you use to rip midis from old games?

I mostly found them around different websites, I don’t recall ever needing to rip anything myself.

I’ve used VGMtrans w/ mixed success, others in the music channel on FEU may be better able to guide you here should you want to rip tunes yourself.

3 Likes

Well shoot I got Esfer Steal+ by the end of 1-10 without too much effort, but her low CON means she can’t really do much with it. There’s a couple staves I’m gonna try to yoink on 1-11 but without a body ring she can’t even steal a longbow or a steel sword.

I can’t remember when the first body ring becomes available (2-3 maybe?) but I’m looking forward to it. Cant wait to steal some yabusames and long bows.

Got 2 sleep staves and 2 physic staves in 1-11. Esfer is the damn MVP. Cant wait to see what else I can snatch up in part 2.

1 Like

I made a slight error giving Esfer both part 2 body rings; I should have given 1 to Dreyfus and 1 to Esfer so they would have 13 and 10 CON respectively. A lot of good weapon steals requires 13 CON like hand axes, swordslayers, and halberds. But I got 2 more body rings early on in Ch. 4 and by now (4-5) there are plenty of silver weapons to steal.I also stole about 8 rapiers :sunglasses: which are always great weapons in FE.

That said, it’s the staves I’m loving. I have more sleep/zerk/silence/physic staves than I know what to do with. Before Steal+ these were all “too good to use” items for me personally.

I’ve put over 100hrs into this hack over a few runs and it’s still a blast. Thanks so much for making it! Sorry to see the sequel discontinued but thankful for this incredible hack.

3 Likes

@Pushwall deserves all credit for the below.

Happy to announce a surprise v3 update to Vision Quest, available at this link and in the OP.

The current release of VQ from last year has a number of bugs and minor issues that I never got around to addressing. This not only fixes them, but also adds a lot of new custom animations (see credits in changelog)

There were also minor balance changes made (sorry, this is not “Project Quest”), but the original spirit and intent of the game is in tact. It should play similarly to the Vision Quest you’ve enjoyed for the past 2+ years in its [complete] state.

It’s a final polish patch and ties a bow on Vision Quest that should make the game look and run better than ever.

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You can view the changelog on dropbox, and here.

Changelog

General gameplay changes/fixes:

  • Fenrir, Arcfire and Swordslayer no longer have 5 crit.
  • Destroyed villages can no longer be visited.
  • Great Chief (Waluyo) now has the same terrain data as Forrest Knights (can cross rivers).
  • Generic sword scouts have had their bulk growths gutted (hp 90 → 75, def 25 → 10, res 35 → 10). These guys were much tankier than cavs, even when disregarding their resistance to being doubled.
  • Generic promoted armour classes have had their speed growths gutted (general 15 → 5, great knight 25 → 10). These guys get enough speed from their class and unit bases already.
  • Fixed certain characters being able to equip personal weapons that didn’t belong to them.
  • Ketut is no longer a game over unit. Waluyo is still unable to achieve an A support with anyone else even if she “dies”. To achieve this, his support growths had to be tweaked; his C supports (the most important in gameplay) unlock at the same time they normally did, but his B supports now take a few more chapters to unlock than before.

General transparency changes:

  • Corrected Steal+'s description to reflect the actual behaviour of the skill: you can steal things that weigh less than OR equal to your Con, not only less like the original description said.
  • Shamshir and Wo Dao now mention in their description that Storch can use them.
  • Updated objective displays for consistency. Status screen will now always display the time limit if there is one.
  • Finding one of the hidden S rank weapons now triggers a pointless monologue. Stop assuming these weapons are bugs. Please.
  • Fake Slagzwaard is now twice as expensive. Stop theorizing how to afford it. Please.

General stability fixes:

  • Fixed various game over events (mostly time limits) that used an incorrect game over call that would crash the game upon restarting the chapter.
  • Fixed various freezes that could result from blocking the spawns of units who talk in cutscenes, usually recruitable units or bosses (they can no longer be blocked).
  • Fixed game freezing when unpromoted Kir uses the Toss Axe at range.

General aesthetic changes/fixes:

  • Removed a bunch of unnecessary and jarring fades to black/fades to map during dialogue, reinforcement spawns, and chapter intros/outros.
  • Fixed text spillage in the guide.
  • Fixed various maps not having animated rivers.
  • Fixed some missing outline on Onisim’s mug.
  • Fixed some rogue pixels in the blink/talk frames of Borst, Dreyfus, Michael and Javora.
  • Sword Scouts, Bow Fighters, Pirates and female generics now have appropriate class cards.
  • Morke and Cornhusker now have sacred weapon flashes.
  • Vaspasian, promoted Arckady, generic female bow scouts/paladins/monks, and supply tents all no longer have “vanilla” palettes.
  • Fixed inconsistency between male/female palettes for generic Soldiers. They now both look like the female (grey armour, teal hair/clothes/trim/weapon)
  • Fixed corner palette display with female paladins.
  • Fixed promoted Arckady’s palette.
  • Replaced various map sprites that used RAM inefficiently with more efficient ones, to make it far less likely that RAM overflow will occur in part 4 preps.
  • Tweaked numerous playable character mugs to use their smiling or non-smiling frames in UI (e.g. stat screen, trade screen) based on their personality instead of seemingly being decided at random (and in some cases being inconsistent between different screens). Vagelis no longer smiles in UI for instance, and Ruslan who used to smile in every screen except the stat screen now smiles there too.
  • Fixed animation glitches that could occur when using the Toss Axe or Kasuyu at melee range.
  • Fixed movement sounds for mounted units.
  • Endings are now ordered vanilla style (recruitment order but with the lords at the end) instead of being ordered arbitrarily.
  • Fixed Timmonen missing his solo ending.
  • Updated animations for female mercenaries and female snipers for consistency with the male ones.
  • Fixed various character-specific boss dialogues that had lower priority than the generic boss dialogues.
  • Fixed Bow Fighter, Bow Scout and Halberdier missing unarmed animations.
  • Great Chief (Waluyo) has a new animation courtesy of Levin64, and map sprite courtesy of Levin64 and Pushwall. In addition to being more representative of his portrait, the animation also lacks the jankiness and glitchiness of the old one.
  • Changed a few unit palettes whose colour schemes were very different from what their mug portrayed.
  • Added personal animations (like in FE7) for a bunch of characters, distinguishing them further from enemy generics and from each other. Nearly half of the playable cast now has a personal animation either in their unpromoted state, promoted, or both. Some bosses have them as well.

Chapter-specific changes/fixes

1-1:

  • Storch is now the first unit in the deployment order, so autocursor will go to him instead of Esfir.

1-3:

  • Getting the Marlen/Ghirken boss dialogue no longer prevents you from getting the Elixir village and vice versa.
  • If Storch’s house (the Elixir one) is attacked by bandits, you will now get a game over. I have no idea how you achieve that without actively trying to, but it is technically possible and conflicts with the end of the chapter so… yeah.

1-4:

  • Nazar now appears during preps.
  • Nazar’s AI is now set to not attack Onisim.

1-5:

  • A flashing marker is displayed at the escape point, like with every other escape map.

1-7x:

  • Fixed missing dialogue in the outro and being incorrectly sent to 1-7xx when failing to meet the requirements for unlocking 1-7xx.

1-10:

  • Zoya and/or Hollace now automatically join at the end of the chapter if alive.
  • Zoya/Hollace have different recruitment dialogue if one of them is dead.
  • Helga is no longer restricted to talking to Zoya to recruit the pair; she can talk to Hollace too, just like Titus and Storch can.
  • Getting the Titus/Gelt boss dialogue no longer prevents you from getting the Earth Seal village and vice versa.
  • The Bosco/Gelt boss dialogue no longer mistakenly uses Lori’s generic boss dialogue from 3-E.
  • Honeydew’s monologue no longer occurs if you recruit her on turn 1.
  • Erasmus’s AI is now set to move specifically towards Titus instead of towards your nearest unit. He will still “latch onto” other units if they are in his range though.

1-11:

  • Bromhilda no longer moves, so Erasmus will not shout across the map at her.
  • Also they run off the map instead of using warp powder.
  • Also this fixes Bromhilda’s danger radius lingering on the map.
  • Getting the Dewi/Sri talk no longer prevents you from getting the Helga/Lesley boss dialogue and vice versa.

2-1:

  • Tien/Freyja now automatically join at the end of the chapter if they are both alive. If one of them is dead, you are still required to talk to them to get them to join.
  • Tien/Freyja have different recruitment dialogue if one of them is dead.

2-1x:

  • If Honeydew dies, her theme no longer continues playing through the part of the ending scene where that gets recognised; it switches to Requiem (FE7)

2-2:

  • Ending the chapter with Cashew dead now correctly omits the dialogue between Cashew and Obermueller. (it originally checked if he was recruited instead of if he was alive)

2-3:

  • Rivers now actually count as rivers instead of lakes, so more units are capable of crossing them.

2-4:

  • Rivers now actually count as rivers instead of lakes, so more units are capable of crossing them.
  • Having Tien fight Kosuke and then die before the chapter ends will no longer cause him to rise from the grave to monologue about Kosuke, collect the Zonnescherm, and take it back to the grave with him. You still lose out on it, there’s just no pointless scene anymore.

2-5:

  • Valdez’s charge speech and army AI change now correctly occurs if he’s alive instead of if he’s dead.
  • Game over event is no longer just placeholder text.
  • Mango’s AI is now set to not attack Duck.
  • Leaving Mango alive as an enemy will no longer be sufficient to unlock 2-5x; you must recruit her.

2-5x:

  • No longer has a time limit. (Fitzpatrick himself does a good enough job of forcing you to act quickly and there is zero story justification for a hard time limit)

3-1:

  • Reisma’s leadership stars are lowered from 3 to 1, so your hit rates will be better in this chapter.
  • Opening the middle door no longer prevents you from getting the Kir/Reisma boss dialogue and vice versa.

3-2:

  • Stroganoff’s leadership stars are lowered from 2 to 1, so your hit rates will be better in this chapter.
  • Stroganoff’s Slow Burn is replaced with Duelist’s Blow, so he is still dodgy on EP but not PP.

3-3:

  • Kir/Oosterhout now have boss dialogue.

3-3x:

  • Fixed a repeating line in the Kuda/Yogya boss dialogue.
  • Yogya now has boss music.
  • Yogya now has a personal skill: Desperation.

3-4:

  • Seruni/Radoslav have different recruitment dialogue if one of them is dead.
  • Seruni/Radoslav’s dialogue on the first NPC phase now only occurs if they are both alive and you haven’t already yeeted yourself over there to recruit them on the first turn.

3-5:

  • Zuljalal and Zakawat start 3 tiles up from their original position. (possibly slightly higher/lower if those positions are occupied, but still always slightly closer to the action than they were before)

3-E:

  • Enemy Lori now has the same affinity as real Lori. Real important, I know.

4-1:

  • Erasmus’s AI is now set to move specifically towards Titus instead of towards your nearest unit. He will still “latch onto” other units if they are in his range though.

4-1x:

  • Kir’s house being attacked will now cause a game over (like the tutorial text says it will) instead of causing a softlock (can’t escort Indah to the escape point if she can’t spawn).
  • Blanchard now has a personal skill: Vanity.

4-2:

  • Reinforcements no longer spawn on turn 1 player phase.

4-3:

  • Reinforcements no longer spawn on turn 1 player phase.
  • Removed all enemy effective weapons.

4-4:

  • Reinforcements no longer spawn on turn 1 player phase.
  • Storch/Horvath boss dialogue no longer occurs during the scripted battle in the intro, only when you actually encounter him in gameplay.
  • The outro is now abridged if Cassius is dead.
  • The extra Lore™ behind Gunnar in the outro now not only requires Gunnar to be alive, but also Cassius (per the previous change), and also requires that you played 1-7xx.

4-5:

  • Fixed incorrect background during intro, now it uses the same background as the outro.
  • Chapter no longer lies about having a time limit.
  • Fixed missing dialogue in the outro when failing to meet the requirements for recruiting Zuzana.
  • EP theme is now Sharp Cheddar.
  • Enemy Zuzana now has the same constitution as real Zuzana.

4-6:

  • Game over event is no longer just placeholder text.
  • Fixed a couple of cursed mountains.
  • If Erasmus dies after getting the Erasmus/Bromhilda boss dialogue, the Steekspel reward in the outro will be delivered to Storch’s inventory instead of Erasmus’s.
  • EP theme is now They Can’t Handle Me.
  • Alexander now has priority over Bromhilda for being the leader displayed on the status screen.

4-E:

  • Removed tile animations (there weren’t even any animated tiles on the map and all this was doing was causing glitches in the background of the ending cards)
  • Festan is now displayed as the leader on the status screen instead of Fredericks.
  • Outro Titus does not conflict with Real Titus, so you will still be able to view his stats in the epilogue.

Endgame-X:

  • Fixed autocursor bug.
  • Gunnar and Otilie have their standard death quotes changed here, now they retreat to accommodate the outro.
  • Cassius’s death is now a game over. Good luck actually getting him killed here though. This is to prevent the 0 unit softlock more than anything.
  • Changed the music in the outro.
  • Intro and outro dialogue is slightly altered if certain characters (not available in the chapter but referenced in the dialogue originally) are dead.
    (I could have fixed the “LTC glitch” but I didn’t because it’s funny and pretty much harmless since the gameplay of this chapter isn’t “serious”)

This should be fully compatible with saves from v2. You should load an actual save; loading an emulator savestate is not recommended, and savestates that are in preps in particular are very likely to break when you go to start the chapter, due to most chapter start events having been edited from the previous version. The only caveat with using an older save is that you will miss some incidental dialogue in 4-4 if your save is from after 1-7xx. If you don’t want to replay the whole game to see this, just enable flag 94.

Credits for new assets. I can’t begin to figure out how this all gets inserted into the main post.

Class cards:
F!Thief: L95
F!Mercenary: L95
F!Hero: RobertFPY
F!Archer: hypergammaspaces
F!Sniper: L95
F!Fighter: hypergammaspaces
F!Ranger: RobertFPY
F!Mage: Unknown (from repo)
F!Sage: L95, hypergammaspaces
F!Bishop: L95
F!Shaman: Unknown (from repo)
F!Druid: L95
F!Warrior: Jj09
Monk: Blademaster, ltranc
F!Monk: RobertFPY, ltranc
Bow Fighter: Yasako
Sword Scout: Pushwall, Jey the Count
Pirate: DerTheVaporeon

Personal animations:
Esfir unpromoted: Eldritch Abomination
Esfir promoted: eCut, Skitty
Arckady promoted/Lera promoted/Dewi unpromoted: FE7
Larisa unpromoted: SALVAGED, Jey the Count
Marlen promoted: SALVAGED, Pikmin1211
Onisim unpromoted: Vilkalizer
Nazar promoted/Pluto: Greentea, RobertFPY
Dewi promoted: Greentea, RobertFPY
Gunnar unpromoted/Augustyn: SALVAGED, Jey the Count
Lajos: ltranc, Pushwall
Zoya promoted/Lesley: The Blind Archer, Black Mage
Hollace unpromoted: SALVAGED, BoneManSeth
Gelt: St jack
Sarka: SALVAGED, Leo_link, Flasuban
Duck unpromoted: SALVAGED, Pushwall, Pikmin1211 (still)
Tien unpromoted/Tien promoted/Anwen: Pushwall
Naia: Greentea, RobertFPY
Cashew unpromoted/Anisa unpromoted: DerTheVaporeon
Vernon: Pushwall
Kitozawa: Glenwing
Mango promoted: Pushwall, St jack
Lori: Pushwall, Temp
Cygnus: Jey the Count
Maelle unpromoted: Feaw
Surya unpromoted: Eldritch Abomination
Zakawat unpromoted: GabrielKnight, Pushwall
Zakawat promoted: Pushwall
Zuljalal unpromoted: Pushwall
Zuljalal promoted: Shtick
Blaine: Pushwall

Other animations:
Great Chief: Levin64
Female mercenaries: SALVAGED, Jey the Count for female base, Pushwall for female axe edit

Map sprites:
Great Chief: Levin64, Pushwall
Axe mercenaries: Flasuban, ArcherBias
Shrunk brigand/fighter: Alusq
Pirate: DerTheVaporeon

All saves should be compatible w/ existing v2 ones. Just don’t use old savestates if you switch over.

I want to really thank Pushwall for volunteering to do this and putting in an incredible effort in beautifying the hack and smoothing over its many rough edges that I was frankly too lazy to ever bother with. Pushwall’s been a major contributor behind the scenes and I’m fortunate they wanted to dedicate time to this. It means a lot to me and I am grateful.

I hope you enjoy what should really be the final release of Vision Quest. Thank you all for the feedback and support over the years. 36K downloads and counting!

Happy October :ghost:

40 Likes

Awesome news Pandan, excited for another playthrough. Definitely one of my top 3 favorite hacks, gonna see if I can complete a Hard Ironman for it.

That was a unexpected Final Update. Did not see Vision Quest get thrown out with a Final Polish to the game. Guess I have to replay it to see the new changes to it and use some units that I haven’t used in the meantime. Wonder what kind of FE7 sprites that was implemented to the ROM hack and changes to both playable and unplayable Vision Quest Cast.

1 Like

Pushwall also released all the new custom animationa. You can view them here.

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Bald Update :eyes:

1 Like

Sweet, gonna have to replay this. Looking forward to seeing the updated animations for everybody. VQ was already a super-good hack, but with updated visuals it’s only going to be better!

5 Likes

I finished the game shortly before the v3 update dropped, so I decided to update and replay 4-E. Everything was going fine until the ending, where after the “16 years later” text the game froze and wouldn’t continue.

Thanks for reporting. Pushwall sent me an updated patch, now available on the dropbox link.

3 Likes

Been a while since I played VQ (since the very first full release I believe :thinking: ) but I think it’s time to pick up the old iron sword again.

2 Likes

Is there a page where i can look at unit growth rates? I can’t seem to get the function to work on the game.

In the previous versions you just hit select on the stat screen iirc, not sure if V3 took it out since I haven’t played it yet but I find it hard to imagine that it was removed.