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

okay, so i beat this roughly 3 weeks ago. i didn’t originally plan to write a review, but then i realized there wasn’t any reason why i shouldn’t, and i do want to share my experience with this hack.

i’ll just get the basics out of the way first – the hack was very good. i enjoyed the main cast of characters, especially storch, and i think the writing in particular deserves a highlight; the dialogue writing is excellent and made me laugh many times, whether it was due to a reference that i picked up on or due to it simply being amusing. i also enjoyed the dialogue writing in the more serious moments. apart from that, i enjoyed the overarching theme of food; in terms of story, it didn’t have direct relevance beyond early part 1 (for the most part), but i did enjoy it as a recurring thing, as i believe stuff like that adds flavor to a hack (ha!) and it definitely did here.

in regard to gameplay, i also thought it was quite good. i played on normal mode, as that was the recommended difficulty, and my experience was pleasant. i liked most of the maps and i particularly appreciated the use of reinforcements; i’d heard negative opinions about vision quest reinforcements, but since i’d recently played a hack where reinforcements kept arriving too late, i really enjoyed the reinforcements here, because they didn’t arrive late. i found that they were all rather well times, barring an exception i will go into later that could very well be a skill issue on my part.

if i had to highlight specific maps i did not enjoy, one of them would be the blaine map (4-1), as it ended up just being a bunch of turns spent moving through a chokepoint. i know that was the entire concept, it just didn’t play very well in my opinion, because the map had a lull in the middle when i was just killing stuff on the bridge. i would also highlight 2-e as a potentially problematic map – i can see a lot of people being incentivized to skip it, and it’s not particularly difficult to do so, and you do have the tools for it. playing it straight feels a bit awkward, because you aren’t engaging with the whole thing, your path is laid out from the beginning.

finally, speaking of skipping, i think 2-4 is probably a polarizing map by design and i belong to the camp that didn’t like it. the way i played it was that i ignored every reward and went straight northeast, toward the boss. the justification i had for it was that i didn’t have enough sufficiently strong combat units to stretch myself thin and pick up items from enemies in every segment while also preventing everyone from dying. i did attempt to play it as intended for a bit (getting all the stealables, defending from every direction) but then i realized i couldn’t be bothered to do so and just went for the boss. i at least appreciate the fact that going straight for the boss is an option, i think that was a good call.

one more thing: i found 2-7’s pacing rather awkward. i had no idea how quickly i was supposed to move through the fog, nor did i have any idea when reinforcements would show up to threaten the logs at the starting point. i initially assumed that there would be some reinforcements there early on, but they didn’t show for several consecutive turns. finally, i decided to move the units i left with the logs in order to have them get some action elsewhere on the map - and THEN the reinforcements spawned, which i felt was far too late. i was almost approaching the boss at that point, and i wouldn’t say i was rushing at all. i lost some logs to that, and i didn’t bother to reset because it just felt awkward and out of flow with the map, which is not something i’d attribute to most other maps in VQ (they are generally in good flow). it’s also worth noting that 2-7 is relatively easy to skip, but skipping it does require foreknowledge and setup, which i’m okay with.

also, a more minor point: in 3-e, the last 4-5 turns were dead for me because i killed essentially all the enemies by then and visited all the villages, so i was just waiting in place and killing reinforcements. that likely would not be the case on hard mode, as i would spent more time dealing with the enemies, but on normal mode, that’s what happened. perhaps my units were unnaturally blessed, but i did rely a lot on waluyo, whose base stats are equally good for everyone, so.

in regard to stealables – i appreciate the fact they’re there, but i would prefer there to be fewer stealables – with more relevance. there are many more stealable teal gems in this hack than anything else, and past the earlygame i didn’t bother to pick them up because i wasn’t spending enough money to justify it. and indeed, i only shopped twice in this playthrough, once in part 2 and once in part 4. i didn’t feel any regrets about this and i had a ton of items to choose from in part 4, largely because every unit that joins you comes with an inventory you can yoink. i’d appreciate it if the stealables were fewer in number, but greater in importance – not so great that missing them cripples you, but significant enough that you do want to get them. steal+ doesn’t count, though i did notice the fact there are tons of steal+ targets in part 4, which is good. that’s when i got steal+ on dreyfus. i know that people grind him up a bit to get steal+ earlier, but i didn’t do that because i almost never do combat with thieves, and while using him like that, i had to kill some of the axe users in the southern part of 4-2 for him to actually get to level 5.

i suppose i should talk about units now. i did definitely have standouts, but i will say that every unit seems viable, which is probably what you were aiming for. this hack would likely be quite good for ironman playthroughs, given the number of units you have available and how frequently you get them, without even having to keep certain units alive for the most part. i might attempt an ironman sometime in the future.

however, i also did get quite a few units that got sent straight to the bench because i didn’t feel like they had a niche which justified adding them to my existing team. this was particularly prominent in part 2. at some point in part 2, i sent about a dozen units in a row straight to the bench, and i don’t think i’m exaggerating with this number. perhaps slightly. i had a core team and the new units felt more like replacements – which isn’t inherently bad design, just something you might want to take note of. i just yoinked their inventories and had them sit around and watch from the sidelines.

also, the start of part 4 is pure pain. radiant dawn is my favorite fe game, so the perspective shift in part 3 was something i really appreciated, and the cultural shift + big group of new units + an entirely new party kept things fresh. i also think this shift was a good maneuver for the story’s sake. however, what it led to in part 4 was that i had a ton of units i wanted to use, but far from enough slots, so i had to regrettably drop many of them. this isn’t an issue unique to vq – radiant dawn has it as well (the tower) and it’s also painful there – but in radiant dawn, many units are such no-brainer deployment choices that you aren’t left with all that many “flex slots,” so to speak. in vq, on the other hand, i felt like i could use twice as many units as i was allowed to deploy, and the only no-brainer choices (the lords) were force-deployed anyway. perhaps radiant dawn’s approach of having you divide units into three armies would work better in part 4, though i am not sure if that’s possible to implement in a gba romhack. it would even make sense in my opinion, as we do already have three lords, so why not? at least it would mean i wouldn’t have to completely bench a bunch of units i think are still viable and would do a good job.

i don’t think this deployment thing is a big deal, but i did want to talk about it for a bit. in regard to the units themselves, larisa is the best armored unit i have ever seen in a romhack, and mine wasn’t even particularly blessed. she is super useful early on for tanking, and continues to have good combat later on. kir is also a quite good armored unit, funny how that works. so is titus, but only after he promotes; he has a slump in between his dire thunder breaking and him promoting. waluyo’s defenses didn’t scale very well, but his offense was consistently good, and he was the sigurd of part 3. storch was extremely strong, but i did give him plenty of boosters, so his performance likely wasn’t representative of the average storch. my tien was very fast and had good magic, making him a great combat unit that doubled as a healer, and i also used dewi + onisim full-time for extra staffing, adding anwen into the mix when she joined in part 4. sarka is an absolutely epic pre-promote whom i sadly benched in part 4 but who did a lot of good work until part 3 (she also has my favorite portrait in the hack), my surya was rather stat-blessed which made him really good, erasmus was surprisingly solid despite his stats not looking so hot, and my cajon had very good stats (presumably also blessed) alongside bringing a valuable skill to the table. vagelis was a consistently useful bow user, i used cashew as a temporary unit until the end of part 2, i used esfir and/or dreyfus for thieving, arckady until the end of part 2 (mine got a lot of speed, which helped his longevity), and i think that’s it. i tried to use lera and marlen, but both ended up with very underwhelming stats, which is a common experience from what i’ve been told, especially in lera’s case. i love their dialogue and interactions in the story, though.

sorry if this was hard to read up to this point, but i find it easier to convey my thoughts when it’s like this. thank you for making the hack, this was a very pleasant experience. it did have hiccups that i talked about above, but nothing that made me thoroughly not enjoy the hack. i finished it in a timely manner because it kept me engaged and it played well, and i believe that you successfully avoided difficulty hiccups, which always annoy me when they occur in other fe games/hacks (and they occur quite often).

one thing i might also mention is that almost every map was small, and while i personally didn’t mind it, some variety wouldn’t have hurt. i appreciated the part 3 gaiden that involved waluyo’s past largely because the map was… well, larger, making it feel distinct. though the green units killed the boss before i could do it myself, which was pretty funny. the endgame being small and the boss moving also surprised me, and it led to me completing that map in 5 turns – which may not seem like much, but which is very low for me, even though i tend to play fast. i don’t remember ever taking this few turns in endgame unless i was skipping it, and i didn’t skip this one at all – i just played it straight until the boss started moving and then i killed the boss. i wouldn’t say this was a negative, this was just surprising. i also enjoyed the full backstory on the boss being revealed before we killed him, that was nice.

speaking of the boss, one final thing that involves story spoilers.

major story spoilers

everything revolving horvath obviously suffers from this hack not getting the sequel that it was designed to get, which is unfortunate. it makes this hack feel like path of radiance in terms of story, but without a radiant dawn to complete it – except it’s structured more like radiant dawn than path of radiance, which makes this analogy slightly weird (but i provided it anyway). i still think the story was overall good, and i really loved the final scene where everything came full circle and titus turned into a red unit. i also really liked the scene where storch decides he doesn’t want to serve titus and is just going back home, i think that made perfect sense for his character and stuff like this is a major reason why storch was my favorite lord. he just has simple priorities and sticks to them, and it’s not a bad thing that he has them. he contrasts quite nicely with titus, who starts out with noble intentions but allows his ego and promises of power to get to his head because of that stupid vision that he turned into a quest. waluyo is… i’m honestly not quite sure where he fits between them, he’s kinda like sigurd in terms of approach to warfare and he wants to do right by his people + is rather warlike but i didn’t see any obvious parallels between him and the other protagonists. i think he was a fine character and i liked the fact that we got to play as him for a bit, i’m just not sure where to place him as a person in terms of story structure.

and that’s it. again, thanks for reading my musings if you got this far. i probably should’ve spoilered this whole thing but i didn’t.

7 Likes

I just replayed this hack once again, just to remember how good it is. Now, I have to ask this: is there going to be a sequel to this? You can’t just put an ending like that and leave us hanging, man!

There was actually a sequel however it was cancelled.

Oh come on! What happened?

If my memory serves me right, I believe it is due to Pandan either burning out or rushing to get something released or both. Now what I said might be false since it’s been a year since I last checked on the sequel so it’s better if you search it for yourself.

The burnout part seems to be the correct one. As for the rushing part, it’s undecided.

Do you know the name of the sequel so I can search for it?

It’s called Lengths of Time.

1 Like

Is there a list of secret items anywhere? I’m trying to figure out how much I need to stand around in chapter 2 :slight_smile:

There’s only one hidden item in 1-2 and its location is hinted at by Anna in the house. The same goes for any future non-desert chapter with a hidden item

spoilers

which is only in 1-2 (above the merchants), 1-11 (the pool of water), and 4-4 (the dense patch of forest in the bottom-left).

Desert treasure maps can be found in the OP under Resources.

4 Likes

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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



vagelis just randomly learned two skills

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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.

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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.

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