[FE8] [COMPLETE] Iron Emblem (v1.3.1.1, Full-Length) RR Out!

I’m really loving this Fire Emblem Hack! It’s awesome how oriented the playstyle is towards doing a true ironman. Just a note for chapter 12, perhaps it could be emphasized in the guide that you are defending an area, not just the throne. I was under the assumption that you only needed to defend the throne because of fe7 and got a game over because the enemy got within 2 squares of the throne. Other than that the map design has been phenomenal throughout.

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Yeah, why not. This isn’t the first time this has happened, so I’ll add it to the list for 1.3.1.

Thanks for the kind words!

Currently in patch 1.3 in chapter 3 the heal staff when used by Mage Corps 2 displays a global heal animation rather than no animation as intended in the change log. I use VGBA if that is relevant.

As for the anniversary edition, I would love for there to be a playable summoner if you are taking suggestions and/or requests.

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What do you mean by global animation? It should just be the map animation, but I didn’t test this change, to be honest. I can check it and push a fix soon. Thanks for making me aware.

Ah, sorry, I’m not taking requests or anything for the anniversary special. I’ve just got a few pretty neat things prepared.

The same animation as used by lategame staves that heal all of a player’s units in one turn. In base fe8 I think it is called Fortify.

And no worries about not taking requests. I’m looking forward to what you have in mind already.

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Wanted to put the anniversary thing up early since I’ve got finals during the beginning of June.

There’s now a Reverse Recruitment patch available at the link in the OP!

That’s about it, since the other thing I was hoping to have done by this point is about 25% complete, I really slowed down on that compared to this project, haha. No matter though, expect another cool announcement later this year (or maybe in 2023 if I’m really slow).

Also, waiting for more feedback on Hard Mode to upload a 1.3.1, since I realised what I did wrong with the staff anim removal, I was just being lazy. I don’t want to go back and make an entire update for that without also having other changes, though. Will probably wait a few more months before having that up.

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for the RR patch, is the manakete considered the commander? because if so, that poses a big problem considering the limited uses of the dragonstone; unless you edited events/scripted it in such a way that dragonstone uses are replenished after each battle. otherwise it makes your commander essentially worthless once he runs out of attacks

Dragon is the commander (as should be the case in RR since he’s the last unit to join).

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Yikes, that means you have a force-deploy unit that eventually is incapable of attacking.

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Ah, I understand now. Thank you.

I finished a bunch of runs of this game on hard mode and normal mode and have really enjoyed it. I definitely see normal mode being the ideal mode to play it on, I think hard mode is a bit too punishing to play in an ironman setting. It does make for a difficult challenge nonetheless. Definitely my favorite aspect of the game is that almost every class has a distinct role, so I actually find myself using a variety of classes. There were just a couple of minor things that I might tweak.

Knights- In all of my playthroughs of the game, I was never able to find a use for knights in the long term. They were pretty solid for the first 3 chapters of the game, but after that enemies just did too much damage to make them worth using. Conversely, I always found enemy knights to be the least threatening enemy of the game. I think part of it is just because their defense growth to be outpaced by the strength growth of the rest of the other units. I would propose raising their defense growth to 30% rather than 20% to increase their survivability to physical attacks.

Myrmidons- This was the other class that I felt was underpowered in the game. I just never really found a use for them. I always found that a cavalier or mercenary either had an equal or greater damage output than a myrmidon. Likewise, enemy myrmidons(and enemy swordmasters) were not threatening due to their low damage. I feel that giving swordmasters an +30 crit boost instead of a +15 crit boost would give someone a greater incentive to train a myrmidon instead of the other 2 classes mentioned.

Other than that, I feel that almost of the other classes are just fine where they are. I especially applaud your ability to make GBA archers an actual viable class without making them feel under or overpowered.

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Currently playing this with a friend on Hard Blind. The first armorknight you get turned out as an MVP of the run, and became especially good after promotion. If anything they just kinda depend on getting a DEF level here and there.

Are shameful tactics grounds for a Game Over in this hack?
I had a hunter surrounded in Chapter 8 so my grunt could get a little extra xp.
He was the last unit on the map, so the Commander wasn’t in danger or anything.

For whatever reason, ending my turn led to a Game Over screen even though it’s a rout map.

Is this intentional? Am I missing something?

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I believe chapter 8 (if it’s the boat chapter) has a 10 turn limit and is a route map.


The first weapon’s number of uses is bugged after visiting the armory in the preparation screen!

That’s a visual bug caused by some of the unit names being too long.

Thank you so very much for such a unique hack. I always wanted to play as a regular soldier in the Fire Emblem series. Mainly because how bad the AI was at controlling the regular green units in the FE6-8 and how I thought It would be so much better If I could control those green units. Your Hack fulfill that dream thank you.

My Best Units:

Now may I introduce the man I am proud to call my Commander:


and a few of my best units:

This is my baby because I had to watch and feed her like a baby

A true Warrior:

Peerless Paladin:

Master of Anima Magic:

Master of Dark Magic:

Best Healer:

I cheated for these stats

Put these guys in any Main Fire Emblem Game and you won’t even need the heroes.

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Really love this fire emblem hack, the first and only one I have played so far but I think it will forever be in my top 3 fe hacks. I have alreaIdy beaten normal mode 3-4 times, and I recently started a hard mode run, and ngl it’s kicking my ass. In chapter 5 I wasn’t able to reach any of the 2 villages in time, and I also lost my boy grunts 3, the recruit and the first male mage. Right now I am on chapter 10, and I didn’t reach in time any of the 3 chests, so I am kinda contemplating the idea of grinding with the boss, because honestly I am terrified of chapter 12 lol. I would post images my team, but I just created my account so I can’t post images or links yet it seems.

Edit: Nevermind, as soon as I posted the comment I got the permission to upload images lol so here is the team
Iron Emblem 1.3 Hard Mode-7
Iron Emblem 1.3 Hard Mode-8
Iron Emblem 1.3 Hard Mode-9
Iron Emblem 1.3 Hard Mode-10
Iron Emblem 1.3 Hard Mode-11
Iron Emblem 1.3 Hard Mode-2
Iron Emblem 1.3 Hard Mode-3
Iron Emblem 1.3 Hard Mode-4
Iron Emblem 1.3 Hard Mode-5
Iron Emblem 1.3 Hard Mode-6
Iron Emblem 1.3 Hard Mode-0
Iron Emblem 1.3 Hard Mode-1

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Awesome hack. And all of the nameless mooks are precious to me. I already call 24th Sq 2 Amelia. And Sq 4 is Ogma.

The only annoying thing about the hack is that I tried to suspend and restart a map early on because I had made poor positioning choices and I got a game over and lost my progress. But that was my fault for not reading the game instructions carefully.

Edit: I found a minor bug. It is possible to visit villages that have been ransacked by bandits.

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