Finished playing after about 5 days, thanks for making the hack! Overall had a lot of fun and enjoyed the various mechanical changes. Looking forward to future projects.
My playthrough was normal mode, ironman (save for 1 bugged gameover), no using rewind thingy, mostly blind.
General feedback
Things I liked:
- Many new mechanics and weapons.
- Boats!
- No markup on prep shop and it changes as one progresses through game.
- Several cases of new units joining as blue despite being on other side of map, so can change gear asap and not worry about silly green.
- 5 mov knight, 6 general.
- Steal at full inventory patch
- Clearly marked Void Curse foes
- Warnings for reinforcements
- Unique summon. As was mentioned by Bigmood its kinda puzzle-y to use at times.
- No fog!
- Mount system, and indoor/outdoor.
- Generic foes don’t get +20 crit on monoweapon classes.
- Marked foes in ch17
- Units that leave send items to convoy.
- Armed dancer!
- Lord promote is via item and not event.
- Big cast, ironman friendly
- That supports exist in the first place, followed by changes to the system.
Dislikes:
- No ingame guide to go over changes. Soem aren’t even listed here and up to player to find out like crit being luk/2 or spd giving 1 avoid per. Wasn’t also clear to me if support was via being deployed or combat near eachother.
- No anims for dagger staffers or boats

- Can’t change formation of force-deploys.
- 5 mov dancer
- Pretty much force-killed unit in ch9.
- Wish it was more clear in ch11 boss kill ended map. I could’ve stalled but no.
- Dead units don’t send items to convoy
- Layne recruit. I intentionally didn’t open door with Carley so she’s be able to move over and talk.
- Just for consistency, unbreakable enemy Eruption. I don’t think any of my foes used more than 3 casts and could just give them 2-3 tomes instead. Was very disappointed albeit understanding when player version was breakable. Maybe change description to be “enemy only” and and name change to Eruption+?
- Chaos Blade description unclear. I thought held unit would get Galeforce not just the only user. In turn, the unable to double seems to work on everyone.
- Ch16 boat near greens implied they would start shooting down asap, wish at least turn 1 they would say something like “I’m not shooting down innocents” instead of faking out player.
- Cybil dragon’s stuff. Boosts feel redundant until pretty late, Once per map feels unneeded along with tossing inventory although could imagine the latter is for lore or engine reasons. Also no displays timer (although could imagine making it a status gives her immunity to other statuses)
- Titan bow overpriced. Its nearly 10x cost per shot of longbow/short ballista. Heavier too than longbow so pretty niche for a +1 range and little more mt.
- Submarine can be spawned on terrain it can’t be Dropped on. One or the other should change for consistency. One option would, be giving it 8 cost to move on land so can be Dropped.
- Several cases of brigands spawning with just a 2-turn window to save village. Very hard to react in time. Even if spawning 1 turn earlier and further away player can react better.
- Kind of wish Ch25 had a proper hint to recruit, spoiled myself and not sure its something one would figure out normally.
- No “proper” move tech. Even a single random unit with Shove would go a long way.
- I presume its for lore reasons, but getting drop on final map made me think there’s more even if “just” a phase 2. Faked-out.
- I understand rewind thing helps but not a fan of map objective changing when player thought its over.
- Dodge tanking killed.
Just some “statistics” from my run. Turn count. Surprised how many maps were quick without a forced timer just due to soft timers.
As often happens, finished run with many unused goodies saved for later “just in case”.
At 386 rounds of combat Jules saw the most action. I’m willing to also give him title of MVP.
Final team
Bugs and/or oddities
Disclaimer: This was played on VBA which I’m aware sometimes has bugs other emulators won’t.
- Somehow Stelara attacking with a dagger in ch8 resulted in a gameover. Restarting the turn wasn’t reproducible.
- Once convoty hits 100 items the “Give all” only sends 1 item at a time from unit inventories.
- Seemingly Hornet can’t traverse for first chunk of game but possible I was derping.
- Hornet doesn’t lose stats on rescue, but also doesn’t have listed Savior skill.
- I was able to use a Body Ring when Gabriel was mounted (but not vice versa) however while turning back retained 20+2, at some point between swapping it got lost.
- Resire text box is cropped when viewing “more info” in inventory slot 4.
- Ch14 Vendor and Armory are listed as Village tiles. There’s also a house listed as Village to the SW.
- Ch17 mentions the marked units won’t give xp, but they aren’t void cursed and certainly do. Also, the armory/vendor still work after being destroyed.
- Ch18 has a house marked as village by the shops. That along with another by the village, neither having francis event.
- Dragons count as t1 for xp gains. This both means enemy ones in ch17 give pathetic amounts, and player ones get insane xp while transformed.
- Dragon transformation description implies Freeze at end, not “already-acted”. Description or event should change. Also the stone is kept despite claim of “everything” yeeted. Additionally neither dragon can remove stone from inventory in any means and Cybil can’t trade in transformed state but Werner can.
- Ch19 nobody is able to Mount despite it being illogical. This already hurt Gabriel especially but also fliers should be able to cross water? Or just like normal indoor, able to mount but unable to move. Unfortunate side effect is promoting a unit into a mount resulted in them being unable to dismount and being dead weight rest of map.
- Noticed I can shift menu box over 1 tile in ch19 Watch 2025-06-18 17-15-18 | Streamable
- Can’t Traverse while rescuing a unit
- Not listed but Wolf Knights have Canto
- Traverse requires “Water” tile on both sides regardless if unit can walk onto the non-water or not of opposite side.
- At one point during ch21 Summon played a death quote of redhead on being attacked. Believe mentioned something akin to “So sorry”
- Ch23 got a softlock after early EP, maybe 5 or so reaver pirate attacked sub. Snow animation kept playing but game wouldn’t move otherwise. On retry, nothing was broken.
- Ch24 bugged tile. I call it the mine+++ Flying unit won’t trigger it while mounted. Map scrolls over and unit vanishes from map. First time I triggered game froze, after that just “warp”. Watch 2025-06-19 23-36-53 | Streamable
- Ch25 first bridge Traverse is effectively one-way. claims “something on other side” when trying to go back.
- Light brand, Runesword and Thunder Lance all hit res at range 1 too.
- Ch25 village text is reused from earlier in the game. No, the Runesword is not a “low durability bow”.
- Ch25 boss claims to talk to lord. But can’t actually do so without other filled condition.
- Ch26 house is marked as village
- Lord can use Siren Song
- Endgame 1 had a case of summoning playing Jules death qoute.
- Endgame 1 prep shop is changed to no longer sell Mend, Crest, or the 1-2 axe/javelin/sword. Changed back for endgame 2.
- As with ch19 nobody can mount in final. This once more especially hurts ballistician.
Ironman things of note
- Ch8 missed Layne recruit due to only getting one chance and I think (might have missed the text) no proper warning one doesn’t want to open door via third party so mage can talk. Lost Issabelle on EP6 to a derp which took her Repair staff along too.
- Ch9 Cythera died from end-ish eventing.
- Ch11 David died from derp. Mikelo too.
- Ch13 Carley died. Either she or David took the Acrobat sword with them which at least Cythera didn’t have on her at the time
- Ch19 Stelara passed to derp.
- Ch20 lost Coral to derp.
- Ch21 Werner and Royce both fell to boss. Again very avoidable.
- Ch22 lost Reynard to a brave bow I failed to notice.
- Ch24 was able to get the Silver card
- Ch25 didn’t recruit
- Final lost Francis forgetting boss was range 3.
Some questions:
- Any chance of getting a more-info list of support-unique items such as Vyndalvas+ or just a matter of “look via FEB yourself?”
- Was there only one hidden treasure in ch18?
- Why did Quira have a Warp satff in ch17?
- Did I miss it or player never gets the anti-tome bow?
Rambly thoughts on units
Those survivors:
- Roseanne. Lord is lord. Daggers fun. Very squishy and doesn’t hit all that hard with non-dagger.
- Cybil. Shade doesn’t seem to be the normal version of “never attacked if any other valid target”. As for example enemy chose her that couldn’t counter instead of a 0 dmg to general that would. Anyway, nice upon re-recruit but fell off in combat. Mostly staffbot.
- Erland. Mostly summon bot but saw a little combat. Only unit to reach t2 20 albiet I did some summon spam xp grind here and there vs range >2 foes. Solid combat nevertheless.
- Millie was dancer bot. Other than join chapter never saw combat.
- Jules was a surprisingly fast general, ending game with 21 speed along with capped def and hp. Many cases of little to no damage taken while doubling plenty.
- Anton didn’t have much in way of def/res but sheer hp kept him going and acrobat is just really useful. Kept thinking I’d bench him but was deployed on almost every map after all.
- Gabriel was fun. Other than 2 maps he couldn’t mount. 6 mov unmounted is cool. With both speedwings he also could double 0-3 AS foes.
- Kai was the best normal archer I had. Fast, hit hard, and also gets both Savior and Canto
- Solene was mostly a staffbot/canto bot. Really struggled to deal damage and 0 luk meant Light shield was mandatory.
- Ciera was decent throughout. Capped def, but by midgame rarely if ever orkoed. Brave daggers on her just melted last bit though. Like lord, lacked strength to do much without dagger.
- Aiza was early flier. Then benched. Then un-benched as other fliers dropped left and right. Shipbreaker+ goes hard plus mine was pretty def-blessed ending game with 17. (Well, 15 and +2 from support)
- Francis is a fun unit for the gimmick. Decent offense even but despite an Angelic Robe helping rarely could take a hit.
- Osvald was a pleasant surprise late join. Almost as tanky as my other general. Got doubled plenty but unless magic it didn’t matter much. Plus, water walk!
- Eudocia was a solid unit on join and used a little more for canto stuff. Really needs magic weapons though.
- Abram was kinda meh, only deployed in last bit due to extra space and being a flier with canto.
- Thunderhead was fun. By the end had really solid def, str and even fair speed of 15. 25 con also allowed me to rescue Submarine for silly stuff after it got treads. Gave it both boot uses.
- Sentinel is better to start but quickly falls off unless anti armor/wood. Slower, less move and wound up tied for str/def.
- Ardal only saw force deploy content. Useable and another canto unit.
- Valerie is a solid unit just that I liked my Ciera more.
- Pavo was going to be main archer until Kai showed up. Faster and more move than Osman.
- Armelle meh. Maybe with her suppot specia she’d be decent?
- William I wanted to like and for a chunk was secondary armor. Needs magic weapons though which for t1 meant only his prf (whic his lovely though). But he lacked speed and def to keep around. Benched at lv15.
- Salathiel is another usable thief but once more inferior to my trained one. Alt promo at least, bows could be interesting in another run.
- Gerard saw minimal use. Staffbot when deployed.
- Lucette felt like a worse David. and by the time he passed I was fine to just skip her. Think only deployed for forced map and 1 talk.
- Osman was slower but harder hitting than Pavo. Fine unit just not as good.
- Phaedrus I can imagine getting 100% crit rate but overal eh. Never saw use.
- Edmund only deployed on forced chapter
- Hiram looks cool in concept, should more easily get 100% crit. Never used.
- Venetia has a cool staff but skill supports unit that anyway doesn’t want to be hit much and by herself is just “fine”.
- Rhodney was nice to see after being teased Ninja class a little earlier as a foe. But even in join map struggled some.
- Jennifer felt like too little too late.
- Rina too.
Now for dead units: - Cythera. Didn’t care for her much anyway outside of prf (which was rapidly moved to other units) but still left a bitter taste that she’s all but force-killed.
- David was shaping up to be really solid. think mine had 15 def on death? Was planning on keeping him longterm
- Mikelo felt more painful to lose an early 2 range than actual unit. Seemed simply ok all around? Luna/Eclipse could’ve helped lategame.
- Carely was shaping up to be decent along with having useful skill. Rip

- Stelara was just secondary staffer in the first place alongside mount. Also realized after she had aid to rescue Hornet if I kept her t1 until landship. Probably useful longterm.
- Coral I’m pretty sure was a wyvern in disguise. Str, def and con are all less peg-like. Was meant to be main flier but died.
- Royce was going to be Coral 2.0 only a little worse other than mag.
- Werner unlike Cybil has a lot more practical transformation. Not much in way of growths but dark magic, prf, transformation and 8 mov flier.
- Reynard was nice for a 3-4 unbreakable. If anything I’d rather no crit. Very curious what the other weapon was from support. Stats kinda eh but prf made up for it
Oh and the two I missed: - Layne - No idea of growths but comes with awesome weapon and personal skill
- The one and only, final - Solid stats but my team was good enough at that point. If anything deploying weaker units to recruit might have given me some trouble. Would be more interested if was still a Warp staff.


























