Rated S for Soulslike… Viewer discretion is advised.
After a year of development, I’m proud to present: Fire Emblem : Andromeda.
What’s in this hack?
Synopsis
Even the brightest of lights must wane into darkness…
In the wake of a calamity, a priestess of Naga embarks to deliver a sacred tome back to her homeland, lest unspeakable horrors be unleashed upon the world. Joined by comrades new and old, the journey takes her across the continent of Andromeda, into a collision course with men, demons, and eventually gods… just how far will you go to preserve what you hold dear?
General
★ Andromeda, a brand new titular continent rife with history and intrigue.
★ A grand, nefarious plot that spans beyond the Outrealms.
★ A minimalist party of unique characters, numbering less than the playable cast of Sacred Stones.
★ A total of five lords, protagonists who each have a role to play, both in and out of combat.
★ A matchup-oriented, player phase focused combat system that leverages classes, skills, stats, and equipment to create synergy between units.
★ A fair but
masochisticchallenging gameplay inspired by Dark Souls. Battles are tough, gruelling, and deadly, requiringsavestatesthought and careful consideration. Misplays are deliberately punishing, with action economy an ever-tightening noose around your neck. Bosses are menacing and require a strategic approach. Enemies don’t hit like wet noodle or flail around missing their attacks. But then again, neither do you.★ A narrative that adapts to the choices you make. The game remembers. No longer will that character who died remain forgotten. Down to that obscure Talk event you missed or that character you purposely killed or failed to save, the narrative will punish and/or reward you. The abuse of savestates to avoid “undesirable” outcomes is discouraged. For an organic experience, it’s better to let the chips fall where they may.
★ A choice between two difficulty settings: Tears and Blood. Tears is tailored for casual players and is meant to echo traditional Fire Emblem gameplay. Blood, on the other hand, is designed for daring players who want the adventurous Andromeda experience.
I want y’all to play on Blood lmao★ No hand-holding. Gameplay hints are sometimes dispensed through dialogue, but most of the game follows the figure-it-out-by-yourself mentality. Thinking outside the box is often rewarded. No situation in game is impossible to overcome if you keep your wits about you.
★ Integration with FEBuilder’s work support. This means that you can automatically update Andromeda to the latest version with one click if you’re playing on builder. Data is automatically sent to me for review. All feedback received is available for viewing on Andromeda’s public docs, linked below.
It’s the Hall of Fame★ The choice to play in Casual Mode and Fixed Growths Mode!
★ A fully custom soundtrack composed of loud and moody arrangements you won’t find in the repo. Decent headphones are recommended.
If it slaps, it’s in Andromeda★ A fully functional Ranking System. Starting from Chapter 1, every time you clear a Chapter, you’re given a grade from C to S based on what you accomplished. S-Rank is only available on Blood difficulty and grants an extra scene as well as a bonus reward.
★ A fully functional Generic Replacement System. If a named character dies, an average generic replacement is given to the player. Generics are auto-levelled according to story progression. When they die, they come back with their stats and inventories reset. In exchange for pseudo-immortality, these generics don’t have access to skills learned in previous levels or unique Prfs.
Plus many more features in-game…
Game Mechanics
★ Fixed growths mode. An option is given to toggle fixed growths at the start of the game. Regardless of your choice, enemy growths are fixed for fairer gameplay.
★ Casual mode. An option is given to toggle casual mode at the start of the game. Enabling casual mode disables the generic replacement system. Units also never grieve.
★ Increased weapon triangle bonuses. A weapon triangle advantage now secures +30 Hit and +3 Mt and vice-versa, encouraging unit diversity. By design, it’s entirely possible to do nil when at a weapon triangle disadvantage.
★ Effective critical threshold. If your unit scores a Crit chance below 15, it’s an automatic 0. This means that 1% crits have been removed from the game and Swordmasters with Crit+ are now better than ever.
★ An autosave system that saves at the beginning of your turn, not your last action. If you misclick or do something stupid, feel free to reset and resume (reset as soon as death quotes drop just to be safe).
This is a compromise for people who just can’t let units die★ True 2RN. Wiggling your arrow no longer advances the RNG table, and loading a savestate or resuming a suspend no longer guarantees the same outcome. Numbers are now non-deterministic, meaning they get drawn on the fly for spicier gameplay.
★ Modernized interface. Toggle dance and staff animations off with an in-game setting. Cycle through all units on the map, including enemies, using the L button. Have a minimug box that displays up to five skills and some fancy numbers. When attacking, units can change between their weapons with the left and right keys to decide which one to use. Change targets with the up and down keys.
★ DSFE-style dodge. Refrain from dodge-tanking with units that aren’t designed to have consistent dodge. As a side-effect, terrain, positioning, and the weapon triangle matter a lot more when picking fights.
Don’t pick fights you can’t win★ Fates-style experience. Low-level units gain tons of EXP while high-level units get less. Avoid funneling all your EXP into a single juggernaut, invest in a well-rounded party instead. Most chapters are designed with full deployment assumed.
Sadly Eren can’t solo the game★ Faster map and battle animations. I’ve shortened the five-second wait when healing on a fort or with a Vulnerary, or when initiating and ending combat. Further speed up battle and spell animations by holding R.
Even better, play with animations off★ Faction palettes. Each enemy now has a unique color scheme, instead of everyone wearing red and green like 'tis the season.
★ Secrets. Fully explore each chapter to unlock unique interactions and item rewards. A certain unit visiting a village may yield a different interaction than usual… and may further impact events down the road. Unlocking chains of secrets may yield additional challenge chapters. These gaiden chapters are optional and grant bountiful rewards upon completion… but be prepared.
★ Relatively bug-free. Rigorous testing has been done to cover most events that can arise during cheat-free gameplay. Known issues—these issues do not significantly impact gameplay—as well as how to deal with them are documented below.
Supports
★ A modernized Support System. Units can now have up to five support partners (but only one A-Rank). Units now gain support points and bonuses from up to five tiles away. Say no to slowing down your cavalier to grind support with your mage.
★ Over 100 sprawling support chains. And paired endings. Lots and lots of
hyperbolic child unitspaired endings.★ Gated supports. Support are now locked behind story progression, with each rank corresponding to an act. Act 1 unlocks C-Ranks, Act 2 unlocks B-Ranks, and Act 3 unlocks A-Ranks.
★ Dynamic supports. Starting a support chain may now permanently lock another. Ever wonder why that honorable knight who just proposed is still going out with another girl? Now you don’t have to.
★ Permanent supports. Supports now stick with units even if their partner dies, encouraging careful gameplay. These are people, not faceless generics. Character endings will also change if their support partner happens to be dead by the end of the game.
Skill System
★ The prolific bundle of wizardry known as the Skill System, with all the QOL features that come installed with it on FEBuilderGBA (and more). Most skills have been deliberately reengineered to fit game design along with various other micro-adjustments.
★ No skill bonanza. Instead, characters have one Personal Skill while Classes have one Class Skill. Most Classes learn a Skill at levels 5 and 10. At most, discounting Canto and Heroes’ movement, units can only learn up to 6 skills.
★ Coherent skill design. Skills have been welded onto Classes to build a specific niche, making that choice between Falcoknight, Dark Flier, and Sky Knight or Paladin, Juggernaut, and Ranger an actual competition.
★ No proc skills. Proc Skills are
cringescarce, largely absent, putting emphasis on cold, hard math and decision-making instead of random dice rolls. Annoying gotcha! skills such as Counter, Vantage, and Countermagic have also been scrubbed off enemies entirely, although they are present on some gimmicky bosses.
Items
★ Unique PRFs for almost every character. Even if they’re not a lord.
★ Infinite-use PRFs, ballistas, and legendary weapons. Because I want you to use them.
Who wants to end up with 50/50 uses on a Rapier in the final chapter anyway★ Reworked stat boosters. All vanilla stat boosters except for the Angelic Robe now function while in a unit’s inventory, giving you the choice between using them or letting them take up a slot (a significant choice since inventory slots are a premium in this game).
★ Equipment. Essentially expensive stat boosters that grant skills for more flexible gameplay. Deck your units out in specialized gear designed for specific roles. For example, tanks get gear that allow them to protect their allies; strikers get items that compliment their glass cannon style.
★ Lethality. Some weapons and tomes now ignore a percentage of defence or resistance, preventing tanks from becoming untouchable juggernauts. Steels and Silvers in particular ignore 10% and 20% respectively, while Siege tomes and S-Rank masterwork weapons ignore a whopping 50%. By design, this has no significant impact on squishy units because half of 0 Def is still 0 Def.
★ Improved fog and poison. Poison appears more frequently and now scales according to your progress, so better keep your Antitoxins and Restore handy.
★ Buffed staves. Now healers can use Heal from up to 3 tiles away. Restore now has Physic range to make Berserk, Sleep, and Poison less annoying.
★ Accessible magic swords and daggers. Rebalanced 1–2 range axes and lances. Bows are king of the hill when it comes to ranged combat. Archers
have glockswill destroy your units if left unchecked.★ Universal 2–3 range bows. Snipers
have AK-47’slive up to their name and can now hit enemies from across the map, with specialized bows that can attack from up to 10 tiles away (ballistas can reach 15). To balance things out, bows with extreme attack ranges—siege bows—hit hard, but can’t double or counterattack.Like real snipers or something, go figure★ Buffed Vulneraries and Elixirs. And Repair Kits. Repair generic swords, axes, lances, and bows instead of discarding them. Save the gold to buy pricier equipment. Generic item costs and durabilities have been reworked to make Repair Kits and PRFs a central part of the game economy. For convenience in using Repair Kits, a base-camp style Interlude occurs once about every five chapters.
★ A Member Card by Chapter 1. Enjoy looking for those secret shops.
Classes
★ Custom classes and animations. Big thanks to the wonderful community!
★ Newly rebalanced classes, with fat promotion bonuses designed to compliment a certain niche.
★ Reworked promotion branches. No more characters ditching their pegasus companion for a wyvern or everyone promoting into cavalry for Horse Emblem.
★ Revamped promotion system. Promoted Classes now have a set of Boons and Banes. When a unit promotes, Boon stats gain +5 while Bane stats decrease by a value ranging from anywhere up to –10. No more funny 30 Spd General or 69 Hp Swordmaster with capped stats. Incidentally, this also makes hybrid Classes more viable. Your Mage Knights can now use Swords reliably with that +5 Str on promotion while your Dark Fliers hit hard right off the bat with +5 Mag.
Magic
★ Revised anima magic. Choose between fire, wind, or thunder, with each branch having a distinct identity, segregated into five tiers from novice to master. Fire is effective versus beasts and cavaliers, wind versus fliers, and thunder versus armors. As a consequence, light infantry classes are now the safest units to use.
Anima triangle coded out because it just adds more cognitive load★ Revised light and dark magic. Light magic provides buffs while dark magic inflicts debuffs, with each tier having a different niche. A spell having a higher tier does not necessarily make it “better”. Adapt your spells to the task at hand, and you will prevail.
★ Rebalanced siege tomes. Occupying the B-Rank Intermediate tier, siege tomes now hit like a nuke, but are rare, have low uses, can’t double, and are inaccurate compared to their more common siege bow counterparts.
★ On-hit spell effects when attacking with most magic weapons. Just like the final boss of The Last Promise, the Levin Sword actually zaps on hit.
voiceover not included
Current Build (Beta 2.0)
What’s in Beta 2.0?
All of the above and…
★ 20 playable characters and 9 playable chapters: a short prologue, chapters 1–6, a leisurely interlude, and a gaiden chapter you probably won’t unlock on your first run.
★ Around 7 hours of gameplay, more if you replay to search for secrets and easter eggs.
★ Supports for the playable cast. However, for now, the Support Room has been hidden to avoid spoilers. Nothing’s stopping you from peeking with builder, but please don’t do that.
★ A complete 69-track Sound Room fully unlocked for your pleasure. Each track that plays in-game is custom, arranged by me for the FEGBA engine. Some songs may sound familiar to you, some may be completely new.
★ Public playtesting is required to iron out gameplay and discover unforeseen bugs.
★ New ★ Screenshots
Known Issues
★ Sometimes, when speeding up battle animations, freezing or crashing occurs if you mash R at 300 APM. Don’t mash R. Hold R. In fact, do it before the battle starts just to be safe. Scanlines appearing and sound wobbling while speeding up is expected behavior though, moreso with fancy spells.
★ Sometimes, especially in maps with a ton of enemies, the music resets upon finishing an action. I’m not entirely sure what causes this. Maybe calc loops added by the skill system? Anyway, I’ve noticed that it only occurs when you mash keys, so don’t abuse your poor keyboard.
★ In the Prologue, Canto-ing while pinned against a mountain (surrounded by enemies) layers a rainbow-coloured square over the tile next to your unit. This is purely visual, and disappears as soon as you stop Canto-ing. I believe that this bug is caused by the fog of war used on the tileset.
★ In some battle animations, the tiny palette box flickers above the name box of the defending character in the battle screen. This is hardly noticeable if you don’t squint though, and you aren’t actively looking for it. I believe that this bug is tied to the animations themselves? I’m not sure. It’s purely visual, so it doesn’t affect gameplay.
★
In Chapter 3, Genevieve (Vivi) can’t be displaced with skills like Shove even after recruitment. This is due to a movement setting tied to the skill system (Boss NULL Move) which I haven’t found a way to dynamically change via events. Resetting the game and resuming on the NEXT turn after she’s recruited fixes this and allows using Shove on her (by cleaning your save). The problem doesn’t persist in later chapters so it’s a minor inconvenience. The same goes for green units with boss null move that you can recruit. If you’ve a way to fix this, please let me know by providing a sample script. Thanks!Solved!!!★ You don’t want to kill bosses with Scarlette’s Siege, because using Siege to kill a unit doesn’t give you their item drop. This is to further balance the ranged utility that Siege gives Scarlette.
It’s a feature not a bug★ In the Support Viewer, cycling to the next or previous character via the L or R buttons turns the transparent backdrop behind their portraits into a solid white. This is purely visual and has no effect on gameplay whatsoever. I believe that I’ve seen this bug also occur in other hacks?
★ Rarely, in the Extras Menu, repeatedly exiting and entering the Support Viewer and the Sound Room has the side effect of loading a nameless Civilian unit into the very first character slot in the Support Viewer. No, your game isn’t haunted (sadly). It’s just code acting bizarre somewhere—with a behavior that’s inconsistent and almost impossible to reproduce. Anyway, just reset the game and the issue magically fixes itself.
★ Entering the Sound Room or the Support Viewer changes the color of the description box in the Difficulty Select screen from blue to grey. Not exactly a game-breaking issue, but it’s still an unintentional bug.
★ Switching between weapons with vastly different attack ranges with the left and right keys while targeting an enemy sometimes causes the attack range display to disappear. This bug is purely visual and has no effect on gameplay. You can still cycle through valid targets with the up and down keys even if the red grid is invisible. This bug fixes itself when you exit target selection.
★ Not really an issue, but to avoid flags not being set correctly when skipping cutscenes, mash the B button instead of pressing Start. The game already guards against skipping with Start, but I may have missed some spots. Which is my bad, I guess.
Credits
Consult the attached spreadsheet which contains full credits for battle animations, map sprites, music, patches, etc. as well as information about the game. If your work is in Andromeda and you find that I forgot to credit you, please inform me so I can add your name with my apology.
With that said, all unit portraits have been spliced and drawn by me, to maintain a consistently messy style, so any resemblance to existing mugs in the public repo is completely coincidental. All tracks have also been arranged by me for the janky FEGBA engine using Audacity and Anvil Studio, to maintain a consistent sound design throughout the game, with the linked sources acting as helpful reference.
Let’s promote transparent and organized documentation.
Special Thanks
★ @7743, for FEBuilderGBA providing a tool for rapid testing and development as well as being generally accommodating. I already type enough code, thank you.
★ @Pandan, for his playlist on Fire Emblem game design which I listen to while spriting Andromeda’s mugs. Great voice, dude!
I haven’t finished Vision Quest yet because the large cast intimidates me★ @Mycahel and Code of the Black Knights, which I reverse-engineered to implement
tropesfunctionality in Andromeda. You rock, mate!★ @Scraiza and Souls of the Forest, which paved the way for some aspects of Andromeda’s
stat bloatdesign. Thanks!★ Blazer, for The Last Promise, which inspired a lot of
memesthings in Andromeda, and the first Ultimate Tutorial, which I read from front to back. Great documentation, dude!Weak souls succumb quickly to strong rom hacks★ @Sme, for her tutorials on Fire Emblem GBA music, which have been a great help in arranging Andromeda’s soundtrack. Thanks!
★ @blood, the author of Sacred Trilogy, for assistance with some features and graphics in Andromeda. Thanks for helping!
★ To the people over at the FEU Discord, who helped with some tricky issues. Thanks for the assist!
★ To you, for playing this game. Have fun!
About the Author
Since this is my first real thread on this forum, allow me to introduce myself.
Hi, I’m Eretein.
I’ve been a fan of Fire Emblem since the 2000s. My favorite games in the series are FE8 and FE13 while my favorite rom hacks are Blazer’s The Last Promise and The Emblem Brigade’s sadly unfinished Zhack.
I’m a programmer by day, a writer and artist by night. I’ve published stuff that I’m legally disinclined to share under my online identity. However, I’ve also published
trashnovels on FFN and Ao3 (you may alreadyhateknow me). In fact, Andromeda occupies a small corner of my flagship series—the Loreverse Chronology.Reading my other stories isn’t necessary to understand the story of Andromeda, though, so don’t worry about that. At most, there will be fun cameos and little nods and references to already established lore.
Have fun playing!
About Andromeda
Who is this game intended for?
Fans of Code of the Black Knights will adore the branching narrative, the attention to detail, and the impactful choices you have to make. Players who love Souls of the Forest will find the fast-paced, deadly combat and equipment system a familiar song and dance. Veterans who still replay the Last Promise might feel right at home with Andromeda’s
edgy anime cheeseaesthetics. Purists who think proc skills are cringe, rejoice! For your wish has been granted—proc skills don’t exist in Andromeda at all…Or do they?
Those who think that any of the three games I mentioned above are too hard can get by on Tears difficulty, as it’s really intended for some of my curious readers who might play this for the lore (though Andromeda is gameplay over story first and foremost). The only thing you’re missing out on Tears is the S-Rank scenes and bonuses from Blood, anyway, which you probably won’t need since Tears is that easy. Think FE8 easy. Play Blood if you’re not into that level of difficulty and want something similar to the three games I’ve mentioned.
Frequently Asked Questions
★ Is this a shitpost?
You got me, I was supposed to release this on April 1st—dies★ How do I install this?
Grab a clean Fire Emblem, Sacred Stones (USA, Australia) rom and patch it with the linked .ups file in the downloads section. Preferably, to be safe, use FEBuilderGBA to patch the rom. If you don’t have access to FEBuilderGBA, use NUPS, UniPatcher, or this nifty online patcher instead.
★ Which emulator do I use to play?
All testing has been done on VBA-M (SVN1490) on PC and MyBoy (V1.80) on Android. Backend-related freezes may occur with more accurate emulators such as mGBA or PizzaBoy. Unfortunately, as I do not have access to a handheld, testing has not been done on real hardware. Feel free to test it yourself though!
★ Is this ironman-friendly?
I’d like to say that it is. By virtue of having five lords, you can theoreticallyYes! A generic replacement system ensures that you never run out ofkill your friends like Marthbench your party and do just fine. It’ll be psycho-hard, but it should be doable. However, since a traditional ironman ends on a game over, five lords and multiple plot-essential characters, on top of gimmicky non-standard game overs make an ironman run even harder. So it’s up to you whether you want to do an ironman. On the bright side, you can show off your skills if you do manage to complete it.cannon fodderunits… Or just play on Casual Mode if you just want to have a good time.★ Is there a post-game?
There are plans for a post-game hub, in the style of Elibian Nights, but implementation will come after the base game is finished and rom space permits.
★ Does this game come with a guide?
No, but I might write a detailed guide in the future. The codex has entries for each chapter though, if you’re finding it difficult to progress.
★ Are the sprites using FE8, FE7, or FE6 colors?
No, they’re not. I decided to go for a distinctly darker, more vivid aesthetic in Andromeda.
Near-black outlines ooze rebel energy★ What does a “-1” critical mean?
It means that the weapon isn’t allowed to crit for fairer gameplay. Ballistas can’t crit, for example, so enemy Ballisticians don’t land a 1% crit and accidentally kill your Jagen. Isabelle’s PRF also has -1 crit so she doesn’t trivialize the entire game.
★ There are glitched graphics in the first Gaiden.
Yes, this is intentional due to the universe ending. Spoilers ahoy.
★ Why is there move after support/talk but no move after rescue/trade aka Thracia trading?
In a game which puts emphasis on gear, freely trading items around is a broken superpower and a lazy way of circumventing the cons of wearing some equipment. This is also why gear that has Galeforce doesn’t exist. I could go the SotF route and lock gear to specific Classes, but I find this type of design restrictive.
put more thought into your cheese★ Is there a playlist for the songs in Andromeda?
Yes, there’s a Spotify playlist linked in the next section below. But it might be incomplete due to some tracks being rare. A complete documentation of the tracks in Andromeda can be found on the spreadsheet.
★ Is there a Discord server?
Unfortunately, no. Maybe in the future. I’m inactive on Discord so it’s better if communication happens on this thread.
★ How should I report game-breaking bugs?
Please attach report.7z so I can hand it off to 7743.Jokes aside, you should attach a report.7z and a savestate that goes directly to the bug. This functionality is accessible via FEBuilderGBA. If you don’t have FEBuilderGBA, then you can report the bug in this thread using this format. Please follow the format and be as explicit as possible. This is to make sure I don’t lose my sanity trying to parse vague issues (you should also write this in your report.7z).
ISSUE NAME
What is the issue?
My game freezes in Chapter 5. It happens when a unit steps on a forest tile at (3, 2). See attached screenshot.
What is supposed to happen?
Freezing shouldn’t occur and gameplay should continue as normal.
What are the steps to reproduce?
1) Move unit to Forest tile (3, 2).
2) Wait.
3) Game freezes after Wait.
4) End.
Are there other relevant details, screenshots, videos, gifs, etc?
The unit that causes the freezing is a flier (Sofia) and I have not encountered this bug with other units. I am playing on MyBoy (V1.80) on Android and I am using a BIOS I ripped from my handheld…
Note that if there’s no report.7z, there’s no guarantee that anyone can reproduce the bug.
TODO
These are issues that I need help with, and I’d be grateful if anyone lends a hand.
★ An LTC’er willing to record a chapter of the game and showcase it in an FEE3 (the first gaiden chapter?).
★ Install Smethlyn’s new promotion screen ASM, preferably without using custom build as it’s dangerous. I’ve made progress with this by modifying the installer and it worked for some people on FEUcord. Unfortunately, it doesn’t work for me.
I lead others to a treasure I cannot possess★
Decide whether to implement replacement generics. I don’t know if people are gonna ironman Andromeda so I’m holding off on this one. But the framework already exists in the backend so implementation should only take about an hour or so. Testing and balancing will probably take longer, like most things in software.Implemented! Live testing required!!!★ Decide whether to implement a base camp. This one feels redundant with all the Interludes that happen throughout the course of the game. I think that interludes are more organic than a base camp in giving the player time to organize their army. It’s cool tech though. Again, I’ve already future-proofed things, so implementation should be quick.
★ Change the palette of the gems on the MMB to match the darker faction palettes
I know how to do this but I’m just lazy★ ROM Rebuild if I run out of space. Anyway, I have around 10mb left and I’m not planning on inserting any more songs or animations so it should be fine. Boss portraits shouldn’t take up that much space, anyway.
★ Touch up on portraits. I’m a one-person dev team and it shows. It’d be awesome if someone could help further polish the art.
Changelog
Beta 1.1.1.1.1 (August 9, 2023)
★ First beta released
Beta 1.1.2 (August 9, 2023)
★ Distributed more anti-cavalry weapons to enemies in Chapter 3 : Long Road (torn on this, since previous playtesters complained that there was too much)
★ Tweaked enemy loadouts in an attempt to introduce variety
★ Buffed generic light magic tomes Mt by two points each
Hotfix 1.1.3 (August 9, 2023)
★ Fixed stationary green units not being displaced by Shove after recruitment (big thanks to @knabepicer!)
Beta 1.1.4 (August 9, 2023)
★ Removed a stray Crit modifier from the Spear
★ Slightly nerfed Holt’s starting Res since he was too good
Beta 1.1.5 (August 10, 2023)
★ Added an additional game over condition to Chapter 5 : Dead Man’s Chest, where having more than 12 enemy units on the ship causes defeat
Hotfix 1.1.6 (August 10, 2023)
★ Tweaked Tony and Reginald Spd to increase early survivability
★ Tweaked Tony Str to make him scale better
★ Buffed Holt bases (experimental, might be undermining his niche)
★ Buffed Freya base Spd, so she’s more satisfying to use
★ Nerfed enemies in Dead Man’s Chest to provide smoother scaling
★ Rearranged Bill’s skills so Watchful is visible
★ Tweaked NPC reinforcements in Raiders of Kris to be more proactive
★ Bumped Steel weapons lethality to 10% and Silver weapons lethality to 20% (might shove this to 20% and 30% respectively with more playtesting)
Hotfix 1.1.7 (August 10, 2023)
★ Added an option in the Prologue to reveal all enemies for you, for people stuck figuring out the gimmick or just hate gimmicks in general
Beta 1.2 (August 11, 2023)
★ Implemented generic replacement framework by hooking into the already existing grieving framework
★ Generic replacements now load before preps based on who you’re missing
★ Generics are auto levelled based on story progression but don’t have access to learned skills or character prf weapons
★ Generics however, are unlimited, meaning they respawn again if they die with their stats and inventories resetas a friend, you were replaceable, farewell
★ Added an additional condition to the first Paralogue where if Inky has 1 HP when the boss launches their special attack in the third phase of the boss fight, a game over ensues
Hotfix 1.2.1 (August 11, 2023)
★ Fixed several bugs in Ch5, such as Moonsword having a 100% Crit and a door not opening due to being the wrong tile
★ Scarlette now comments on the weather in Ch5
★ Sofia can now recruit Eren once Lexus is recruited
★ Ch5 eventing now accounts for the case where Hugo is dead but Eren is unfriendly
Beta 1.3 (August 12, 2023)
★ Fixed the drums on the tracks Holt’s Theme: No Grave But The Sea and Scarlette’s Theme: Fantastic Dreamer!!! courtesy of @7743. Thanks!
★ Tweaked the drums on some of the tracks to make them sounds more dynamic
★ Fixed some mismatched tiles in Ch4 and Interlude 1, added anti-aliasing to walls > as well
★ Nerfed the Army Standard from +4 Def & Res to +2 Def & Res
Beta 1.4 (August 13, 2023)
★ Fixed instruments in Skye’s Theme: Knight of the Wind being too soft
★ Updated weapon effectiveness to be more consistent (ie. daggers are now effective against all units with magic)
★ Buffed support gain across the board so now they all build super fast
Beta 1.4.1 (August 13, 2023)
★ Fixed drums in Luciana’s Theme: Wish I Had An Angel being too soft
★ Added percussion lines to Holt’s Theme: No Grave But The Sea and Scarlette’s Theme: Fantastic Dreamer!!!
★ Sofia’s stat caps should now be consistent across mounting and dismount, leftover artifacts from testing have been fixed
★ Further polished some tracks in the sound room
Beta 1.5 (August 19, 2023)
★ Implemented more equipment such as the Sacred Rune (which heals the holder per turn) and the Silverite weapons (generic weapons with effx versus mages)
★ Refactored some code in the backend to utilize 7743’s silent change unit status ASM instead of vanilla routines (done to avoid crashes when issuing more than 20 REMUs)
★ Changed unit slot IDs of several bosses to account for replacement generics (now we have enough space for approx. 20 replacement generics yay!)
Beta 1.6 (August 25, 2023)
★ Increased stat caps of promoted units from a range of 20–30 to a range of 20–40, to further segregate classes into distinct niches
★ Fixed some promoted units capping at Level 10 (due to a patch installed with the skill system)
★ Changed bases of some pre-promoted characters to account for tweaked caps
★ Further polished some tracks in the sound room
★ Slightly nerfed Dracozombies and the boss in the first phase of the first Paralogue
Beta 1.6.5 (August 28, 2023)
★ Added more quality-of-life changes to the Prologue by adding 1 extra turn to the time limit (in case you accidentally press Wait without meaning to), moving the escape range from the forest to just the tile past the fort, and automatically rescuing Fleur with Lucianayou may now complain that the Prologue is braindead easy like 99% of other FE games out there
★ Buffed Skye’s Hp, since I kinda forgot to buff it back up when I was playtesting in the last patch (when you nerf units in playtesting just to simulate a worst case scenario)
★ BIG UPDATE! The Codex is now live! Use the in-game Codex to see gameplay hints for players who have hit a roadblock, a self-updating journal to review previous events and check story flags, a bit of lore on Andromeda, and a dossier on characters you like. A bit of optional reading for everyone!
Beta 1.6.6 (September 16, 2023)
★ Updated descriptions of various gear to include their effects (made possible by the discovery that Vesly’s extend weapon description patch also works on items and skills)
★ Fixed error where Shadowhood also gave +5 to Str
★ Tweaked starting formation of enemy units in Ch5 for more forgiving gameplay
★ Tweaked stats of your party in the first Paralogue, to further cement their individual niche
★ Applied more anti-crash patches (movement fix and visit fix)
★ Remastered Narxes’ Theme: Devil Trigger
Beta 1.7 (September 24, 2023)
★ Remastered a couple of tracks: including Infinite, His World, Devil Trigger, It Has To Be This Way, and I Am All Of Me (Andromeda’s soundtrack should be at least 10x edgier now)
★ Fixed an error where the Shadowhood counted as a Speedwing
★ Fixed the prices of the Windshoe, the Handaxe, and the Javelin being dirt cheap
★ The wait events on the two chokepoint forts in the Prologue have now been changed to interact events (now they also have markers to better communicate this)
★ Corrected some minor grammatical errors that I didn’t catch the first time
★ Door Keys, Chest Keys, and Lockpicks have now been made more expensive
★ Poison now deals constant damage, meaning there is no variance in the damage it inflicts (it still scales according to story progress, but now it deals a flat amount)
Beta 2.3 (December 28, 2023)
★ MASSIVE OVERHAUL to the PROLOGUE to make it play a “hundred-percent puzzle map” instead of whatever you’d call the janky earlier iterations were.
★ CASUAL MODE is now available as an option from the start, disabling permadeath and the generic replacement system.
★ Tweaked some stats on various weapons and adjusted their sell and buy prices accordingly (inflation hit Andromeda HARD).
★ Implemented EFFECTIVE CRITICAL THRESHOLD: units now need to score a Crit value above 15 to even have a chance of landing a crit, meaning if a unit’s Crit is less than 15, it’s an automatic 0 (this should REMOVE 1% CRITS from the game and make Swordmasters with their Crit+ non-superfluous).
★ IMPROVED PROMOTION SCREEN: now you can see what weapons a promotion branch can equip, their boons and banes, and the skills they’ll learn and at what level.
★ Added a NEW CHAPTER: Chapter 7 Landfall is now playable, with 2 new playable units as well a frantic skirmish map with ballistas and siege magic plus a secret boss fight… if you dare…
★ Tweaked promotion bonuses since feedback reached a consensus that the old system was too difficult (boons are now more rewarding and banes are now less punishing).
★ Edited supports of various characters since rewrite is inevitable and part of the creative process.
★ Changed the title of Chapter 5 to something more fitting.
★ Tweaked the way the FINAL PHASE of the boss fight in the first Paralogue worked: now your units get their turns refreshed at the start of the final phase, to add a little bit of QOL. But it won’t save you…
★ Tweaked the AI of the mini-boss in the first Paralogue: now it won’t attack you, so you can’t just cheese it with Captain Inky + Dunkelheit on EP.
★ Changed the skills of some classes as well as the names of several skills to add flavour.
★ Added a few new entries to the Codex, if you care about that sort of thing.
★ Fixed various grammatical nitpicks and refactored some code in the backend, just to cut down on my increasing tech debt.
★ Buffed Lexus, Scarlette, and Cyrus. Lexus now has Utility as his main role because of his personal skill Spring Thief (-5 damage to adjacent female allies, fog vision, and lockpick usage), access to the anima trinity at base, and the various aura skills he can gain upon promotion. Scarlette now has slightly better bases and her Siege now deals constant damage without variance. Cyrus’ base Mag has been slightly increased so he can chip and NosTank better.
★ NEW GAME is recommended so you don’t miss out on ITEMS and CONTENT. Loading savestates from old patches may BREAK your game, especially if you load in the middle of events. You have been warned.
Links
Patches : Google Drive
Mirror : Google Drive
Documentation : Google Sheets
Playlist : Spotify
Quick Guide
This is a quick and dirty guide on how to unlock tricky stuff. Doesn’t cover every tiny interaction. More stuff can be found in the spreadsheet such as recruitment details.
Prologue
★ Secret: unlocked by killing the boss instead of escaping.
Chapter 1
★ Secret: unlocked by having Skye fight the cavalier with the Dragonspear.
★ +Rank: Visit all villages with the red roof.
★ +Rank: Finish the chapter in 13 or less turns.
★ +Rank: Finish the chapter with Tony and Holt alive.
Chapter 2
★ Secret: unlocked by having May, Silas, and Isabelle each engage a thief.
★ +Rank: Retrieve all loot.
★ +Rank: Finish the chapter in 9 or less turns.
★ +Rank: Finish the chapter in 7 or less turns.
Chapter 3
★ Secret: unlocked by having Freya engage the boss.
★ +Rank: Visit all villages.
★ +Rank: Recruit Vivi by the end of the chapter.
★ +Rank: Finish the chapter in 12 or less turns.
Chapter 4
★ Secret: unlocked by killing the boss before the timer expires.
★ +Rank: Visit all villages.
★ +Rank: Recruit Haarhus temporarily.
★ +Rank: Kill the boss.
Interlude 1
★ Secret: unlocked by having Fleur visit all the villages.
Paralogue 1
★ Requirement: unlocked by finding all Outrealmers scattered in the previous chapters (except the Prologue & Ch2) and unlocking all the previous Secrets.
★ Outrealmer 1: In Ch1, visit the upper rightmost village with any character.
★ Outrealmer 2: In Ch3, visit the only house on the map with any character.
★ Outrealmers 3 & 4: In Ch4, survive until Turn 8, automatic.
★ Outrealmer 5: In Interlude 1, have a unit wait on the Arena tile 5 times (you can use the Arena, just end the unit’s turn on it).
★ +Rank: Finish the chapter in 10 or less turns.
★ +Rank: Finish the chapter without requiring the use of the Reaper Knight’s skill: Reaper’s Oath.
★ +Rank: Finish the chapter with all player units alive.
★ Reward: varies based on performance in the Paralogue (S-Rank nets an extra +10,000 gold).
Chapter 5
★ Secret: unlocked by having Sofia talk to Eren before Lexus is recruited.
★ +Rank: Finish the chapter in 10 or less turns.
★ +Rank: Recruit both Eren and Lexus.
★ +Rank: Kill the boss instead of opting to end the chapter early.
Chapter 6
★ Secret: unlocked by defeating the true boss instead of waiting for aid.
★ +Rank: Unlock the true boss by routing all enemies within 11 turns or less.
★ +Rank: Defeat the true boss in one turn.
★ +Rank: Visit all villages.
Feel free to ask questions below! Feedback is greatly appreciated.