So you want to see a miracle?
If you’ve followed my hack, Deity Device, you probably know I’ve been working on a sequel of sorts. This project started with me wanting to tell the story of what happened long before Deity Device, but it evolved into a game that is primarily a sequel set a few hundred years afterward, with the distant past being a set of extended flashbacks. While I wouldn’t 100% say that you need to have played the first game to get into the story, the way it’s written assumes knowledge of those events. So if you haven’t played Deity Device, consider checking it out here.
The Demo contains the first six chapters of the game. If you played the “Bonus Disc” that was packaged with Deity Device, the first two chapters will be familiar, but too much has changed for saves from that version to work correctly, so please start a new game. I think my portraits will be somewhat less hard on the eyes than the ones that were in the original Deity Device release, with most portraits from the Bonus Release at least having their colors improved and Georgette receiving a completely new design. Most of the distant past portraits probably need a rework as they were made before I worked up the nerve to release Deity Device, but I haven’t gotten to it yet. I drew quite a bit of the clothing from scratch, so I apologize if the perspective seems off.
Story-wise, the game might not seem like Fire Emblem. The conflicts presented are mainly in the Man vs. Society category, and no one is at war. Maybe you’ll love it or maybe you’ll hate it (or you’ll fall somewhere in between, I guess). As might be expected from me, there’s a lot of dialogue. Those who don’t like to read may wish to pass.
Something to note: Based on player feedback, vba has trouble playing some of the cutscenes. Use mGBA for a more stable experience.
The game is broken up into three main parties. Two in the present, one with Martha as the main character, and another with Milton as the main character. The third party follows events in the distant past. Each present day party has a separate 90 item convoy, and the distant past party has a convoy with a capacity of 20 items.
Firstly, take note if there is a star within a unit’s or item’s description. A star in a unit’s description means that the unit is a Gameover Condition. This updates from chapter to chapter, so if a unit is no longer a Gameover Condition. He or she will no longer have a star.
A star in an item’s description means that the item will have its uses restored between battles. This will be familiar to those who have played Deity Device, but a few non-spells get this treatment, so pay attention.
Weapon ranks are a little different, so here’s a breakdown. Although Thieves have a Sword Rank, they cannot use Swords. Thieves may equip Knives and Daggers. Likewise, Sword wielding classes may not use Knives and Daggers. Knives and Daggers are doubly affected by the Weapon Triangle, and while I’m on the subject, the Weapon Triangle’s influence has been raised to 20 hit/avoid and 2 damage.
The Staff Rank has been renamed “Assist” due to to it encompassing both Staves and innate White Magic.
Anima magic returns with new greenish icon. The Anima Rank refers to wielding Tomes and is separate from the innate magic wielded by those with a Leticia Rank. The icon that looks like it is half Light and half Dark is what I call the Divine Rank. This rank consists of Light and Dark Magic. Divine has Triangle Advantage over all Anima like in the older games, but this is a weaker Triangle Effect than most, being only 10 hit/avoid and 1 damage. Meanwhile, the internal Anima Triangle has the same effect as weapons.
Ability to wield different types of magic varies across classes, even if the requisite rank has seemingly been achieved. This will be noted in the class description.
In the above examples, it can be seen that the Flare Mage Class can wield Fire and Dark Tomes up to Rank A, as well as Light Tomes up to Rank C. The Female Priest Class can wield Wind up to Rank A and Fire and Thunder up to Rank C. The Staff Icon means that the class is able to use more advanced staves, such as Sleep.
As a last note, the game features Thracia style capturing, and Thieves can steal unequiped weapons and staves that are lighter than the Thief’s build. Chapter 5 is heavily built with this feature in mind, so look around for things you might want. Thieves do not need tools to pick locks. Enemy Thieves carry keys because the AI doesn’t seem to know how to use tool free picking.
About the Content Rating
The main reason I gave this game a higher age rating than Deity Device is that the story is planned to contain depictions of human sacrifice that may be disturbing to some. The demo does not contain these scenes. The most noteworthy thing in the demo is probably use of alcohol and some language.
Battle Animations: Eldritch Abomination; RedBean; HyperGammaSpaces; Jono; GabrielKnight, Seal, Sacred War; Salvaged; Leo_link, Pikmin1211, The_Big_Dededester; Primefusion; Feaw; Iscaneus; Nuramon; Jeorge Reds; TheBlindArcher; DerTheVaporeon; Maiser6; Skitty; Mikey Seregon; Ukelele; SD9K, Temp; Black Mage; Wan; Sme; Sax-Marine; ZoraminFae; Jj09; Devisian_Nights; Jubby; fuzz94; Greentea; ltranc; Zelix; RobertFPY; knabepicer; Jey the Count; Aruka; Kenpuhu; Spud; St Jack; quizf007; eCut; Flasuban; TBA; SamirPlayz; Lisandra_Braze; Shin19; Dolkar; Marlon0024; Asael; Huichelaar; TytheBub; Terespark; Isaac; SHYUTERz; CamusZekeSirius; FEGirls; Raiden; Melia; Ayr; Faolin; N426; Circleseverywhere
Map Sprites: FE7if; Leif; ArcherBias; TAS20XX; Pikmin; SamirPlayz; L95; MeatofJustice; knabepicer; Marlon&Louis; DerTheVaporeon; Rasdel; Nuramon; Its_Just_Jay; flasuban; Sephie; Ash3wl; Dominus_Vobiscum; TytheBub; N426; Devisian_Nights; Melia; blood; Ayr
Spells: Alusq; Thunder Mage; 7743; Orihara_Saka; MisakaMikoto; SHYUTERz; St jack; Bonzai; Blazer; Mikey_Seregon; Sme; Compile; Jubby; Arch; Shtick; Orihara_Saki; Beansy; Hiroto; bwdyeti
Repo Portraits: Sphealnuke; RandomWizard; LaurentLacroix
Creators of Edited/Spliced Deity Device Portraits: LegendofLoog; knabepicer; RandomWizard; Sterling_Glovner; DainnofGungnir; HyperGammaSpaces; Devisian_Knights
Class Cards: L95; RobertFPY; Aruka; Yggdra; flasuban; Der; Arch; Shtick; Salvaged; Rasdel; N426; Orihara_Saki
Patches: Circleseverywhere; Monkeybard; Black Mage; Tequilla, Rossendale, ShanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1; Primefusion; Agro; Brendor; 7743; Kaito; Hextator; HyperGammaSpaces; Snakey1; Zane; ipatix; Sme; Scraiza; Alusq; aera; Vesly; vennou
Tilesets: flasuban; HyperGammaSpaces; ZoramineFae; Venno, N426; WAve; RandomWizard; Beast
Item Icons: Leif; Erishkigal: Peerless; GabrielKnight; Zarg; Seal; SacredWar;
Music: RSflame; Pandan; A_Reliable_Chair
StatScreen Base Images: kabepicer; kirb
Skill Animations: SHYUTERz; Mikey_Seregon
So, I had a ton of technical difficulties getting this ready, and a lot of things are in bad shape. Everything available to the player works, so I don’t want to discourage testing. The spell loader kept breaking after making unrelated changes, and some spells were given vanilla animations just because I got tired of rebuilding it. The setting to have different BGM for different dancers will not work, so Refresh animations are locked off at the moment. Most problematically, the summon function is broken. Summoning will replace characters in the roster (effectively deleting units in other parties) rather than adding one.
In the demo, this affected Milton. Rather than starting with a Heal Staff, he was supposed to be able to create a Healing Tome as a familiar. This Tome would have been able to heal twice per turn. And the dialogue where Milton’s brother asks why he didn’t bring a Heal Staff and the mechanic is explained was cut. Sorry I can’t deliver on this feature at this time.
Also, turning the game off in the middle of a battle animation causes glitchy things to happen upon rebooting, often being a softlock, so please let animations finish before turning off the game if you want to continue.
At this point, I think I might have to rebuild the game from scratch.
One thing I’m curious about is difficulty. I think enemies might need to be stronger, with base HP for a few classes feeling too low in particular, but I didn’t want to crank things up before seeing what others thought as feedback about difficulty has tended to be rather different from my own experience.
I don’t think you get to use anyone consistently enough to really get a feel for if any units are overcentralizing, but feel free to talk about unit balance.
And a last note. The Patch has several assets implemented that constitute spoilers. If you cannot help yourself from snooping around, Please Do Not post about your findings here. If you must have something addressed, please message me instead.