[FE8] Fire Emblem: Drums of War <v. 2 - COMPLETE! 22 chapter campaign!>

Hey, congrats on the amazing game, I’m really enjoying it. I just finished act 1 and I’m loving the story and characters, the dialogue is also on point.

I really like the whole always pushing forward, moving aggressively style of playing, and the difficulty so far has been challenging but not punishing for me. I also really appreciate the implementation of the shove mechanics, I think people underestimate how much variety it adds in positioning, it adds a lot for player choice imho, it balances very well with your decisions regarding character movement.

Just wanted to ask a few things:

Spoilerish

What are those “bottles” with cryptic descriptions you get by visiting certain places on some of the maps?

I was expecting you were going to use the samurai dreadfighter sprite animation for Roxelanna after promotion, but it remained the same, which I personally thing it great, cause is such an amazing animation. So good call on that, imo.

I saw that there’s a playable skeleton, and that made me so happy, every game that has a playable skeleton already get huge props for me, but I thought it was possible to recruit him in chapter 5, as it shows one in the intro, but the recrutables were the old druid lady and her pet eyeball (which is also amazing by the way, love when there are playable monsters), did I messed up on recruiting the skeleton? if not, could you tell me approximately when he’s recruitable, cause I just want to decide if I’m going to use the mety’s tome on him or not, depending on how far in the game we can get him.

I know it can be annoying to divulge thing you want players to discover for themselves, and I get the appeal of that, but I have very little time for playing games, I work a lot, so my chances of replaying stuff are very thin, if it’s possible, please help me out on that.

Thank you so much for the game

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Glad you’re enjoying it so far! Glad as well that implementing Shove is having the effect I’d hoped; always good to hear that it’s useful with how the maps are built.

Spoilers

Those items with cryptic descriptions are secret items; there’s five across the hack, and if you get them before the End of Act 3, you can redeem them for a reward. It’s a pretty minor reward, though, so don’t stress if you don’t wind up getting it; I think I’ve only seen one person assemble it so far, anyway.

The skeleton is the post-Chapter 9 boss recruit, and he arrives at level 6 promoted.

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A much belated congratulations on publishing v1.0! From the first chapter I got hooked and can’t stop playing. I had a hard time in the first few maps, but am starting to build up a decent army and having fun using the cast. The idea of recruiting or trading enemy generals for reward is genius, and I’m having fun deliberating between each potential recruit. Such a great hack!

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Finished the game yesterday, what a cool journey it was, really really liked. I rarely end up finishing the hacks cause they tend to get a bit too tiresome by the end, it’s so difficult to make a good ending part most of the time and many suffer trying to do it, I think you pulled off pretty well in terms of both narrative and gameplay.

I really liked the characters and the story and it kepts pushing me forward to know how it would end up, even if the plot was relatively simple, it was very well executed and the dialogue supported it in a very solid manner.

Thank you again for this really cool experience, I’ll try to post my final team at some later point, it surprised me how powerful some units got and how devastating they became weilding the legendary weapons, which was fun.

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Patchday.

I’m calling it v. 2.

1.15 stood firm for two months - I honestly thought it had been longer - and did an admirable job holding down the fort. One will note it’s still in the Dropbox folder, and that’s because, uh…

So the thing is, when you move countries and hop from one desktop to a laptop to a second desktop, carrying an SSD across continents, it can be pretty difficult to keep track of what’s actually… changed? I tend to just kind of poke idly at the ROM over time. Worse, since I haven’t had the desire to do a full replay, my finger hasn’t really felt on the pulse for a while now.

My theory was that the next big patch would be the hard vs. normal mode distinction; or, rather, that the main patch would be the new Hard and I’d re-nerf stuff to fit Normal later. I’m… not sure about that, at the moment. Last time I tried to boot up DoW for another full playthrough I just… did not have the heart for it. I’ve played an ungodly amount of the hack and I need a break before more. So, I mostly rolled back those changes. But maybe I missed some, or didn’t document some.


I didn’t really have any relevant images on-hand, so here’s a picture of my cat.

There are two big things coming, and they’re both very, very exciting. But we’re close to the definitive version of DoW, mechanically speaking, and the point where I start adding all the variant patches. Ideally, that point comes FEE3 2023, where I will be shortly submitting a trailer. Well, two trailers. But one for DoW.

So there’s some things I want to ask you, my lovely audience:

  • Are any units in need of a nerf or, especially, a buff? Especially post-overhaul Catsidhe.
  • Does the difficulty notably slump or spike at points? Or is it a relatively smooth curve?
  • What vanilla difficulty do you think it is, overall, comparable to?
  • I don’t know anything about mobile emulators, and every time I hear about mobile emulator issues, it seems to be a different emulator each time. One even softlocks. Has anyone managed a run on a mobile emulator without issues? Is there a mobile emulator I can recommend?

Roadmap is that some things will probably be scuffed because of the… deeply disorganised nature of how this patch has been put together. Which is why v. 1.15, solid as a fuckin’ rock, no major structural issues reported in two months, remains in place in the dropbox. Just in case. But in theory, nothing should go wrong and I’m just being paranoid.

Patchnotes?
  • Installed ‘hold L to toggle animations’ patch
  • Changed animation speedup key from A to R
  • Steel weapons no longer purchasable in preparations until Act 2, but purchasable in Chapter 1 armoury
  • Laszlo drops to E lances, but Harpoon now gives 2 WEXP per use
  • Slightly buffed some enemies, particularly in Act 2
  • Slightly sped up some anti-turtle incentives
  • Moved rogues around and fixed the ones that didn’t do anything
  • Fixed the rest of the reinforcement events where the camera would not pan to them
  • New mugs for Ashwood and Petrarch provided by Vlak
  • Did some… other stuff… ?
  • Forgot to change a few mapsprites like I planned lol oops
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I haven’t really been able to play the game much after the patches, so i can’t really give you any feedback. But i did wanna note that that is a very cute cat.

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Hey, I dont think i’ll be of much use here, but I’ll try, unfortunately I’ve been playing a bunch of hacks simultaneously, and some of the aspects of them end up blending together.

Personally, I dont think units need nerfing, if you think you need to increase the difficult in some way, I think it’s, overall, better to strengthen some enemy units rather than nerfing the characters. And from what I recall they dont have super inflated growths, so, I dont know, maybe some maps could use more imposing battalions leaders/mini-bosses and such. Or maybe establish secondary, optional goals that force the player to make very difficult choices that could cost them the loss of a unit or important item.

In general terms I think the difficult is relatively mild, it’s challenging, but, by the end, specially with access to better weapons and being able to blast foes from distance, you start batter the enemies with more ease, it’s still not a breeze though, if you fuck up your placement and miscalculate attacks you pay for it, so I think that’s fair. In comparison with the main line games I’d say is closer to hard mode biding blade but you have better units.

I can’r really recall maps in particular when I think I had a way tougher time, but I’ll revisit it see if I can get back at you with some info, I think in general it’s well balanced.

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Hello, I have a question. Do I need to land a finishing blow to Berenice with Kalevi if I want to recruit her later? I let him talk to her but didn’t work and she still dies when the chapter ends.

The talk isn’t connected to the recruitment, though it does hint at it. The condition isn’t tied to the killing blow.

I completed the rom hack two nights ago and I got to say about the rom hack. It has to be one of the best ROM hacks out there. Love the interaction with the Company and how they act as a squad. Had a blast with the gameplay and the story itself, could notice some inspiration from Dream of Five.

Went into the ROM hack blind when I first play it and manage to get through it without ransom the bosses and almost recruit every possible unit in the game while trying to manage the gold at the same time. It’s possible to recruit all the spared bosses if you know how to manage your gold and what to buy.

Run into a couple of bugs while playing the ROM hack such as Roxelana vs Halberdier boss quote where both sides appear in the Baros Seize chapter and end event of Chapter 11 where Estrelle Portrait sprite does not show up, then appear later. I don’t know how accurate my description is, but hopefully, it will get noticed and improve the game.

Final Team

Roxelana the Reckoning is a busted lord right there. At the start, she was lagging in speed during the early game but started to pick it up later on as I progress in the game. Resistance is mostly her death for her if you don’t have the proper pure water or a barrier against magic units. Capped HP, Strength, and Skill and almost got her to level 20 in her promoted class. This makes her the best hard hitter against tough enemies and gave her the final blow against the boss. Enjoy her character arc from a pawn of the ruling class to turning the tide against ones she formerly allied with in the past. Her journal entries are nice to go through based on her perspective and thoughts. Paired her up with Calista in their A-Support and got the paired ending as a result.

Calista the mythical dancer of the Great One. She is the best dancer you have in the early with some temporary status boosts to make a difference against tough foes. Fun Support unit with a neat backstory behind her. Her interactions with Roxelana are fantastic to say about. Gave her the boots to cover more length and reach other units to dance for.

Pavel the Petty Thief. A good utility thief to have once it promotes into Rogue and no need for lockpicks. Felt a little worried that I might miss out on certain treasures and doors that remain locked without a door key. A really good dodge tank against axe users. Paired him with Kadri and her support provided a lot of room to avoid enemies. Super fast with speed and helpful with stealing items from enemies with high speed. Was considering replacing him with Kalevi, but didn’t because of the support between Roxelana and Kadri, and with enough kills and level gains, he surpasses Kalevi. Enjoyed his interaction with Roxelana which involve stealing. Fun unit to have.

Radu the tanky and accurate Sharpshooter. He is a hard-hitting archer with the best accuracy and shoots harder with the strongest bows around. His speed is really slow but picks up speed as he progresses until reaching the endgame. His defense is his strong suit with tanking shots from other archers. Capped his Skill so no enemy tries to dodge his shots. Got his S-Rank in bows to show proof of his mastery.

Petras the Iron Mountain. Was blessed with his speed and competing against Renate with only a B support and I only chose him for both his strength and defense. He’s a tough one to go by, don’t leave him up against mages, their magic will bypass his defense. He got his S-Rank with Lances and combine that with a Legendary Killer Lance weapon, he crits the toughest 20-level Juggernaut at Endgame-3 and caught up with the others with level-ups. Betting his claims in fighting several battles are truly backup as a result.

Gerhard the Warrior Barkeeper. A good Axefighter slam dunking his foes to the ground and great use with the bows. Now I understand that restricting some units who are not an archer with access to Longbows and only Recurves and I can see that. Got support from Vivica, Radu, and Jaro. Had a little competition between Gerhard and Jaro as dual axe bros with the stat department, but both have coverage with one with bows upon promotion while the other focus on power.

Vivica the Necromancer Apprentice. A tanky Dark Mage to shrug off the strongest magic users, but slow and fragile against physical attackers. Had benched her for a few chapters after getting Elisenda, but brought her back during the Swamp Survive map and early promote her after capping three of the unpromoted stats. Supported by Gerhard and Kestut. Gerhard’s support is amusing and her support with Kestut covers her backstory involving a magic academy and experimenting with necromancy. A good unit with access to staves, but didn’t reach S-Rank in dark magic.

Jaro the Brutal Ex-Deserter. He’s my first boss unit to be spared in the early game and is a great Axe user and helpful as a Berserker thanks to Smite. Had a nice interaction with both Gerhard and Tiimo who is someone I brought into Endgame for the sake of comedy and my amusement. His Strength and Con is good for the heavy axes out there. Kept an eye out for anything that can double him and miraculously dodge a Brave Sword Paladin boss who doubles him in the survive then beat boss chapter while in the mountains. He’s the only brigand that is recruited in the game unless you count Alarik as a Pirate/Raider.

Kadri the Divine Smiter of the Heavens. This holy girl is blessed with three important stats and is the third highest level in the team. Got her in training with her Light magic and got both S-Rank in Light and Staves. Best Dodge tank in the game when you trained her to be the strongest Light Magic user combined with Pavel’s support. Had a good backstory of her being a former thief turned into a faithful cleric. She is blessed with her stats and if you have any experience with Kadri. I will be happy to hear it.

Kestut the Busted Sage. He’s my replacement unit for Felice who is stat screwed with magic and speed as well. He’s really good when you give him some Thunder magic to have extra range against slow enemies and phantoms in the swamp chapter. Got a S-Rank in anima magic so he can use that legendary anima tome with a 1-3 range. Capped in Magic, Defense, and Resistance. Best unit right there, no questions asked.

Elisenda the Grandmother Necromancer. She was intended to be a replacement for Vivica but was overlooked in hindsight in deployment slots. Is good with Dark magic and staves for sure and having her as an extra healer is a plus for me and one of the bosses that I spared instead of 3000 gold. She’s even a two-for-one sale with her eyeball familiar which I included in the team. Elisenda is quite mysterious with a couple of undead units that join the team. Which makes sense since she has experience with necromancy. Reminds me of Niime from FE6 except you get her a little early instead of the late game, and as a boss. Shame that Elisenda does not have support from Vivica, they could have chemistry with the whole necromancy part involving Master and Apprentice vibes.

Ochulo the floating eyeball of death. It’s questionable that having a playable monster unit on the team is quite insane, but seen others who used Ochulo as well. At least I’m not the weird one who made his team in the endgame. Has terrible luck until he got one in one of his level-ups which gave him crit immunity. He a little confused, but got the spirit with his unbreakable Evil and Crimson Eye which saves me some money. Was thankful that he can promote to a Catalyst which was a relief for me. A fun meme unit if you ask me.

Typical Tiimo the Champion. Don’t know how he survives the first chapter he’s in as a boss, then became a pre-promote at the beginning of Act 2. Although I don’t know what’s better, him being a mercenary to have more room to grow with stats or him being a champion with high growth rates, it questions me. Got an A-Support with Jaro thanks to his Anima affinity. Overall, a well-rounded unit to say. No one called me a madman, but might as well be one.

Estrelle the Blademaster of Grace. She is a really good unit to say as a Trueblade and entertaining at the same time. Her interactions with Roxelana are great and having her as part of the Company is good. Really good choice with her using the Lyn battle and map sprite. Fastest Swordmaster and has some good support with Roxelana. Thanks to her personal weapon, it’s really good. Need a really fast swordmaster with access to bows and she fits the bill.

Luthor the Scarlet Spear. He’s a replacement flyer for Helje after I managed to defeat him at the beginning of Act 3 since I heard of a bug related to him in the later endgame chapter, so for the sake of caution, I took him down and recruited him to the team. A really solid flyer who can defeat his enemies in any kind of swoop and with the help of his legendary weapon, he works well with it along with the Zorya Shield that protects him from bow units. Great unit to say about.

Domovoi the False King’s Executor. He’s my Gotoh of the team and the last of the bosses that you can recruit or kill unless you count Luthor if you didn’t kill him at the beginning of Act 3. He’s like a second Petras with defense and Strength. The only downside of him is his luck and Resistance so be careful around with Magic units or a lucky crit. You got to give credit to him and that having him on your side is good to have. Felt rewarding to deliver the final blow against the boss of Endgame-2 and his battle quote with him. Overall, good unit.

Overall, I had a fantastic time with the ROM hack and it gives me a nice refresh after being so long since playing any ROM hacks and will play again for any future changes. Right now, I need to look into other FE rom hacks in the meantime.

5 Likes

Small new patch dropped. The amount of dog in the hack has now been increased significantly, thanks to RandomWizard, and a couple of typoes were picked up by Dainn.

Things are looking pretty stable, so I decided now was a good time to upload the 0% Growths patches.

One will note there’s a ‘True’ and a ‘Pseudo’ version. Well, the whole idea behind 0% growths is technically, ‘if I got the worst luck possible on every level, could I still beat the game?’ And normally that means 0%, but a fair few units in DoW - pertinently, including Roxelana - have growths above 100%, almost always in HP.

So the Pseudo-0% patch knocks down everything to the lowest --0%. Roxelana’s HP growth goes from like 105% to 100%, all her other growths to 0%. Berenice’s luck goes from like 250% to 200%, everything else to 0%. Most units are obviously 0s across the board.

True 0%, well… is true 0%. Nobody has any growth in anything. I suspect this version will be the more popular, but I figured I may as well upload both and give people the choice.


No, I didn’t forget about this.

Massive props to anyone who can beat the campaign on either mode. I… have no idea if it’s possible. I think it should be? The strong lategame power units and Calista’s rings would be enough to limp over the line, I expect.

EDIT: I did however forget the temporary characters in C5 and C7, but that doesn’t really matter. Mostly writing it down to pre-empt bug reports and also remind myself to fix that later.

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Currently on Chapter 12; no hack has gotten me so worked up with its characters or plot in a good while.

Estrelle is the best character.

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@Parrhesia Ty for this hack, solid work!

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NEW MUG ANNOUNCEMENT

What, you think i only did these for Dream of Five?

A good number of the custom mugs in DoW are stuff I made back in…idk, 2011, 2012? for Parr for a completely separate project that didn’t really get off the ground back in those days. And hey, they’re perfectly solid mugs, might as well use them, right? And that includes Roxelana’s mug. Now I’m a little trigger happy with redesigns if you’ve seen my Do5 posts, but I think Roxy’s gotten a wholeass game with the design and I’ve see art of her too so, the design stays–but I think she deserves my 2023 spriting skills treatment. I’d think I’ve improved a decent bit over the last 10 years. Maybe. I used the old sprite as a base to make sure she’s still reasonably recognizable, and all the design elements should be there, but hopefully it’s got the polish Roxy deserves.

roxy

She also has extra expressions now.
roxy_mad roxy_sad

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Just finished Act 2, and I’m really loving this game! Definitely some of the best writing I’ve seen in a fangame in, welll… ever. Honestly I think in terms of writing alone DoW’s already in my top 3 FE fangames.

As for the big ‘event’ at the end of chapter 11…

Summary

The betrayal of the rebels didn’t come as a surprise, though I don’t think it was intended to be one to the audience. The way I see it, most people by this point were probably expecting the whole ‘will the would-be king and his faction betray Roxelana?’ as a matter of when and not if.

Same with Calista’s big reveal. It was something I’d been suspecting for at least a couple chapters. I think both of these were very well-executed story points; Calista’s reveal was something that took me a couple of chapters to piece together before chapter 11 rather than a poorly kept secret that was obvious from the beginning.

And the deal with the Rebels… well, they’re pretty unlikable (in a good way) from the beginning, so that was definitely not a shocker that they chose to ‘part ways’ with Roxelana in such a manner.

All in all, great job with the story so far! This is definitely one of (in my humble opinions) the best story-focused FE fangames out there.

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It is patchday.

Nothing cataclysmic. Just the accumulation of a bunch of minor patches. I think a good metric for when to release a patch is when someone points out a bug or oversight and the dev version has it fixed so it’s kind of annoying even though nobody did anything wrong, you just don’t want to be pulled up on the same thing a third time you already fixed, you know?

It’s a little awkwardly between phases. I’ve handled emoting in some places but not in Act 3. It’s also a little experimental? I’ve just kind of assumed this whole time terrain would be hard to change, or need skillsys or something, but no, it’s just in a dropdown sub-menu I never found. So now it’s working like I always kind of wanted it to work. AKA: less avoid, pretty much across the board. The only conceivable place I can imagine that breaking the game is the prologue, so I went and played out that opening phase for the 319th time and then put a fort down. Main chapter change is to C12, making the northside a little less puzzle-ish. Due to the action economy being so tight and the very limited EP potential of your units, a couple of early inaccuracies could potentially snowball.

I’ve learned that I really, really, really hate making changes that I have not personally tested through, but also sometimes you do need to roll the dice on it. I do anticipate that at some stage I’ll go through DoW again and see it all for myself. And hopefully still have it in me to make that normal mode change. But with Do5 I’ve been playing just a single go of each map, and it helps that my eye is better now and helps especially that Lumi is playing basically concurrently, but trying not to burn myself out and leave myself open to full replays when I inevitably make changes with impacts throughout the game.

Anyway: the actual important part is below, and of course above, in the same dropbox link as ever.

2.2 Patchnotes
  • Added new mugs for Catsidhe, Donagh, Elisenda, Kirsten, Roxelana, Saszkia
  • Added new expressions for Roxelana
  • Lowered C2 myrmidons and most pegasus knights by a level
  • Bows are now effective against mogalls but not fell dragons
  • Ochulo and Rover can no longer use each others’ weapons
  • Swift Fang -2 Mt, -2 Spd
  • Nerfed avoid on most terrain. Added 1 def to forests, houses, ruins. Removed throne res. Removed throne, gate (not fort) healing.
  • Silver blade mercenaries in C11 now correctly autolevelled
  • Added fort to prologue
  • Fixed vulnerary extinction error
  • Forgot to clarify in recruitment blurb that Ramond can steal, will do this next patch, sometimes I write a patchnote as a reminder and it doesn’t always work
  • Fixed Roxelana smiling at an awkward time
  • Changed Confederation marksmen from blond/e to brunet/te
  • Updated several mapsprites
  • Updated drake knight animations

C12:

  • Removed one raider from turn 1
  • Nudged bolting mage one tile north
  • Brave bow now on SE marksman, not N
  • Replaced other SE marksman with AI2-6 brawler
  • Charging NE sages now charge-after-turn sage+swordsman
  • Staggered SM and Champion. Replaced swordreaver with silver axe.

Edit:

Huh! Milestone.

Other Edit:
Turns out there actually is a note in Ramond’s recruitment saying he can steal.
… Also turns out I forgot to insert Donagh’s new portrait. This is the only change in ‘v. 2.21’, but that is now the version on the dropbox.

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Patchday. Or hotfix or whatever the term is, it’s 6.15am and I just rolled out of bed. 21 is my lucky number, but it wasn’t the lucky patch. Luthor’s Prf stopped working. Go install v. 2.22 so he can use it again.

It also correctly weakens the C8 mercenary faction, so there’s that.

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Forgive me for my ignorance on this but what does nerfing the avoid do as a whole throughout the game? Does it make it harder/easier or does it just allow both sides to reliably hit more often making things smoother for both sides? So glad you still coming back to this to improve while working on the (I’m calling it now) masterpiece that is DO5. Good luck with both endeavors and any future ones!

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With thrones and gates in particular it just makes the prospect of fighting bosses a lot less tedious. ‘The man on the throne is too hard to kill’ is one of the least interesting facets of FE’s gameplay loop, and while I don’t think DoW is bad in that respect (bar that one patch where post-Bolting/pre-nerf Lasker was absolutely insane) it still probably helps. Also makes boss abuse impossible through the lack of regen, for whatever it’s worth.

As for other terrain, I’m just not really a fan of dodgetanking, and the massive boost of ‘being on a forest’ just feels like too much - while units on mountains and such are just so hard to hit. But I like the idea of them being hard cover, which is why forests gain +1 def. It also adds to magic as an anti-terrain tool, since it bypasses defence boosts but not avoid.

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Nice! Thanks for the insight.

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