Surprise! It’s patchday again. In my head, I have this down as the Esfir Update. Not because this hack is suddenly going to have an unauthorised cameo, but because I did finally go ahead and start poking at other hacks. And I had ideas.
If you don’t care about the devblog, there’s patchnotes underneath (with more devblogging in them. Sorry); if you only want the patch, as ever, that’s in the OP.
So here’s the thing: the complete list of hacks I’d played before starting DoW in earnest was… um… possibly just five? Granted, I’m very much a product of the era of FE7 hacking, so options were limited. I played TLP, obviously Do5, 7x-isn’t-a-hack-but-close-enough, EN, and this challenge hack that Dondon put out that was to my knowledge never completed or publically released. Of these, I finished a stunning zero. I know Road to Ruin and, uh, Agro’s hack I forget the name of were out, but for whatever reason I just didn’t get around to either.
So with some justice you can say: Parrhesia, that’s really stupid. Everyone knows that you’re meant to take in more than you put out, or what you put out isn’t going to be of that high quality. But it’s a bit different with FE than books. I haven’t played many hacks - have taken a lot of inspiration from the few I had played, both in terms of what I wanted and what I didn’t want - but I’ve made it through at least a chapter of every mainline FE bar 13 and 17, and finished most of them.
I knew what I wanted to differ going in. I knew vaguely what my vision of A Better FE - within the confines of a GBA romhack, anyway - looked like, and I wanted to stay true to that. Now, I definitely suffer from the issue of, ‘I’m overly influenced by Last Media I Was Really Impressed By’, which is healthy in small, controlled bursts. But this was going to be, well, the only hack I’ll ever make. I needed it to be mine, and to forge out its own identity.
Also, more prosaically, by the time I started working on it and having to playtest it over and over again, I was just so fucking burned out on FE, man.
But v. 0.8 came out and I decided, fuck it, I’ll go try out Vision Quest. Deeply uncontroversial take: Vision Quest is really good. It’s cozy. It’s really well thought-out. But there was one specific aspect at which it’s excelled, that in DoW has been a little lacking: crime.
DoW thieves basically work like this. Some maps, you have chests. You will want to open these chests. Now, you can train Pavel, who is an okay fighter from a poor baseline, or you can recruit Ramond, who is a mediocre fighter with great resistance, and then as a fallback there’s Kalevi, who is… not a liability. Either you train one of them as a fighter, or you just break out Ramond / Kalevi on indoor maps. I threw a couple Elixirs and shit on random outdoor guys, which probably won’t make anyone deploy a rogue for that alone, but does reward someone for training one. And look, it’s fine. I don’t think DoW’s thieving situation is particularly dysfunctional.
VQ has a lot to steal from the very beginning. You always want someone around to strip people of their stuff; cheap gems, or the plentiful statboosters. They become little mini-objectives in the overall map. Esfir, your first thief, is a decidedly mediocre combatant, over-levelled and bad with swords, but she’s just good enough to contribute - kind of like Kalevi, but she has a lot more to do than Kalevi, who for the most part is there to sit with the gang until the time comes to boost a chest. It never feels bad to have Esfir around. Oh, and a second thief arrived later on, which was pivotal for the chapter of her arrival (is VQ 1-9 the best map in, uh, the series?). Realistically, unless you’re going for an LTC, there is no time at which a second thief is especially useful in DoW; even under an efficiency framework, you probably just carry Kalevi from one flank of C8 to the other. Or use a chest key.
So in DoW, where the economy is such a huge part of the gameplay loop - you’re meant to be basing recruitment on financial considerations, after all! - it felt wrong to not fully utilise Crime as a lever in the overall economy. There was something concrete to learn, here. So now, I’ve gone through the maps. Every statbooster you get is now, in some sense, a stretch goal; none just drop off bosses you were going to kill anyway, anymore. There’s been more gems and elixirs added. Thieves, critically, now have more to do than just ‘open a chest, eventually’.
This is why I always make sure to playtest even relatively small changes…
Besides that, Act 3 has also undergone some changes. Mostly to C12, which should now play a little faster, less chokepointy, and without the discouraging ‘is it time to advance Roxi? Oh, no, here’s more reinforcements’. There’s a little more to be done there, and I think C15 can be a lot tighter, but so far I only have one guy’s feedback to go off, so more changes will come with time.
v. 0.82 PATCHNOTES
MISCELLANEOUS
Technical
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Fixed Ochulo’s description to correctly reference Elisenda, not Esmeralde (her original name)
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Fixed a few stray references to ‘Commoonwealth’ to ‘Confederation’
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Added 5 uses to Agovanje (now 15)
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Significantly reduced value of stat boosters (Swiftsole 8k → 4k, all others → 2k)
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Reduced Angelic Robe boost to 5 HP.
Graphical
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Remembered to update shadow Calista’s portrait
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Surrendered to the fact that I will never fully overhaul the main menu graphics, and re-edited them to fit better with leftover vanilla assets
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Updated Ashwood with a repo mug from PlantAcademy and Levin, and Petrarch with a mug from JiroPaiPai (marked as F2U here).
CHAPTERS
C7: Plain of Scales
- Central sage now drops Physic
- Stealable elixir now moved from central sage to west sage
I removed the dropped physic from the guy in C8, so needed one earlier to compensate. This has the added benefit of giving a way to support Connacht’s group from afar, if you’re pressing hard enough to push into the centre.
C8: Full Circle
- Made Talisman and Secret Book stealable rather than dropping automatically
- Gave the east sage a stealable Red Gem; no longer drops Physic
Rationale in the post. I’m considering giving this map some kind of harder time limit, but haven’t made any steps towards that yet.
C11: Traitor’s Grave
- Moved Tethra’s speedwing (dropped) to a Warrior (stealable)
- Moved Stalberg’s dragonshield (dropped) to a General (stealable)
Rationale in the post.
C12: Loose Ends
- Opened up the chokepoint in the southeast of the map
- Delayed the bulk of reinforcements
- Added a turn 6 looter spawn
- Weakened the guys Luthor’s meant to kill
- Strengthened LuthorSqd
- Gave Picarette a stealable blue gem
I was happy with the chapter in broad strokes, but these changes helps open up the charge through the bottom a lot more, as well as giving more incentives to keep pace rather than just hunker down and weather the storm. A thief now has more to do than plunder chests, Luthor will now attack with significant force rather than having most of his goon squad die to the guys they’re meant to eat, and the problem of Roxelana and Estrelle being penned in by reinforcements too quickly has been lessened. Small changes, but I think they add up to a big difference.
C13: Right to Rule
- Added a line to specify that the coals burn
After a playtester comment, realised that the only way to know the coals burn is to remember that chapter from Eliwood mode. Which not everyone does, because nobody plays Eliwood mode more than once.
C14: Reprisal
- Gave the fortress Marksman a stealable Angelic Robe
You get a Robe significantly before the other stat-boosters; why not get one after, too?
C15: The Reckoning
- Replaced Crimson Eye on mogalls with Evil Eye
- Added a stealable blue gem to the SW swordmaster
- Made the looter spawn two turns later, but much closer to the chest
- Changed palette to add more cohesion
I actually meant to remove Crimson Eye for patch 0.8, but forgot to. Doubly bad because they have 20-21 might all up…
C15 is likely to see future changes as it goes along. I don’t think it’s bad, but it feels like the weak link of Act 3 so far, but - one oversight aside - it’s hard to find obvious changes to make. I’ve played it twice, and one other guy has played it once. At its best, the feeling of a knife-fight where you have to act decisively to make room for yourself to breathe works really well.
Tip for hack-makers: the snow castle tileset is really bad! Don’t use it! But the palette update at least makes it look at lot more visually cohesive.