who is the recruit?
Elenore, technically a cadet (sword), but my brain defaults to recruit for all trainee classes.
I just finished what is available, and I really like it. Balance feels reasonably challenging withiut being too much, and map design is also good. I particulary liked de underground map, having to handle getting the keys and positions without a thief creates a very interesting challenge if you are trying to do it fast turn-wise.
And the story and world seem quite interesting so far, I want to see what comes after. I also look foward to the supports that are yet to be written, some the pairs have a lot of potential.
Overwall great hack, excited to see more!
elenore is a trainee?
i thught she was a nomal unit since she has rather nice grothws even without aptidude
Is this still being worked on? it looks cool.
Good afternoon, everyone! This is probably far too late to announce, but progress has been a little bit of an issue with my hack. With my university taking a massive massive chunk of my time, I found it difficult to put any time into my romhack. So, instead of delaying the next big patch any further, I decided to just post a hotfix patch that covered a large majority of issues and criticism about the currently playable chapters in the game.
The fixes are listed below:
v0.0.9 Hotfix Patch Details:
Known Issues Still Present:
- Daggers are still calculated with magical damage. But in future releases after the custom build is released, hopefully, that gets fixed as currently, it seems to be hardcoded to calculate magic damage as daggers replace light magic in this game.
Units:
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Badger was slightly buffed to deal more damage.
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Élénore was nerfed… again.
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Lenora gets a massive buff that either could be a game changer or a disappointment, but I left it in the patch for you guys to have fun with experimenting on.
Prologue:
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2 axe fighters have been replaced with mercenaries to give Roar more advantages.
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Grammatical Fixes
Chapter 1:
- Minor Grammatical Fixes
Chapter 2:
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Removed griffon riders and replaced them with wyvern riders, and added a pair of brigands who also attack the bottom village.
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Removed heal conditions from all rebel units so they don’t run away.
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Grammatical Fixes
Chapter 3:
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Roar’s inventory gets immediately sent to the convoy instead of being stuck with him until he returns in Chapter 4.
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Added a range condition where if you pass the spurn, the overpowered general will spawn in anyway instead of waiting till turn 12. The overpowered general can still spawn at turn 12 but why are you still in the top half at that point?
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Mages spawn on the upper side of the map instead of the lower half, so it feels fairer.
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Dark Mage Boss’s position has been changed to a spot you will have to get out of your way to reach and kill him.
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Player Phase music changed
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Grammatical Fixes
Chapter 4:
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Added a flashback between Lenora and her father.
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Complete map overhaul.
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Complete end event change with added choice to obtain a new weapon with added effects dependent on player decision.
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Horse Slayer weapons no longer have current durability over the maximum limit (minor mistake on my part).
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Grammatical Fixes
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Fade to Black in the end event fixed
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Grammatical Fixes
Chapter 5:
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Rain removed.
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Suzzan’s AI was modified so she’d always prioritize going to Lenora.
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Fixed the issue with the end event, where if you skip, you might encounter visual glitches.
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Grammatical Fixes.
Chapter 6:
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Tile change for a broken wall no longer has an awkward shadow after breaking.
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Changed some reinforcement AI so they don’t stay stationary after appearing.
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Awkward fade to black moments fixed.
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Grammatical Fixes.
Unfortunately, I couldn’t reveal any bigger news besides this, but I have been working with my team on Steel Over Blood and we have found frequent issues with our patch, as it runs on really old SkillSys, which has caused so much issues and roadblocks for my hack, that we made the decision to rebuild the game with a custom build.
So, I just hope you all remain patient with me, Steel Over Blood is a romhack I am very passionate about and love deeply. Building upon the current broken mess of a patch would be a disservice to my love letter to Fire Emblem.
So, to make up for my long absence, I decided to release a small hotfix patch that hopefully fixes a lot of issues currently included in the game + adding some fun stuff on top of it that you might enjoy.
ALSO, I decided to open the support room for added content, in case anybody is curious about the characters and their personalities.
And also, also, I have more fan art made for my game! And this time it’s not for Lenora!
Surprise Art
A lovely fanart drawn by my good friend Brice Merry of one of my characters, Odilia! Check out his socials! He also has a web comic called The Magic Aunt on WebToon.
Anyway, the patch is available on the download link page! And I hope you all enjoy! Stay tuned for the next update! ![]()
I’ve just seen the FEE3 trailer and it’s made me pretty excited for this game.
As Long you’re well and not give un on this, we will wait for ya, thank you for the update, my best regards.
I assume everyone who played my game saw the video. And i am so happy to finally see it published! I worked really hard to get it looking as good as it is no thanks to the wonderful animator and voice actors who tolerated me during the tight schedule I had.
Though I wish I could release a new patch, there isn’t anything I think is ready just yet + my capstone uni project has taken a massive chunk of my attention ![]()
The game is looking really good, I am super curious about a lot of the things going on in the new trailer and I love a lot of the character designs.
I saw the trailer and had to check it out. Im on chapter 4 right now.
These two are my favorite goons. I will cleave them apart with my fancy lord so he can be like his father.
Watched the trailer earlier. I really like the art of the main characters and I’m excited to see more!
Saw your bio, and I have a prediction you might like the mc of my game lol
That is very exciting to hear, I am even more excited for the project.
Hi! It’s me! Back again after an unusually long hiatus.
I apologize for being so silent about Steel Over Blood for so long. And I don’t want to repeat what I said in my Discord server to avoid repetition because I want to focus on the important things. Now that I’ve turned to a new chapter in my life, I feel as if I am more than ready to continue where I left off with my project after focusing on my studies.
I have a lot of changes, updates, and things I would LOVE to talk about Steel Over Blood but I feel compelled to only announce all these patch notes once I am confident of releasing new content that is fully ready for all of you to see, and worth the unbelievable amount of wait.
So, I’d like to ask for volunteers to playtest my game. Furthermore, I feel compelled to ask for assistance with various game balancing elements.
Playtesting is offered to anyone interested in trying out the new patch, while any game balancing assistance will have to message me directly wether on Discord or here.
Anyways, thank you for reading this, and I hope you’re excited for Steel Over Blood.
Good afternoon, everybody. I decided that it only makes sense that I include all the information I posted in my discord server here for the sake of preservation, and that it is easily searchable and accessible for players who aren’t a part of the server.
I want to go through all the changes I have of my new patch that I still have currently on the playtesting phase and will hopefully be posted in the ‘Download Here’ link above once I’m sure the game is worth posting officially in this forum.
The changes are listed below for what I’m now calling the May 2026 patch:
Story Changes from Ch1-6 (SPOILER):
- Any scenes or mention related to the late Emperor that was killed about having a son and daughter has been completely changed into him just having a daughter, and the scene revealing him which later within the same scene having his fatal death was removed completely. I felt the story was already packed as is and with the Emperor’s son being so insignificant in the plot, I felt it necessary to just delete him from existence.
- The end event in Ch6 where Roar finds a servant who was hiding during the battle was changed slightly to have more relevancy with WHY Lenora wants to go to Yarhook, the servant’s nationality was changed to be of Yarhook so that it could make more sense and drive more of a reason why they’d want to go there.
Weapon Buffs/Changes:
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All dagger weapons in the previous patch were hard coded to calculate a unit’s MAG to damage enemies, and have been changed to finally calculate ATK, so now thieves and any other dagger-using unit do proper damage to their opponents.
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Flux POW 5 → 6 but Hit 95 → 85 WHILE Weight 4 → 6
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Luna Hit 50 → 70 WHILE Weight 12 → 10 and POW 0 → 4
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Nosferatu POW 7 → 8 & Hit 65 → 80
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Ruin POW 4 → 6 & Hit 60 → 70 WHILE Weight went from 10 → 8
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Elwind 4 → 6 & Weight 4 → 6
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Peacemaker can be upgraded to Peacemaker+ through story progression now.
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Heavy Spear grants defense +4 on top of also being effective to armor units.
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Fire has become cheaper to purchase.
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Elfire durability went from 20 to 25.
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Bolganone has been added as a A rank anima weapon.
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Thunder is now a 2-3 range weapon with 10 weight.
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Elthunder is 2-3 range weapon with 13 weight.
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Elwind is changed from a C to B weapon, and Wind has been added as a C weapon. (Both acting as anti-flier tombs)
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Bolting’s name and animation changed to Meteor but it still functions the same.
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Soulshive was a mage-killing dagger that has been removed from the game now.
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Short Bow durability went up to 25.
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Javelin durability went up to 25.
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Handaxe durability went up to 25.
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Short Axe added as a tier between handaxe and tomahawk.
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All axe weapons hit rate have been increased by 5%.
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Monster weapon POW have been increased.
Class Changes:
- Myrm Base Atk increased by 1.
- Thief Base Atk increased by 1.
- Griffon Rider enemy growth rates for Luck increased by 10 and Res increases by 5.
- Brigands/Pirates promotion to Berserker or Warrior has been changed to Berserker or War Cleric.
- Axe Wraith Enemies went from 1 base magic to 5 base magic to better use magical axe weapons.
- Mages lose the focus skill on level 10 and instead learn Malefic Aura at level 10.
- All Enemy HP and DEF growth rate increased by 10%.
- Valkyrie class uses daggers + staff.
- All infantry units have built-in shove skill that doesn’t take up a skill slot anymore.
Unit Stat Changes:
- Laurence, Suzzane, Badger, Thierris, Suliaman, Carter, Lenora, Maren, Hyde, Maddie, Penelope, and Kinu all get new unique personal skills that completely change their play style. (Those that played early versions of those maps outside the first 6 chapters may know the difference).
- Élénore gets another nerf I’m joking lol.
- Ylva’s MGK growth went up to 35% so that she can better utilize magic axes.
- Nicolas SPD growth went down to 15%, while his DEF growth went up to 35% with his LUCK going up to 45%.
- Laurence’s base ATK went by 2, DEF went down by 1, DEF growth lowered by 5%, ATK growth lowered by 10%, and MAG growth increased by 5%. All this was due to his new skill making him a little too powerful and lets him hit like a truck.
- Penelope in super early versions of the untested ch7 was an archer, but now has become a bow villager that can promote to archer or peg rider.
- Maddie is another early version unit of ch7 that was originally a fighter, but has been changed to the Warrior class instead.
Visual Updates:
- Mage animation and map sprites have been changed.
- Wyvern Rider animation has been changed.
- Cav and Wyvern Rider map sprites have been changed so that is more clear to determine if you’re fighting a male or female enemy, this is relevant because later updates will include mentions of gender specific personal skills.
- Two new CG’s have been after in Ch4’s end event.
- Menu screen background and chapter transition background, as well as the color pallete of the difficulty options have been changed to images from HyperGamma’s SacredEchoes. Which I believe the assets are F2U. However, if it turns out this wasn’t the case and the UI does not count as F2U, I will remove it.
- Battle platforms for the town chapters have been changed and night time maps actually have appropriate battle platforms and backgrounds that match the tileset.
Music Updates:
- A special thanks to @Cynon for providing a lot of amazing music for the game!
Current Issues:
Many play testers have voiced opinions about enemies being very easy to kill and can be knocked out in one hit. I currently have been trying to raise enemy growths on certain classes but it doesn’t seem to help that very much.
Additionally, many enemies have issues with not being able to deal good amount of damage and have terrible hit rates, like fighters, brigands and griffon riders (they’re my axe fliers) being very unreliable with their hit rate and barely count as a threat. In fact, even dark mages share the same issue. You can say that it comes with me following Fates growth rates which would cause many of my units to skyrocket in power in comparison to enemies, however I still think that’s not really a problem as many hacks in FEU have done Fates growth rates and stats, I just haven’t found the right balance.
Current Progress:
I’m proud to say that I have made significant progress with my project, right now I completed 6 new chapters, though not all have been playtested yet. And furthermore, added many secret events in previous chapters.
I have also finally included the Thierris chapters that were featured briefly in the FEE3 video in the new patch, as well as completed change the maps she is in, as well as maps included after returning to Lenora’s party.
One thing I’m very proud of doing is doing branching chapters, specifically ch10 in my hack allowing you to decide which forts to siege. Bringing you options to encounter different swarms of enemies, challenges and also recruitable unit’s.
I don’t really have a great way on showing off this feature so I just posted screenshots below:
Once I feel like the game is presentable enough, I will release a official new patch going up to ch10 here. But for now, I will continue to accept playtesters and that would be through joining the discord server and downloading the patch through there.
Thank you for reading and look forward to further posts I make!
I’ve run into similar problems with my own hack, and I suggest two things:
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Raise class base stats as well as growth rates. This is a pain to implement, since you also need to readjust the base stats of the player units to account for the change, but it gives enemies an immediate boost that you don’t get just from growths.
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Add leadership stars to boss units. You have full control over the size of the hit and avoid bonuses per star, and can easily scale it across the game.
Small tiny thing but I guess this is worth posting, but I realized there finally is griffon class cards on the repo, however they have the golden borders instead of silver. And since I treat griffon riders in my game as axe fliers, I edited the class card to be T1.

For anyone interested in just taking this portrait with the edited colors, it’s F2U… though I feel like that’s self explanatory because the change is barely noticeable lol.
Credits to SkidMarc25 for the original design.
Hey, glad to see you’re working on this again.
Just wanted to chime in and mention I left discord in February (in case you tried to contact me).
As for helping out, my life is a mess rn so everything fire emblem/hacking related is on hold. Congrats on finishing uni though. (I’m assuming you graduated).
Thank you! And best of luck to your future and current endeavors!




