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Any news? Are you still working on the project?
Yup! Progress is slow for the time being while I work a few little bugs out but it is being worked on
Got a new update in the pipeline I’m hoping to get out by the end of February at the latest. New units, chapter, etc.
Well, this is a bit late. I promised a new update in February. It is now July. Oops.
Act IV is here! New characters, chapters, all that good stuff.
So, whahappen, and why did this take so long?
Work, mental health, the usual. Also I decided to add a new classline this time, the Hvy Cavalier to Great Knight pipeline is real, and their axes are very painful. So I had to rebalance things around that.
Overall, I think the hack’s lookin’ pretty good personally, though I am of course very biased.
The next act, Act V, will be the last Act of the hack, and will finish off the story, so look forward to that. Hopefully I’ll be able to get it out before the year’s out, but considering for me February doesn’t end until July, I probably can’t be held too strongly to that.
I’ve started instinctively ending sentences with [A], oh god please help

yaayyyy!!! Closer to getting to play this!! Keep it up!
I really enjoyed playing this hack. The plot is interesting and the characters are likable. I thought that the difficulty was pretty well balanced, I had to play carefully from Chapter 4 onward. Chapter 4 for me in particular was probably the hardest of the hack. I did encounter a bug. The map that you recruit Emilie after you recruit her she cannot move. The same thing happened to Gereon once he was playable. I deployed him for the first map he was deployable on and he couldn’t move. They could still attack though.
I cannot wait to play the fifth act. You did a very good job making this hack.
cant wait for act five any chance its close to being done.
I’m about 2/3s of the way through act five’s main story. After that, I’ll still have gaiden chapters and supports to write. So… it’s a process, but I’m getting there slowly but surely.
Hi, I’ve been playing through your project, and I’ve been enjoying so far. Decent iteration on primarily vanilla systems, though I’ve noticed you’ve adopted the DLATMOL approach of restricting 1-2 range access for the players and not making them purchasable. If you decide to persist with this direction, I’d recommend alleviating the amount of 1-2 range on the enemies, because there’s a pretty exorbitant amount of it relative to most projects or the original GBA titles, which can culminate in the player getting bogged down behind a cohort of enemies.
However, I’ve encountered a bug. When I recruited Emilie (after having rescued and deposited her) with Erin, she still retains the 0 movement from being a stationary green unit. I’ll just edit my save with the Builder Debugger, but FYI for you.
EDIT: Actually, restarting MGBA resolved the complication, but I’d suggest still investigating it.
Yeah I’ll look into that. I have noticed the bug, I think it might be something to do with the ModularSave, because it only started after applying that.
Javelins / Hand Axes will become more readily available later on.
Glad you’re enjoying it so far though ![]()
Well, well, well, it’s been a while
I’m just checking in to say that Act V is nearing completion.
I am currently writing character endings and supports. But from a gameplay perspective, the main story of Act V - and as a result the entirety of the main story - is complete.
All that is left for me to do is write the ending, supports, and create Act V’s gaiden chapters.
In short, I’m hoping to get the final build of the hackrom out by the end of next month.
I’m hoping to have something ready for FEE3 this year, probably showing off a gaiden chapter.
I’m sorry for the wait, and thank you all for being so patient with me :]
So excited this has been on my radar for so long. So excited to hear I may be able to play it soon! Thank you for all the hard work!
Fun hack, I can see you put more effort into the story than most. The supports that i’ve read also seem well written other than Corey being one note (guessing hes based off Jaha). Im used to playing finished games but I had fun with this one, though I do have some constructive criticism and a bug to report
Just finished chapter 7, the maps are fun though lean a bit easy. Though i’d question iron manning this on a first playthrough, having the guy carrying your only hand axe dying would suck. If you want people to iron man I wonder if dead units should transfer equipment to convey ala Blade and Claw.
I also find large amount of weak enemies heavily incentivises leaning on a few defensive units to draw the fire then cleaning up, or just watching the blows ping off another unit. I also feel you’re incentivised to funnel exp into a handful of units, like the Cain and Abel duo and your lord. Though i admit the reinforcements do encourage you to use the other units deployed.
The balance feels off, with the cain and abel duo and the armor being better than most, Michael outclassing the other mages in stats, though Horitio only being a little behind while having a much cheaper tone and fatch not so good, while the archers feel kinda of pointless and I wonder if 4 con is excessively low for Hitch. Also Scott does make the early axe bros feel pointless as he has better stats and a horse, though I might keep fielding Corey as I got lucky with his level ups. Emille makes me wonder the point of using Erin (other than recruiting Thatch)… if a bug didn’t render Emille’s movement 0.
And for an iron man hack, having the light mage die in 2 turns if you dont pegasus over to him with the fog making that not obvious is kinda of a dick move.
In chapther 7 Emille’s movement remains at – when recruited making her unable to move, though hopfully it only applies to that chapter but it doesnt make much sense. Edit: beat chapter 7, Emille’s movement is still at 0, playing on VBA 1.72 which handles virtually every hack fine.
Is sleep set to very low accuracy? the sleeper guy in 6 and the first one in 7 kept missing even vs low res targets, though the 2nd guy in chapter 7 did sleep several units
Despite my list of complaints I am enjoying it and will keep going further, so I hope this isn’t too discouraging
Honestly having dead units send items to the convoy is a great idea I’ll look into figuring out how to work.
Thank you for your feedback:
- Regarding balance, I was trying to incentivise using the armour knight by making her more powerful, but it’s highly possible I overtuned her a bit - I wanted to have armour knights actually be viable units in game.
- Thatch could probably use a buff yeah, my bad
- The Emilie glitch is one I’m aware of, but I’m just genuinely unsure how to fix it.
- Sleep is not purposely set to lower accuracy than it is in base FE8, but honestly yea it could still be buffed
Just set her movement to 7. I know she imprisoned, but it not like she would be able to escape without a key anyway
If she’s set to stationary AI, you can use Set Unit Status or similar patch to change her AI4 in the recruitment event to allow her to move.
Anyone know how many chapters this game has in total?
Currently goes from Prologue to Chapter 21, when finished it is supposed to have thirty-two main story chapters, including the prologue and epilogue, as well as gaiden chapters which will end up with having around forty playable chapters in total.
There are currently five gaiden chapters, making the current total chapter count 27.
Damn… When I saw it in FEE3, the youtube video’s description said that it was a 30 chapters long game, so I thought it was already finished. A pity. I’ll keep waiting patiently then.

