[FE8] Hetja's Quest (v0.8.03.000 - 10/31/2025)

HQ 0.8.03.000 FEU
Hello and Happy Halloween!
There’s a spooky scary chill in the air, and those thought long dead now rise again. What powers have the convoy of the damned acquired since they last walked this mortal coil?


COLAB 2

Gecko the Villager (from Cerulean Crescent) and Lyra the Battlemage (from Astral Throne) have entered the labyrinth! Recruit them by heading to the Off The Beaten Path Tavern and inputting the passwords “PLUCKED” and “ASTRAL”. I hope that you enjoy trying out these new characters. If you are unfamiliar with these characters, please check out the projects that they come from.


DIFFICULTY REWORK

The previous Normal/Hard difficulties have been transformed into a trio of difficulties decided by a configurable system of modifiers. Instead of just increasing or decreasing the “sponginess” of enemies, these difficulty modifiers provide either additional gameplay challenges or benefits that shape the difficulty of your runs. There’s a little something for everyone, whether you yearn for something more challenging, cry out for respite from the Labrinth’s relentless bombardment, or find peace in a balance of the good and the bad. Mix and match modifiers to play the game the way that you want to play it.


NEW FOES TO FACE

There are new enemies to encounter within the Labyrinth, including basic Generic Enemies, Mini Boss reinforcements, Mid Bosses, and Final Bosses. Some examples include Saul reinforcing Dorothy, Sothe reinforcing Micaiah, Brom and Heather reinforcing Nephenee, Mid Boss Berkut (if you’ve recruited Alm)(thanks Gamma), Mid Boss Sami (if you’ve recruited Jess), Mid Bosses Ryoma and Xander (if you’ve recruited Takumi), Final Boss Arvis, and Final Boss Grima.


TUTORIAL

There is now a dedicated tutorial map in the game, accessible from both character creation and the hub area. This tutorial covers a large amount of the game’s mechanics, especially those unique to Hetja’s Quest. Experience it at your own pace, selecting which topics you’re interested in learning about. Some topics feature an option to “Try It Yourself”, where you can attempt specific scenarios related to the selected topic.


BREAD CRUMB TRAILS OF LORE

In preparation for the future story patch, further lore has been sprinkled throughout the game alluding to upcoming story related events. This includes not just blocks of text like enemy unit and item descriptions, but also new story related playable characters. These new characters replace some of the generic recruits that reinforce your battle events. They’ve got brand new Abilities and portraits that change depending on their class promotions.


UPDATED WEBSITE

The Hetja’s Quest website has been updated to include a ton of new information. This is long overdue, as the website was full of outdated information by the time the last major patch dropped. Most subjects you might be interested in reading up on have been either added or updated to include up-to-date information. Credits has also been updated with the newest assets.


OUTRO

With most of the “interesting” stuff out of the way, and before I get to the patch notes, I’d like to give due thanks.

First off, thank you for the 10k downloads! At least part of that number is people downloading newer patches as they’re release, so there is an amount of numbers inflation going on, but regardless I am appreciative. I am happy to be working on something that, despite its departure from typical Fire Emblem romhack gameplay, people find interesting enough to give a try.

Thank you to the testing team in the RPG Club Games discord server. Without their help, there would be substantially more game breaking bugs and substantially less quality of life features.

Thank you to Glaceo and Garytop for their work on the new playable characters’ portraits and GoudaGrabber for their work on the new items’ icons and description glyphs. They have done a fantastic job turning my half baked ideas into something really beautiful.

Thank you to Rivian and McDichael for approving of the collaboration and working with me to get everything up to spec. Sorry I took so long to actually get the colab publicly released and playable :~P

Thank you to Gultykappa for the features in the Archanea Monthly. I love the idea of a fan-zine about FE romhacks, and AM’s execution is second to none. I’ve been an avid reader since day one, and I’m extremely appreciative to have Hetja’s Quest been included at all.

Finally, thank YOU for the continued interest in the hack.

I hope that the changes present in this new patch help to create an overall more fun experience. After all, as a previous president and chief operating officer at NoA once said, “If it’s not fun, why bother?”.

Also, don’t forget that FEE3 2025 starts tomorrow! Please check out the schedule and watch each video as they are released on the FEU youtube channel.


CHARACTER CREATION CHANGES
  • Removed option to set Bounty Hunter Boon

  • Removed option to set Gutless + Unyielding + Amnesia Banes

  • Added option to Randomize your Hetja
    ⤷ Randomizes your Class/Class Type/Ability/Boon/Bane

  • Added option to be Wyvern Rider (F)

HUB AREA CHANGES
  • Added a way to rename Hetja after the intro
    ⤷ Off The Beaten Path → Misc. → Rename
    ⤷ Names with three or less characters will not properly display the no option but it can still be selected and you can also press “B” to select no

  • Added note to recruitment text of units whos recruitment unlocks additional Mid Boss possibilities
    ⤷ Jess + Alm + Takumi

  • Added 4 Cerulean Crescent Achievements

  • Added 3 Astral Throne Achievements

  • Updated Achievement Tent colab achievements menu behavior
    ⤷ If recruited any colab unit, all of the games collaborated with will show up
    ⤷ If have not recruited the unit from that game, only the first achievement of that game will show and the name of the unit will be censored

  • Edited Off The Beaten Path Tavern facility
    ⤷ Requirement to upgrade to Lv 2, 10 completed quests → 1 completed quest
    ⤷ Requirement to upgrade to Lv 3, 20 completed quests → 2 completed quests
    ⤷ Requirement to upgrade to Lv 4, 30 completed quests → 3 completed quests
    ⤷ Requirement to upgrade to Lv 5, 40 completed quests → 4 completed quests

  • Removed Run Modifier passwords

LABYRINTH CHANGES
  • Added post-run “Run Obituary”
    ⤷ Gives info about how the run went
    ⤷ Includes run length, cause of death or run ending boss defeated, total battle events interacted with, mini boss events interacted with, village events interacted with, church events interacted with, chest events interacted with, armory events interacted with, and meta items consumed (if under restriction)

  • Added short dialogue when recruiting a Recruit in the Labyrinth from a Village

  • Added new labyrinth option “Labyrinth Palette”
    ⤷ Set Palette (default) - the palette that was randomly chosen on entry will remain the whole run
    ⤷ Adaptive Palette - changes to specific palette at the start of chapters 1 + 5 + 10 + 15 + 20, then random in endless
    ⤷ Random Palette - changes to random palette at the start of every chapter

  • Added new chest event, “Finish the Scroll”
    ⤷ Spend an amount of current+max hp to learn a random skill from a specific skill tier (OR, IF LESS THAN OR EQUAL TO 5 CURRENT HP get a Skill Scroll)
    ⤷ The pool of available Skills in each tier is small (e=13, d-s=7)
    ⤷ Can occur during any Chapter’s Chest Event as long as you have already interacted with 10 Chest Events so far that run

  • Added 5 Cerulean Crescent battle battlegrounds

  • Updated generic enemy random battlegrounds events, can roll the new CC battlegrounds if Gecko recruited

  • Updated “Wayne the Frog” chest event, includes a portrait for Wayne and snippets of the songs they play

  • Updated “Shrine Idol” chest event, if Gecko recruited but not deployed, able to offer 500 G for a Frying Pan

  • Updated “Enchantress” chest event recipes
    ⤷ Blessed Sword, Iron Sword/Holy Water → Iron Sword/Pure Water
    ⤷ Blessed Lance, Iron Lance/Holy Water → Iron Lance/Pure Water
    ⤷ Blessed Axe, Iron Axe/Holy Water → Iron Axe/Pure Water
    ⤷ Blessed Bow, Iron Bow/Holy Water → Iron Bow/Pure Water

  • Updated "Epsilon Squadron " chest event, edited enemy reinforcements

  • Edited several Character Specific Shops

  • Edited starting menu layout

  • Can no longer view stats of Generic Enemy/Mini Boss Nodes

  • All unpromoted Generic Enemy Battle Events now have at least 1 promoted version available Ch 11+

  • All promoted Mini Bosses regain the skills they have while unpromoted

  • Edited labyrinth predetermined events

Node 1
⤷ Removed all Trainee/Trainee+/Mini Boss events

Nodes 9-11
⤷ Always spawns Mini Boss events on Chapters 9, 15, 19
⤷ Endless - 29, 35, 39, 49, 55, 59, 69, 75, 79, 89, 95, 99

Nodes 13-15
⤷ Always spawns Trainee events featuring each possible Trainee type on Chapter 5
⤷ Power of Youth Modifier - always spawns Trainee+ events featuring each possible Trainee+ type on Chapter 5
⤷ Endless - always spawns Trainee+ events featuring each possible Trainee+ type on Chapters 25, 45, 65, 85

  • Edited Village event behavior
    ⤷ Removed difficulty restriction on applying buff to Recruits

  • Edited Church event behavior
    ⤷ Removed difficulty restriction on applying buff to Recruits
    ⤷ Removed difficulty restriction on healing Recruits

  • Edited default Labyrinth palette behavior
    ⤷ When starting a new game, sets default to Adaptive Palette

  • Edited Labyrinth Anna Shop + Armory + Chest events
    ⤷ Deployed Unit’s usable weapon indication in shops, now checks the Deployed Unit’s weapon ranks instead of Party Carriage’s weapon ranks
    ⤷ Behavior added to Armory, Forge, Bookbinder, Enchantress, and Loot Goblin chest event shops

  • Edited battle random npc ghost flame event
    ⤷ Can occur any battle event during any chapter → can occur any battle event during Ch 20+
    ⤷ 4.95% chance to occur → 5% chance to occur
    ⤷ At event start, spawns at random coordinates once, no longer teleports around
    ⤷ When interacting with the flame, gain a random advantage
    ⤷ ⤷ 20% +10 wexp for all usable weapon types
    ⤷ ⤷ 20% Heal 30 hp and cure all status effects
    ⤷ ⤷ 20% Random ring buff for 3 turns
    ⤷ ⤷ 20% +3 to a random stat
    ⤷ ⤷ 20% Learn a random Skill from any tier bracket, including (-) tier

  • Changed Mid Boss item drop on death
    ⤷ Skill Scroll → 500 G

  • New Generic Enemy, Socius
    ⤷ Mauthe Doog (unpromoted), drops Fiery Fang
    ⤷ Gwyllgi (promoted), drops Hellfang

  • New Generic Enemy, Centaur
    ⤷ Tarvos (unpromoted)
    ⤷ Maelduin (promoted), drops Quiver

  • New Generic Enemy, Garteras
    ⤷ Gargoyle (unpromoted)
    ⤷ Deathgoyle (promoted), drops Dragon Fang

  • New Generic Enemy, Theoros
    ⤷ Mogall (unpromoted), drops Watchful Eye
    ⤷ Arch Mogall (promoted), drops Starved Gaze

  • New Mini Boss Reinforcement, Geese the Pirate/Berserker

  • New Mini Boss Reinforcement, Saul the Priest/Bishop

  • New Mini Boss Reinforcement, Barth the Sword Knight

  • New Mini Boss Reinforcement, Bors the Lance Knight

  • New Mini Boss Reinforcement, Wendy the Axe Knight

  • New Mini Boss Reinforcement, Chad the Thief/Assassin

  • New Mini Boss Reinforcement, Rebecca the Archer/Sniper

  • New Mini Boss Reinforcement, Kent the Cavalier/Paladin

  • New Mini Boss Reinforcement, Brom the Lance Knight/General

  • New Mini Boss Reinforcement, Sothe the Thief/Assassin/Rogue

  • New Mini Boss Reinforcement, Heather the Thief/Rogue

  • New Mini Boss Reinforcement, Annette the Mage/Sage

  • New Mid Boss, Edelgard the General

  • New Mid Boss, Ryoma the Swordmaster
    ⤷ If Takumi recruited, added to pool of possible Mid Bosses

  • New Mid Boss, Xander the Paladin
    ⤷ If Takumi recruited, added to pool of possible Mid Bosses

  • New Mid Boss, Sami the Medium Tank
    ⤷ If Jess recruited, added to pool of possible Mid Bosses

  • New Mid Boss, Berkut the Paladin
    ⤷ If Alm recruited, added to pool of possible Mid Bosses

  • Reworked Mid Boss Paulsmine, now Paul&Jas
    ⤷ Face both Paul and Jasmine
    ⤷ If under Dark Labyrinth Tendency, added to pool of possible Mid Bosses
    Cannot see the stats of this Node Event

  • Reworked Mid Bosses Lloyd and Linus, now ReedBros
    ⤷ Face both Lloyd and Linus
    ⤷ If under Dark Labyrinth Tendency and Ch 15+, added to pool of possible Mid Bosses
    Cannot see the stats of this Node Event

  • New Final Boss, Arvis the Emperor

  • New Final Boss, Grima the Grima

  • Edited Mid Boss behavior
    ⤷ If under Dark Labyrinth Tendency + “The Real Thing” Run Modifier on, the Mid Boss encounters on Ch 15 will use their upgraded multi unit endless formation

  • Edited Final Boss behavior
    ⤷ If under Dark Labyrinth Tendency + “The Real Thing” Run Modifier on, the Final Boss encounter on Ch 20 will be Lv 30 and use their upgraded multi unit endless formation

  • Edited Labyrinth Meta Fruit Pickup Event, items are now sent directly to the convoy

  • Added new shop Node type, Craft Shops
    ⤷ Uses red roof shop tile change (the Anna Shop one)
    ⤷ Choose to go to 1 of Blacksmith, Bookbinder, or Enchantress Chest Events
    ⤷ Only appears on Node 1 on Chapters 5 + 15

  • Edited Labyrinth Event randomization weight

Node 2
80% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
20% battle

Node 3
80% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
20% battle

Node 4
60% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
40% battle

Node 5
40% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
60% battle

Node 6
40% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
60% battle

Node 7
60% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
40% battle

Node 8 (before Ch 3)
60% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
40% battle

Node 8 (Ch 3+)
60% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
20% mini boss
20% battle

Node 9 (before Ch 3)
40% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
60% battle

Node 9 (Ch 3+)
40% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
40% mini boss
20% battle

Node 10 (before Ch 3)
20% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
80% battle

Node 10 (Ch 3+)
20% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
60% mini boss
20% battle

Node 11 (before Ch 3)
40% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
60% battle

Node 11 (Ch 3+)
40% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
40% mini boss
20% battle

Node 12 (before Ch 3)
60% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
40% battle

Node 12 (Ch 3+)
60% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
20% mini boss
20% battle

Node 13
20% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
80% battle

Node 14
40% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
60% battle

Node 15
20% shop/house/church/chest
⤷ 25% shop
⤷ 25% house
⤷ 25% church
⤷ 25% chest
80% battle

DIFFICULTY REWORK
  • Aspects of old difficulties have been expanded on and turned into “Labyrinth Tendency” and “Run Modifiers”
    Labyrinth Tendency is the new way of categorizing overall difficulty
    Run Modifiers are individual benefits or detriments that can be toggled on and off before a run
    Activated Modifiers apply or remove “Density” that influences Labyrinth Tendency
    Current Labyrinth Tendency is displayed in the Run Modifiers menu

  • New Difficulty, Light Tendency
    If the combined density value of beneficial and detrimental modifiers is a negative number, play on “Light Labyrinth Tendency” difficulty, essentially easy mode
    ⤷ + At start of run, choose an advantage
    ⤷ - .5x gold from Labyrinth progress post run
    ⤷ - Detrimental Modifiers do not give gold upon victory post run
    ⤷ - Cannot access Endless Mode

  • New Difficulty, Harmony Tendency
    If the combined density value of beneficial and detrimental modifiers is 0, play on “Harmony Labyrinth Tendency” difficulty, essentially normal mode
    ⤷ + At start of run, deployed unit can trade stats to learn 1 of 3 beneficial skills
    ⤷ + Detrimental Modifiers give gold upon victory post run
    ⤷ / 1x gold from Labyrinth progress post run
    ⤷ - Cannot access endless mode

  • New Difficulty, Dark Tendency
    If the combined density value of beneficial and detrimental modifiers is a positive number, play on “Dark Labyrinth Tendency” difficulty, essentially hard mode
    ⤷ + 2x gold from Labyrinth progress post run
    ⤷ + Detrimental Modifiers give gold upon victory post run
    ⤷ + Can access Endless Mode
    ⤷ - No post-run gold reward until reaching Chapter 5
    ⤷ - At start of run, forced to choose a disadvantage
    ⤷ - Additional Mid Boss fight on Chapter 15
    ⤷ - Final Boss is lv 30

  • New Beneficial Run Modifier, Baby Mode (Density -200)
    ⤷ Deployed unit gets a Growth Ring Trinket as well as +2 Strength, Magic, Skill, Speed, Defense, and Resistance.

  • New Beneficial Run Modifier, Wizard Eyes (Density -2)
    ⤷ Hovering over Battle Event Nodes will display the name of the event held within, and removes all monster battles from battle event pool.

  • New Beneficial Run Modifier, Metronome (Density -1)
    ⤷ Mid Bosses and Final Bosses have QTE opportunities to increase dealt damage and reduce incoming damage.

  • New Beneficial Run Modifier, Tactician (Density -2)
    ⤷ Recruits are controllable during battles, gain experience from participating in battles, and can learn Skills from Skill Scrolls.

  • New Beneficial Run Modifier, Devout Followers (Density -1)
    ⤷ Able to deploy an additional recruit if a deployed recruit dies, and recruits gain stats at the beginning of each Chapter.

  • New Beneficial Run Modifier, Good Friends (Density -4)
    ⤷ Start the run with 2 random Lv 3 Recruits.

  • New Neutral Run Modifier, Fixed Growths (Density 0)
    ⤷ Leveling is more consistent. Note: Certain Modifiers force this Modifier OFF.

  • New Neutral Run Modifier, Retcon (Density 0)
    ⤷ Randomize deployed unit’s Game Based Passive.

  • New Neutral Run Modifier, Random Trinkets (Density 0)
    ⤷ The free trinkets offered at the Chapter 1 Anna Shop can include any 3 random trinkets.

  • New Neutral Run Modifier, Random Ability (Density 0)
    ⤷ Deployed unit will start with a random Ability.

  • New Neutral Run Modifier, Random Battleground (Density 0)
    ⤷ Battle Event environment is set randomly.

  • New Neutral Run Modifier, Mixed Up (Density 0)
    ⤷ When Hetja is deployed, randomize their Class, Ability, Boon, and Bane. Hetja’s WEXP is reset before every run.

  • New Neutral Run Modifier, Continuity (Density ?)
    ⤷ The amount of previous runs won and lost influence Labyrinth Tendency.

  • New Neutral Run Modifier, No Masters (Density 0)
    ⤷ The Final Boss that appears at the end of Chapter 20 is not influenced by the Mid Boss beaten at the end of Chapter 10/15.

  • New Detrimental Run Modifier, The Real Thing (Density +4)
    ⤷ Runs end at the end of Chapter 20, after defeating the Final Boss. Necessary to access Endless Mode.

  • New Detrimental Run Modifier, Power of Youth (Density +1)
    ⤷ Trainee Events are replaced with Trainee+ Events. Trainee+ Events are stronger and give more EXP.

  • New Detrimental Run Modifier, Only What You Need (Density +2)
    ⤷ Deployed unit learns Light Weight Skill. In battle, if the deployed unit has more than 3 items in their inventory at the end of player phase, deployed unit gets sleep until next turn.

  • New Detrimental Run Modifier, Til Death Do Us Part (Density +3)
    ⤷ Deployed unit gets a Cursed Ring trinket. Cursed Ring give -125 to all Growths and cannot be sold, dropped, or traded. Forces Random Growths.

  • New Detrimental Run Modifier, Living Off the Land (Density +2)
    ⤷ Start with 0 Gold. Deployed unit learns Capture Skill. Enemies do not drop gold.
    ⤷ Armory Events replaced with Crafting Events (Blacksmith/Book Binder/Enchantress).

  • New Detrimental Run Modifier, Nuzlocke (Density +1)
    ⤷ Can only recruit one reinforcement when interacting with villages per chapter.

  • New Detrimental Run Modifier, Fog of War (Density +1)
    ⤷ At the start of each battle apply fog with 3 tiles of vision.

  • New Detrimental Run Modifier, Peckish (Density +1)
    ⤷ Consumed meta healing items have no effect (Fish/Fruit).

  • New Detrimental Run Modifier, Forgetful (Density +1)
    ⤷ The deployed unit’s weapon experience is reset at the beginning and end of each run.

  • New Detrimental Run Modifier, Stubborn (Density +3)
    ⤷ The deployed unit cannot gain experience.

CHARACTER CHANGES
  • Added new playable character, Gecko the Villager from Cerulean Crescent
    password “PLUCKED”

  • Added Cerulean Crescent unit passive, refresh unit’s signature weapon’s uses at the start of every chapter

  • Added new playable character, Lyra the Battlemage from Astral Throne
    password “ASTRAL”

  • Added Astral Throne unit passive, at the start of Ch 1/5/10/15/20 learn a Skill or change your Ability from three options

  • Hetja Thief
    ⤷ Base Strength 4 → 5
    ⤷ Base Max HP 16 → 14

  • Hetja Pegasus Knight
    ⤷ Base Max HP 14 → 16

  • Troude
    Con 9 → 11

  • Replaced Generic Cavalier Recruit
    ⤷ Generic Cavalier → Angel the Choco Rider
    ⤷ HP Growth 70 → 75
    ⤷ Strength Growth 45 → 50
    ⤷ Skill Growth 40 → 50
    ⤷ Speed Growth 50 → 60
    ⤷ Defense Growth 45 → 40
    ⤷ Luck Growth 30 → 10
    ⤷ Magic Growth 15 → 0
    ⤷ Ability Train → Treasure Hunter

  • Replaced Generic Knight Recruit
    ⤷ Generic Knight → Chuck the Squire
    ⤷ Can use Daggers
    ⤷ HP Growth 75 → 70
    ⤷ Strength Growth 50 → 45
    ⤷ Skill Growth 45 → 40
    ⤷ Speed Growth 30 → 20
    ⤷ Defense Growth 60 → 70
    ⤷ Resistance Growth 45 → 25
    ⤷ Luck Growth 25 → 20
    ⤷ Magic Growth 20 → 35
    ⤷ Ability Train → Weapon Smithing

  • Replaced Generic Mage Recruit
    ⤷ Generic Pupil → Yukimichi the Apprentice
    ⤷ Can use Daggers (if has Sword rank)
    ⤷ HP Growth 55 → 30
    ⤷ Strength Growth 15 → 35
    ⤷ Speed Growth 50 → 60
    ⤷ Resistance Growth 60 → 50
    ⤷ Magic Growth 65 → 50
    ⤷ Ability Study → Shadow Clone

  • Replaced Generic Monk Recruit
    ⤷ Generic Monk → Layla the Lyrist
    ⤷ HP Growth 60 → 50
    ⤷ Strength Growth 25 → 0
    ⤷ Skill Growth 45 → 35
    ⤷ Speed Growth 40 → 50
    ⤷ Luck Growth 40 → 65
    ⤷ Magic Growth 65 → 60
    ⤷ Ability Study → Song Writing

  • Replaced Generic Pegasus Knight Recruit
    ⤷ Generic Pegasus Knight → Adelaide the Protege
    ⤷ HP Growth 65 → 85
    ⤷ Strength Growth 35 → 50
    ⤷ Luck Growth 45 → 10
    ⤷ Magic Growth 15 → 10
    ⤷ Ability Train → Rallying Cry

CLASS CHANGES
  • Updated all class descriptions, now includes glyphs of relevant class information

  • Edited various generic enemy battle palettes

  • New Class, Choco Rider
    ⤷ Promotes to either R Choco Rider or B Choco Rider
    ⤷ Canto Class Skill
    ⤷ Treated like a horse unit
    ⤷ Can use Lances, Monster weapons, and Staves
    ⤷ No animation for monster weapons + staves

  • New Class, R Choco Rider
    ⤷ Acrobat Class Skill
    ⤷ Treated like a horse unit
    ⤷ Can use Lances, Monster weapons, and Staves
    ⤷ No battle animation for monster weapons + staves

  • New class, B Choco Rider
    ⤷ Canto+ Class Skill
    ⤷ Treated like both a horse and flying unit
    ⤷ Can use Lances, Monster weapons, and Staves
    ⤷ No battle animation for monster weapons + staves

  • New Class, Squire
    ⤷ Level Cap 10
    ⤷ Can promote upon reaching Lv 10, even before beating the Mid Boss
    ⤷ Promotes to either Lance Knight or Anima Knight
    ⤷ Aptitude Class Skill
    ⤷ Treated like an armored unit
    ⤷ Can use Swords and Bows
    ⤷ No battle animation for bows

  • New Class, Apprentice
    ⤷ Level Cap 10
    ⤷ Can promote upon reaching Lv 10, even before beating the Mid Boss
    ⤷ Promotes to either mage or shaman
    ⤷ Aptitude Class Skill
    ⤷ Can use Anima magic

  • New Class, Protege
    ⤷ Level Cap 10
    ⤷ Can promote upon reaching Lv 10, even before beating the Mid Boss
    ⤷ Promotes to either Pegasus Knight or Wyvern Rider
    ⤷ Aptitude Class Skill
    ⤷ Can use Lances

  • New Class, Lyrist
    ⤷ No promotion
    ⤷ Shade Class Skill
    ⤷ Can use Harmony magic and Staves
    ⤷ Can refresh an ally

  • New Class, Kinshi Knight
    ⤷ Falcoknight but uses Lance/Bow/Staff instead of Sword/Lance/Staff

  • Edited Archer (Skeleton)
    ⤷ Promotion options Sniper (Skeleton)/Nomad Trooper → Sniper (Skeleton)/Mogall Rider

  • Edited Lance Knight
    ⤷ Promotion gains none → 3 hp + 1 skl + 3 def

  • Edited Pegasus Knight
    ⤷ Promotion options Falcoknight/Malig Knight → Falcoknight/Kinshi Knight
    ⤷ Promotion gains none → 2 hp + 3 speed + 2 res

  • Edited Wyvern Rider (F)
    ⤷ Promotion options Wyvern Lord/Wyvern Knight → Wyvern Lord/Malig Knight

  • Edited Wyvern Knight
    ⤷ Promotion gains none → 5 hp + 3 def

  • Edited Lord (Ephraim)
    ⤷ Removed access to Daggers

  • Edited Great Lord (Ephraim)
    ⤷ Removed access to Daggers

  • Edited Sentinel (Ephraim)
    ⤷ Removed access to Daggers

  • Edited Falcoknight
    ⤷ Usable weapon types Sword/Lance → Sword/Lance/Staff

  • Edited Baron
    ⤷ Replaced battle animations

  • Edited Super Recruit
    ⤷ Class Name Recruit → Recruit+

  • Edited Super Journeyman
    ⤷ Class Name Journeyman → Journeyman+

  • Edited Super Pupil
    ⤷ Class Name Pupil → Pupil+

  • Edited Super Harpy
    ⤷ Class Name Harpy → Harpy+

  • Edited Half Dragon
    ⤷ Class Skill none → Canto
    ⤷ Added weakness to dragon/flying effective weapons

  • Edited Super Half Dragon
    ⤷ Class Name Half Dragon → Half Dragon+
    ⤷ Class Skill none → Canto+
    ⤷ Added weakness to dragon/flying effective weapons

ITEM CHANGES
  • Updated most weapon descriptions, some item effects are now represented with glyphs

  • Edited weapon effectiveness tables to include new classes
    ⤷ Choco Rider, horse + unpromoted
    ⤷ R Choco Rider, horse + promoted
    ⤷ B Choco Rider, horse + flying + promoted
    ⤷ Squire, armor + unpromoted
    ⤷ Apprentice, unpromoted
    ⤷ Protege, unpromoted
    ⤷ Kinshi Knight, flying + promoted

  • Edited monster effectiveness table
    ⤷ now only includes: bael, elder bael, cyclops, biclops, mauthe doog, gwyllgi, tarvos, maelduin, mogall rider, mogall, gorgon, gorgon egg, gargoyle, deathgoyle, harpy, harpy+, mimic, fire imp, chicken, demon king

  • Edited undead effectiveness table
    ⤷ now only includes: phantom, revenant, entombed, bonewalker (sword), bonewalker (bow), wight (sword), wight (bow), mogall rider, monk (skeleton), bishop (skeleton), specter, sage (entombed), cavalier (skeleton), dreadfighter (skeleton), archer (skeleton), sniper (skeleton), thief (skeleton), assassin (skeleton), anima rogue (skeleton), footman (t1 dismounted skeleton), footman (t2 dismounted skeleton), soldier (skeleton), draco zombie, demon king

  • New item, Frying Pan
    ⤷ Sword E
    ⤷ Uses 6
    ⤷ POW 8
    ⤷ Hit 100
    ⤷ Weight 6
    ⤷ Crit 50
    ⤷ Range 1
    ⤷ WEXP 1
    ⤷ Cost – (cannot be sold or bought in Armories)
    ⤷ +4 Speed/Defense. Less likely to be targeted. (Innate Shade)

  • New item, Astrolabe
    ⤷ Harmony E
    ⤷ Uses 30
    ⤷ POW 6
    ⤷ Hit 85
    ⤷ Weight 6
    ⤷ Crit 10
    ⤷ Range 1-2
    ⤷ WEXP 1
    ⤷ Cost 750
    ⤷ Gain Starfall AoE while in inventory, AoE cannot kill

  • New item, Nulcalibur
    ⤷ Anima E
    ⤷ Uses 15
    ⤷ POW 0
    ⤷ Hit 100
    ⤷ Weight 3
    ⤷ Crit 25
    ⤷ Range 1
    ⤷ WEXP 1
    ⤷ Cost 750
    ⤷ Negates defenses and effective against fliers

  • New item, Fake Tooth
    ⤷ Staff -
    ⤷ Uses 3
    ⤷ Range 1
    ⤷ WEXP 0
    ⤷ Bard Song, Lyrist only
    ⤷ Heal an adjacent ally based on user’s magic stat

  • New item, Panic
    ⤷ Staff -
    ⤷ Uses 3
    ⤷ Range 1
    ⤷ WEXP 0
    ⤷ Bard Song, Lyrist only
    ⤷ Give an adjacent ally +10 Crit until their next turn

  • New item, Bed Rot
    ⤷ Staff -
    ⤷ Uses 3
    ⤷ Range 1
    ⤷ WEXP 0
    ⤷ Bard Song, Lyrist only
    ⤷ Give an adjacent ally +10 Avoid until their next turn

  • New item, Cornered Rat
    ⤷ Staff -
    ⤷ Uses 3
    ⤷ Range 1
    ⤷ WEXP 0
    ⤷ Bard Song, Lyrist only
    ⤷ Give an adjacent ally +10 Strength/Magic until their next turn

  • New item, Broken Heart
    ⤷ Staff -
    ⤷ Uses 3
    ⤷ Range 1
    ⤷ WEXP 0
    ⤷ Bard Song, Lyrist only
    ⤷ Give an adjacent ally +10 Defense/Resistance until their next turn

  • New item, Cursed Ring
    ⤷ Accessory
    ⤷ Reduces all growths by 125
    ⤷ Cannot be bought, dropped, traded, or sold

  • New item, X7-Phaser
    ⤷ Bow -
    ⤷ Uses 10
    ⤷ POW 5
    ⤷ Hit 60
    ⤷ Weight 2
    ⤷ Crit 25
    ⤷ WEXP 0
    ⤷ Negates defenses and effective against unpromoted
    ⤷ Can be used by all units/classes regardless of weapon rank

  • New item, Gorple
    ⤷ -1 Skill then refresh unit
    ⤷ Can be used even if unit has 0 Skill
    ⤷ Can be used by deployable units and recruit units

  • New item, Quiver
    ⤷ Accessory
    ⤷ +2 Speed. +4 damage when Bow equipped (innate Bowfaire)
    ⤷ Cost 500

  • New item, Zephyr Cloak
    ⤷ Accessory
    ⤷ +1 Defense and Resistance. +15 Avoid when defending (innate Alert Stance)
    ⤷ Cost 750

  • Edited item, Antitoxin
    ⤷ Renamed “Panacea”
    ⤷ Cure poison → Cure any status effect
    ⤷ Uses 3 → 5
    ⤷ Cost 15 → 50

  • Edited item, First Aid Kit
    ⤷ Accessory → Consumable
    ⤷ -1 mov and recover status at start of turn passive → On use, user recovers status. Then, if there are adjacent allies, they heal them for 5 HP + recover from status + they can act again
    secondary effect does not apply to summons
    ⤷ Uses – → 3
    ⤷ Cost 500 → 750

  • Edited item, Wind
    ⤷ Crit 0 → 10

  • Edited item, Elwind
    ⤷ Crit 0 → 15

  • Edited item, Alacalibur
    ⤷ Crit 0 → 20

  • Edited item, Plate Chipper
    ⤷ Crit -1 → 0

  • Edited item, Soldier’s Knife
    ⤷ Crit -1 → 0

  • Edited item, Mage Masher
    ⤷ Crit -1 → 0

  • Edited item, Sieglinde
    ⤷ Effective against some monster/some dragon → monsters

  • Edited item, Forblaze
    ⤷ Effective against some monster/some dragon → dragons

  • Edited item, Excalibur
    ⤷ Effective against some monster/some dragon → monsters

  • Edited item, Blessed Bow
    ⤷ Effective against undead → undead/flying

  • Edited item, Ex Proposito
    ⤷ Recruited allies are no longer able to use this item
    ⤷ Removed chance to get Coin Flip ability
    ⤷ Added chance to get Brew Potion ability

  • Edited items, Blessed Sword/Lance/Axe/Bow
    ⤷ WEXP per hit 1 → 3

  • Edited item, Red Beetle
    ⤷ Renamed Gold Beetle
    ⤷ New icon

  • Removed Pistol/Silver Gun

  • Removed Gorpfruit

  • Removed Holy Water

  • Removed Conquest Flag

SKILL CHANGES
  • Edited Skill, Coleopterist
    ⤷ New icon

  • Updated Timed Hits to newest version
    ⤷ Should fix some bugs?
    ⤷ Vengeance + Astra + Enrage + Miracle no longer stack with Timed Hits

ABILITY CHANGES
  • New Ability, Chicken Ambush!
    ⤷ Spawn a berserked chicken on a random tile
    ⤷ Sticks around for duration of current battle
    ⤷ 1 use per chapter
    ⤷ Chicken levels up to current chapter
    ⤷ Chance to spawn a “rare” chicken

  • New Ability, Brew Potion
    ⤷ Spend 25 G to get a random consumable potion
    ⤷ Vulnerary, Pure Water, Panacea, First Aid Kit, Ex Proposito, Mage Tears, Elixir
    ⤷ 1 use per chapter

  • New Ability, Treasure Hunter
    ⤷ Exclusive to Angel, cannot be learned from Ex Proposito
    ⤷ Passive Ability (always active)
    ⤷ Once per Chapter, able to discover an item on a treasure tile within the battle window if unit ends their turn on that tile
    ⤷ Item pool quantity+quality increases with each treasure collected during the current run
    ⤷ Treasure tile is chosen randomly upon recruitment and, if treasure tile found, at the beginning of every chapter
    ⤷ No visual indicator of which tile is the treasure tile
    ⤷ A “you’re close” style popup is shown if you are either 1 or 2 tiles away

  • New Ability, Weapon Smithing
    ⤷ Exclusive to Chuck, cannot be learned from Ex Proposito
    ⤷ Spend an amount of HP to get a random weapon of a specific type based on current class
    ⤷ Each ability use increases individual weapon type smithing rank (3 uses to get to next rank)
    ⤷ Weapon smithing ranks - E, D, C, B, A, S, S+ (sword only), S++ (sword only)
    ⤷ HP cost and item pool quality increases with smithing rank
    ⤷ 1/11 chance to get a higher tiered weapon outside of current smithing rank
    ⤷ 1/11 chance to get a lower tiered weapon outside of current smithing rank

  • New Ability, Shadow Clone
    ⤷ Exclusive to Yukimichi, cannot be learned from Ex Proposito
    ⤷ Spend an amount of HP to spawn an allied Shadow Clone with the user’s class/stats/inventory at a random spot to fight alongside you for one battle
    ⤷ Shadow Clone has provoke personal skill
    ⤷ HP cost to summon increases with each class promotion
    ⤷ Only one Shadow Clone available to summon at a time

  • New Ability, Song Writing
    ⤷ Exclusive to Layla, cannot be learned from Ex Proposito
    ⤷ Spend 7 HP to get a random 3 use Bard Song “Staff”

  • New Ability, Rallying Cry
    ⤷ Exclusive to Adelaide, cannot be learned from Ex Proposito
    ⤷ If Tactician Run Modifier active, at the beginning of each Chapter unit learns a random Rally Skill

MISC CHANGES
  • Added Skill Scroll warning to end of run recruitment event + hub starting event, a single time popup that warns player not to use Skill Scrolls during preps

  • Added Tutorial map
    ⤷ Short(ish) events that cover specific topics
    ⤷ Can be accessed from Off The Beaten Path (Misc. → Tutorial) or Character Customization

BUGFIX
  • Fixed various typos and text inconsistencies

  • Fixed Off The Beaten Path Armory class change sometimes showing Hetja at less than full HP after class change

  • Fixed Mini Boss death quote fix not working correctly when in fog

  • Fixed Fimbulvetr softlock, removed spell animation randomization

  • Fixed Chest Event battle camera behavior

  • Fixed in-game credits
    ⤷ Mist portrait, Electric Surge → Electric_Serge (sorry this took so long to make it to FEU)

  • Fixed Character Customization Lore menu going to wrong menu if Nobody Boon selected then choose Hole in Pocket Bane

  • Fixed specific monster classes not using their animations
    ⤷ Bael, Elder Bael, Mauthe Doog, Gwyllgi

  • Fixed enemy Mimic chests not granting exp

  • Fixed cut off text on multiple hub facility upgrades

  • Fixed Nimble Boon description typo

  • Fixed being unable to bench Zephiel

  • Fixed random Off The Beaten Path Tavern Recruits not properly removing themselves from the map upon recruitment

  • Fixed breaking level cap fix
    ⤷ If any unit is at or above lv 30 before a battle, they will be set to Lv 30 with – EXP at the start of battle

  • Fixed Village Recruit event not properly spawning promoted recruits after reaching Ch 10

  • Fixed bug where Devour would not work correctly if trying to devour a green non-controllable deployed reinforcement while on a battleground with light torches

  • Fixed being unable to deploy additional recruits if non-party member blue/green units were deployed

  • Fixed Sniper (Skeleton) not being considered a promoted class

  • Fixed Seance applying incorrect summon stats under certain circumstances

  • Fixed Seance never spawning summon as hostile enemy

  • Fixed various instances of Recruits not sending their full inventory to the convoy upon removal

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