Found another oversight:
Ch7 Yunaka Issue

In Chapter 7 Normal Mode, I had a fight with Yunaka where the bottom thief had a knife that was too high weapon level for them to use.
Found another oversight:

In Chapter 7 Normal Mode, I had a fight with Yunaka where the bottom thief had a knife that was too high weapon level for them to use.
Hey hey! This has been loads of fun so far, absolutely love it. But I want to report what I assume to be a bug - I got a quest to “Defeat Lilina”. Since getting the quest I’ve failed a few runs, and then won my first one, where I fought Lilina near the very end and defeated her (around ch. 17 or 18 or so, so she was definitely an upgraded class by then). But when I got back to the hub, the quest was still marked as uncompleted (“0/1”).
Also, side questions - are there any Manakete units in the game? They’ve always been my favorite unit types. The fact shops sell monster weapons like claws and such also makes me wonder if there’s any monster units you can get?
There have been a couple reports of Yunaka not properly spawning in the recruited units section of the map after defeating them, but the bit about them spawning in the top left might be the key to fixing it. Here is what the “spawning a defeated miniboss in the recruited units section of the map” event looks like, it’s the same format for all the named recruitable enemies.
The recruited units do spawn in the top left at 0,0 initially, if there is room available for them to spawn in the recruited units section. Then the game will find the first available open spot, and move the unit from 0,0 to somewhere between 19,25 - 23,25 depending on the open spot’s coordinates.
It sounds like, for whatever reason, the game checks the recruited units section, finds that it is not full, spawns Yunaka in the corner, but then it can’t find an open spot to put her, leaving her in the corner.
There was a similar bug reported of defeated recruitable units respawning at the coordinates they were killed at Lv1 with no inventory, which sounds a lot like the Lv1 units with no inventory that are normally supposed to spawn in the recruited units section.
My theory is that killing a unit on enemy phase has something to do with the spawned unit’s coordinates being changed, but honestly I’m not entirely sure why that would be the case or really what the issue could be. I’ll admit my implementation of this event is a little janky, so the solution might just be to rework the event entirely.
This is strange, since at the very least, the event that resets everyone’s stats at the beginning/end of a run should be making sure Sophia has at least an E rank in Harmony magics. I’ll have to do more testing, as I have not been able to reproduce this bug myself.
For right now, I’d consider it a happy accident. Still working out whether I want to fix it or incorporate it into the lore.
It seems like weapons with a character/class lock do not properly scale enemy unit’s weapon ranks. I’m pretty sure I’ve got a solution for this, should be fixed in next patch.
Upon closer inspection, it seems a decent amount of the “defeat specific mini boss” quests are not set up properly -_-
Will definitely have this fixed in next patch.
Technically there are two Manaketes that you can recruit, but not by defeating them during a run. I’ll keep it vague as to not spoil too much, but if you’re interested, there is a full list of playable characters on the Hetja’s Quest website. As for the monster weapons, there are multiple units/classes that can use them.
Another inconsistency in Nephenee’s Midboss fight in normal mode Chapter 15:

Nephenee appears as a General in the labyrinth, but is a Sentinel in the map.
I also found another thief who has a weapon they couldn’t use - I think in Micaiah Chapter 7?

Another weapon issue - Lugh in chapter 16 had a Purge, which he can’t use in the Anima Rogue class.
Am I missing something? Beat Hard Mode with Hetja (Revenant/Sage, no bought scrolls, boon changed from Artificer to Nimble) Still cannot access the Necropolis.
Nope, looks like I missed something instead lol
Hetja W/L was stored somewhere else before everyone got W/L tracking, and it seems like I didn’t properly update the Necropolis entry event with the new tracking spot.
The Necropolis is just credits, so you’re not missing much right now.
This will be fixed in the bugfix patch.
Hi! I was wondering the differences between HQ and Embrace of the Fog. Which is easier/harder? What tips would you give?
The major differences between Hetja’s Quest + Embrace of the Fog are (in my opinion)
HQ is played on a single map where you can plan ahead which events you engage with + gameplay is primarily about training 1 unit up power fantasy style + engine is FE8 (with all its restrictions) + 30ish playable characters (nearly all of them from previous FE games)
EotF is played over multiple maps + gameplay is primarily leveling up a squad of units (starts with 4 units but more can be recruited and used throughout the run) + engine is LT (with all its advantages) + 200ish playable characters designed by the community
Both projects feature meta progression. Difficulty is subjective, but each project has their own ways of combating their difficulty.
If you’re curious which one to play, I’d say try both. Both projects are roguelikes/roguelites but play differently and scratch different urges.
BTW this can be fixed by opening to 0x161476 in a hex editor and writing C0 46 there.
The portrait swap patch checks for player allegiance for no particular reason, so we can just get rid of that.
This is awesome, thanks for letting me know! I’ll have this updated in the upcoming bugfix patch.
Hi! I’ve beaten both Normal and Hard mode with several characters at this point.
I have yet to open the Necropolis. I wonder why?
The best units for me have almost always had Paragon, Aptitude, and, ideally, both. Really, it’s just stat-inflating until you win to beat those final bosses. There IS strategy in those midranks that is fun, and I really love all the different unit identity, but the game really does favor dodgetanks, especially with how Endless works.
Despite upgrading nearly everything, man, I still have, like, Level 2 Tavern. It takes too many quests, at least for me, and I’ve tried out all the characters several times.
The curses and skills definitetly aren’t all equal. I’ve been using “Hole in pocket” a lot myself.
I’ve definitetly been having fun.
Are we supposed to use soft resets to win the Anna Lottery?
I haven’t been able to put this game down lol. So freaking fun. This is one of my favorite units i’ve had so far. The devil sword and cloak combo is actually awesome.
Entry is currently checking an older variable location, this will be fixed in the bugfix update coming soon. Normally, entry requires that you beat Hard Mode with Hetja.
You’re certainly allowed to, since there is an option in game to save before a Bonus Stage, but the RNG advancing every frame might get in the way. In general, the Bonus Stages are just meant as an optional bit of something “fun” and different. Not necessarily something you’re meant to take full advantage of every time you encounter one. The prizes are generally not worth sweating over anyway.
found a bug. green unit got the last hit on a chapter end enemy and it reset me to the start of the chapter without clearing it
This has been fixed in the upcoming bugfix patch. Will release that hopefully sometime this week. Been testing the past couple weeks to make sure none of the bugfixes cause more bugs.
HQ 0.8.01.01 FEU
Link in OP has been updated.
This should cover all of the reported bugs. Sorry it took me like two months to get this out. Next update should include some new chest events, some kind of tutorial, and another colab unit. No idea when that will come out.
- fixed defeated recruitable mini bosses spawning in unintended places
- fixed green unit getting the final blow in a battle on nodes 13-15 causing labyrinth progression not properly resetting labyrinth layout and going to the next chapter
- fixed mini boss nodes on hard mode always spawning as the unit's 2nd promoted class option
- fixed node 1 mini boss events on normal mode spawning units in the wrong class
- fixed endless mode enabled popup happening more than once
- fixed "defeat X mini boss" quests (dart, astrid, lilina, mercedes, nephenee, ephraim, lugh, raigh, micaiah, catherine, sophia, yunaka, sain, hilda, mia, sigurd, haar)
- fixed "clear poison if low enough hp to kill you while out of battle" event removing other statuses + only happening on ally phase
- fixed enemy thieves not being able to use thief only weapons under certain conditions
- fixed mini boss anima rogue lugh's inventory still having harmony tomes
- fixed necropolis entry requirement checking old hetja w/l data location
- fixed bonus stage only going to anna event
- fixed being able to break strength stat cap with coin flip under certain conditions
- fixed dismounted hetja, manakete (tacita), dragonslayer, soldier (hetja), limp body, fire imp, anima rogue (hetja) having wrong level cap
- fixed anima rogue hetja not using the proper portrait
- fixed characters with portraits that change (hetja, zephiel, zelgius) reverting portrait to default on ally/enemy phase
- fixed being able to talk to the mini boss death quote fix
- fixed "Successful Campaign" achievement being registered as complete if you haven't recruited any of the necessary characters
- fixed mini boss death quote fix only filling first character slot in death quote queue
- moved mini boss death quote fix to the beginning of player/npc turn before all other events that run at start of turn (should feel less out of place, probably won't cause bugs)
- changed hetja thief promotions, assassin/rogue -> assassin/anima rogue
- added new hetja anima rogue animations
- added 29 new battle backgrounds, 3 of which are EotF maps only available if tacita recruited
- added viewable specific achievement requirements to "The Gangs All Here", "Thanks for Voting", "Tellius Loremaster", "Elibe Loremaster", "Successful Campaign" achievements at achievement tent
- updated wording on "But... My Build!!" achievement at achievement tent
- updated set battlegrounds setting
generic enemies
all events have a specific background that is not repeated among generic enemy events
mini boss
all events have a specific background that is not repeated among mini boss events
promoted and unpromoted events share their specific background
mid/final boss
all events have a specific background that is not repeated among mid/final boss events
- updated random battlegrounds setting
generic enemies
15 possible backgrounds -> all possible backgrounds that do not cause invalid spawn locations
mini boss
15 possible backgrounds w/ repeats -> 15 possible backgrounds w/ no repeats
mid/final boss
15 possible backgrounds w/ repeats -> all possible backgrounds that do not cause invalid spawn locations
- replaced "Light" text icon with new "Harmony" text icon
- removed "Dark" text icon from texts that used both "Light" and "Dark" text icon to represent "Harmony"
- replaced "Dark" text icon with new "Monster" text weapon icon
- replaced old "Monster" text icon from texts with new "Monster" text weapon icon
- added "Undead" text icon
- replaced "Monster" text icon from blessed weapon texts with new "Undead" text icon
- edited recruit thief/assassin starting inventory to account for dagger issue
- edited mini boss reinforcement units
priestess eirika
brigand gonzalez
warrior gonzalez
berserker gonzalez
archer dorothy
sniper dorothy
ranger dorothy
pirate dart
hero dart
berserker dart
mage lilina
mage knight lilina
monk mercedes
war monk mercedes
soldier nephenee
general nephenee
sentinel nephenee
mage lugh
mage knight lugh
dark knight raigh
light mage micaiah
sage micaiah
witch micaiah
cavalier sain
paladin sain
sentinel sain
- edited mini boss reinforcement placement
priestess eirika
pegasus knight marcia
falcoknight marcia
brigand gonzalez
warrior gonzalez
berserker gonzalez
archer dorothy
sniper dorothy
ranger dorothy
knight gatrie
great knight gatrie
pirate dart
hero dart
berserker dart
ranger astrid
mage knight lilina
war monk mercedes
general nephenee
sentinel nephenee
great lord ephraim
sentinel ephraim
druid raigh
dark knight raigh
swordmaster catherine
swordmaster mia
assassin mia
paladin sain
sentinel sain
warrior hilda
Super Hyped TO Try This Out I’ll be back to let you know what I think this looks hella fun ,
This rom hack is an absolute blast Most fun I’ve had with a fire emblem roguelike !
Definitely a top tier rom
My Yunaka powered throw normal mode with an absolute vengeance can’t wait to stream this more !
Rating 8.5/10
Pros Replay ability , Skill System , Item Management , Character sprites , Animations
Cons Loses Skills Per Run , Not Enough Free Play Gold To Buy an extra skill earlier on ( Not that bad tho promote thinking ahead ) Sometime background glitches , Repetitive Sound Track ( Might not be possible with the rom coding )
Honestly I hope to see some larger creators stream this it was an absolute blast I hope you get more recognition thanks for the rom can’t wait to try a few more runs !!!