Download Pirate Project (v0.1)
Hello everyone, I’m here to share a community project that has been developing in the FEU discord over the last few months. This release contains 8 chapters, 6 of which can be chosen in any order and scale accordingly. The basic premise for development was simple: Sky pirates (extremely cool) and Mega Man (due to how chapter choices work).
The story follows one such pirate captain named Lua, a former merchant who, after a stroke of bad luck, left civilized society and formed her own pirate crew. After an encounter with her old mentor, she begins preparations to sail further into the outskirts, in search of a mythical treasure…
Some key gameplay features:
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Chapter Sets that can be selected in Hubs
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Two new weapon types (Knife/Gun) with a new WT (Tome->Bow->Knife)
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Revamped WTA, applying +2 Mt, +20 Hit, and Engage’s Break status (cannot counter for a round)
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All infantry/armors have Steal+/Locktouch, with Armors also being unbreakable
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All units have a single defining personal skill, with less powerful skill scrolls also being usable
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Music that adapts during battle animations, becoming more tense (similar to modern Fire Emblem games with Calm/Ablaze). Battling certain bosses will change the map theme to be the boss theme, as well!
More Details
- Chapter Sets - After completing the first chapter, the player is allowed to select 1 of 6 chapters. Any chapter not done “scales”, with all units in it gaining one level. Once all 6 are completed, the player can then move onto the next main story chapter. Two players may have very different experiences, depending on the order taken with these chapters.
- Chapter Hubs - An extension of the former, the player explores a hub in order to find these chapter givers, indicated by red glowing squares. However, there are other things to do here; various members of the crew and potential recruits can be spoken to in the hub. In the future, there may be more things to do here, such as minigames or sidequests.
- New Weapon Types - Knives help form a new triangle, Tomes->Bows->Knives (like Fates, but not intersecting with the normal triangle). They have a subtype called Daggers which have unconditional Desperation, and normal Knives are just 1-2 range (but no debuffs). Guns are not involved in either triangle and are 2 range weapons that use Skill as their damage stat.
- Item Based Promotions - Not very relevant to the current build, since promotion items show up in the final chapter, but unit promotions are tied to the item they use to promote. For example, a Fighter will promote to Warrior using a Hunter’s Mark, but needs a Brave’s Crest to promote to Hero. This adds a bit more to split promos, adding a tradeoff in item used instead of just choosing the best one.
- Class Traits - All infantry classes can Steal any unequipped item where Wt <= Con and Spd >= enemy Spd. Armors can do this, along with being unaffected by Break.
Fliers don’t have Canto, though they can gain it in other ways. All mounted units have 25 - Con for Aid but cannot rescue other mounts. - Break - Just like Engage, using WTA against an enemy will leave them unable to counter for the next round of combat. This is restored at the start of their turn.
- Skills/Accessories - Only one personal skill per unit, and each personal skill is meant to define the unit who uses it. Skill scrolls do exist, but they are generally less powerful.
Equippable accessories can also be put in a unit’s inventory, which typically grant skill equivalents or stat boosts. - Mechanical Changes - Levels don’t reset on promotion, and the maximum level is 30.
Promotions give stats based on difference between unpromoted and promoted class bases.
Spd no longer gives Avoid, Lck only gives Avoid. Classes have base Lck.
There is no E weapon rank, and units gain 1 WEXP per round. Thresholds go like this: D from 51 to 75, C from 76 to 115, B from 116 to 175, A from 176 to 250, S at 251.
The exp formula is overhauled to slow down units that are ahead and speed up units that are behind, while also being somewhat slower than FE8 exp. - Stat Changes - Weapon Triangle is 2/20 Mt/Hit.
Hit is increased by 3 x Skl, Avo by 3 x Lck.
Crit is only increased by weapon Crit and skills, and no Crit Avoid exists.
If any of this interests you, please give the hack a try! All feedback is welcome, and I’ll try to address any bugs/issues that spring up as quickly as possible (all testing done with mGBA v0.8.4).
Further, if you’re interested in joining the development team, all of it is done via the #community_project channel in FEU’s discord. Forms for Hub B signups will be there shortly if you’d like to help create chapters, but spriters/musicians/wizards are all welcome as well!
Download Pirate Project (v0.1)