FE8 PME, including maps (Abandoned)

Caellach left

Chapter name: Sieging the Fortress
Chapter number: 2
Picture of the map:
Chapter 2
Link to the map file: Once again, the PNG itself should be a proper map file. If you need a separate file, please message me.

Below this is completely optional-
Reinforcements and the turns: Fighters with steel axes turn 2-3 from the north.

Reinforcements, since I didn't want a massive post lol

Turn 2:
Renforcements 1
Both brigands have iron axes, and one has a droppable vulnerary. Your choice
Turn 5:
Reinforcements 2
The Pegasi have slim lances, and the wyvern has a droppable slim javelin, which I detailed in post 200
(Stats for reference, Lance, E rank, 100 hit, 4 mt, 7 wt, 1-2 range.)
Turn 7:
Reinforcements 3
The wyverns have iron lances now, and the one in the thickets has a silver lance, which he drops. the pirate has a hand axe.

Tile changes (no need to list chest, doors, and villages):
none lol
Picture of enemy/player placement:
Player Placement:
Player_Placement
Edit: Wow, I’m super smart lol. The Garcia/Ross replacement come out of the armory on turn 3

Enemy Placement:
Enemy Placement

Special enemy equipment notes: the boss was detailed in post 181 by Taylor, the knights have javelins, and the archer has a steel bow. All other enemies have iron weapons.
Enemy skill notes: All the reinforcement fliers have trample, and the brigand reinforcements have acrobat.
Droppables/stealable items: detailed in reinforcements, no droppables on the regular enemies
Vendors/Armory items: Armory has iron weapons/hand axes/javelins. shop has all basic tomes, vulneraries, pure water, and antitoxins.
The houses have a red gem, and a steel sword respectively.
Fog of War?: absolutely not, this chapter is hard enough lmao.

3 Likes

Unit: Caellach CC
IMG_3347

Name: Hiyori
Description: the half-sister of Aryana and the last of Irina’s friends. She has grown tired of missing out on being picked to go other worlds.
Class: Master Knight
Skill: Galeforce
Weapon Rank:
B rank Swords
C rank Axes
B Rank Anima
A rank Staves
C Rank Light
C rank Dark
C rank Bows
C Rank Lances

Inventory:
Silver Sword
Hand Axe
Ragnarok
Steel Bow
Killer Lance

HP: 40/51%
STR: 30/39%
MGC: 29/35%
SPD: 33/33%
SKL: 27/35%
LCK: 30/39%
DEF: 29/29%
RES: 30/39%

CON: +3

image
image

Death quote: At least I got to come here with my friends…

Credits:
~ Levin64 (Hiyori Sprite & Mug)
~ St Jack (Battle Anims)
~ Jiege (Battle Sprites)

3 Likes

I do have to note the rule that characters need to be a class in a mainline fire emblem game. We can do a hector lord with the animations but it would just be axes + sword.

1 Like

I was busy for the last few days and not able to update the post. Thank you for helping people along with the last couple units.

2 Likes

Yeah i could do that. Thanks for telling me!

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I thought that Lyra was powerful, but this unit is the true Gotoh of this PME.

3 Likes

Well every character are broken since no one made troll units take my 6 units or taylors 6 units for example but damnnn every weapon access. Would be more broken if it was a flier lol

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Master Knight would be too broken if they were fliers

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Alright, I think this is the final map I’ll make for this PME. It’s been great making maps for this PME, and its taught me a lot about this stuff.
Chapter name: Descent into Darkness
Chapter number: 19
Chapter objective: Reach Area (Chapter ends at turn 30, or if you reach the clearing near the top left.)
Picture of the map:

Link to the map file: Dropbox - Ch 19.map - Simplify your life

Reinforcements: None!

Tile changes (no need to list chest, doors, and villages):
When ending a turn on the fort closest to the arena, a path to the arena opens up.
image

Picture of enemy/player placement:
Player Placement:

Enemy Placement:


(Highlighted is the boss)

Green Units:


(Highlighted is the bonus unit, Lyra. Talk with either lord, or L’arachel replacement to recruit. No conversation needed, it can just turn her blue.)
All of the generic green units have Silver Weapons. The Sage has a Physic and Thunder.
The generic green units also have Chivalry as their skill.

enemy equipment notes: The Myrmidon on the arena has a Silver Sword.
The druids in the mountains have Bolting, Physic, and Silence.
The Armor Knights in the top left have steel lances and javelins.
The Snipers in the top right have Killer Bows.
The Warriors have Brave Axes and Brave Bows.
The Swordmaster has a Shamshir.
The Generals have Spears and Tomahawks.

The Mage Knights have Elfire and Thunder.
The Bishops have Aura and Physic.
The Sages have Fimbulvetr and Physic.
The Valkyries have Divine.
The Wyvern Lords have Horseslayers, Dragonspears and Heavy spears.
The Berserker has a Swordslayer.
Enemy skill notes: All other enemies have Quick Draw. (+4 damage when initiating combat) The Berserker additionally has Killing Machine (crit is doubled)

Droppables/stealable items: The Druids are all marked to drop items, and enemies that have only 1 weapon drop those weapons.

Vendors/Armory items: Armory has All Magic Swords, Longbow, Silver, Brave, Killer, Reaver, 1-2 range, Horse effective, Armor effective, and dragon effective weapons.

Vendor has Elixirs, Master Seals, and all tomes except for Eclipse, all healing staves, Rescue, Warp, Barrier, and Torch.

Top House: If visited by a character with a personal weapon, gives that character another copy of their personal weapon, unless it is unbreakable, as that would be redundant.

List of characters with breakable personal weapons

Grant: Great Blade
Roy: Binding Blade
Boulder: Moustache
Anna (First one): Celica’s Gale (Though im not sure if this is a personal weapon, it wasn’t really specified.)
Ezera: Creator’s Fang
Eliwood: Durandal (Unless other units can use it)
Hector: Wolf Beil
Lyla: hax
Okuu: HAS
Dexua: Conflagration
Nayuta: Reginleif
Deirdre: Zalamong

I think that’s all of them, but I might’ve missed a few.

Conversations for top house

Both conversations use the messenger portrait.

If you visit with a character with a personal

[OpenMidRight][LoadFace][0xFFFF][OpenMidLeft][LoadFace][0x169][OpenMidLeft]I make weapons. I’m bored of making weapons
for the armory next door. [A]
Hey, That weapon you’ve got there looks
interesting! Here, I’ll make you a copy real fast! [A]

If you visit with a character without a personal

[OpenMidRight][LoadFace][0xFFFF][OpenMidLeft][LoadFace][0x169][OpenMidLeft]I make weapons. I’m bored of making weapons
for the armory next door. [A]
Got any interesting weapons? [A]
No? That’s too bad. [A]

Bottom left house: Gives 50,000 gold.

Conversation for the bottom left house

Money Man
Uses this portrait. Portrait by IS.

[OpenMidRight][LoadFace][0xFFFF][OpenMidLeft][LoadFace][0x153]You see that arena north of here? [A]
No way to reach it normally, right? Wrong![A]
Theres a building across the lake. Go
over there and wait. [A]
Eventually, they’ll let you cross the lake to the
arena. [A]
I’ve gained enough cash there to buy myself
this beautiful house! [A]
I’ve got way too much cash than I know what
to do with. Here, you can have some! [A]

Fog of War?: no.

2 Likes

Just noticed there is a lyra and a lyla and 2 anna lol

Limistella and silvanna gets one prf legendary each after defeating Aswink. But sad this is not the chapter they get it at.
Hell thunder is not prf its S rank

1 Like

That’s definitely a great map to end on here, thanks for all the map submissions. They should be quite fun to implement.

Since AnneEgge has submitted their last map, I suppose I’ll have to toss a few more in. For now, a sequel!
Chapter name: Inside the Fortress Walls
Chapter number: 3
Picture of the map:
Chapter 3

Link to the map file: (Insert PNG Dialogue Here)

Below this is completely optional-
Reinforcements and the turns: only on hardmode, two thieves spawn from either staircase on turn 5
Tile changes (no need to list chest, doors, and villages): Just doors/chests.
Picture of enemy/player placement:

All the placements, since I hate making a post full of images.




Special enemy equipment notes: Both knights have javelins, and the one on the throne has a steel lance as well. The priests have physic staves. The cavs have iron lances and swords, and the brigands have iron axes. The fighters in the chest rooms have hand axes. The shamans just have flux tomes, the thieves have lockpicks, and no weapons.
Enemy skill notes: The knight on the throne, and the one in front of the gate both have wary fighter, and the thieves have pass.
Droppables/stealable items: one of the thieves has a droppable red gem, all the fighters have droppable, single use chest keys, the brigands have droppable door keys, as well as the knight in front of the door, and the knight on the throne has a energy ring, which he drops. gotta give you something for making it through this hell lol
Vendors/Armory items: None, but give preps this chapter instead of next chapter, for trainee reasons, and for deployment reasons
Fog of War?: Absolutely not.

2 Likes

I like how he used absolutely not for fog of war which shows just how much he hates fog of war lol

With this there 6 maps and 3 boss units left

Time to make Ch6 more infamous than it’s vanilla self.

Ch6: Horrors of Betrayal
Fog of War is active (vision = 2)
All 15 recruitable units at this point are force-deployed. Didn’t train them? Now they’re liabilities.

Objective: Seize the throne
image

Player Placement
image

Enemies are not present at the start of the chapter; they are added after battle preps.

After start of chapter event

The chapter begins with Vidkun inviting the party into his manor to stay the night. 9 out of 15 party members enter the manor… and Vidkun betrays everyone, locking 4 out of the 9 units into the two prison cells. As a result, player units are forcibly moved into different positions prior to the start of turn 1, after battle preps.

image

Units 1-5 (including the lord) are in the center bottom of the map; units 6-7 are in the left cell, 8-9 in the right cell and everyone else outside the building.

Initial enemy placement (not present before battle preps):
image

Enemy details

Enemies all use Steel-weapons or equivalent, unless stated otherwise. Those with multiple weapon types use a steel weapon in each category.
The three Knights in front of the boss room all have Killer Lances. The two nearby Shamans have Fenrir. Central Knight drops a Door Key. They do not move until a certain event is triggered (see below). They serve as deterrent for rushing the boss room.
The two Mercenary pairs, Fighter pair, and two Shaman pairs on the bottom half of the map all move unprovoked.
All archers except the pair near the front gate have Longbows and move to attack units in range. The two near the gate use Steel Bows instead. The three enemies in the chest room drop a Chest Key each.
The upper two Fighter pairs and the Cavalier squads all wait 1 turn before charging unprovoked. One cavalier in each squad drops a door key each.
The Mercenary in the boss room has a Killing Edge; the Fighter a Devil Axe. They move to attack units in range.
One of the Soldiers at the front gate drops a Door Key.

Reinforcements (all move unprovoked):
Turn 3: Howling and Growling are heard; signaling upcoming Monster reinforcements.
Turn 4: 4x Revenant from the exterior stairs, 4x Bonewalker from the left stair room, one of which has a Door Key to let the group out of the room. 4x Revenant, two from each of the two stair sets on the left of the map.
Turn 6: 6 Cavaliers from the bottom right of the map.
Turn 7: 4 Mauthe Doogs from the left edge of the map; 2 per staircase. 2 Baels, one from each of the two staircases.
Turn 10: 10 Bonewalkers; 4 from the left edge of the map and 3 from each of the two staircases; one Bonewalker in each of the single-tile stair groups drops a Door Key each, bringing the total to 5 Door Keys for 5 doors.
Turn 12 and beyond, infinitely: 16 Revenant, 4 from each set of stairs, and 8 from the left edge of the map.
Turn 15 (anti-turtle): 8 Gwyllgi from the left edge of the map, 8 Melee Wight, 4 from each of the remaining staircases. 4 Maelduin from the bottom right of the map, 1 Gorgon from the top right of the map with Shadowshot. 2 Arch Mogall from the water, one on each side.

Chest Loot (Left to right): Silver Sword, Blue Gem, Goddess Icon

Event: Upon entering a 5 wide box from the top edge of the boss room to two tiles beneath each of the two central Shamans, all enemies begin moving unprovoked, and the boss starts attacking. 4 Mogalls spawn in the water, two on each side, to act as executioners for the trapped units. If this event isn’t triggered by turn 15, it will automatically trigger along with the arrival of the anti-turtles.


Boss submission

Name: Vidkun
Replace: Novala
Class: Mage (M)
Description: A greedy nobleman who betrays the party for more funds to continue his monster research.
Boon: MAG
Bane: RES

Inventory: Thunder, Bolting
AI is initially set to do not act so he doesn’t Bolting the prisoners. Once the player approaches the boss room, he will begin attacking, switching to chance of action 100%, attack only if adjacent.

Battle Quote: This has gone on long enough. Die here!
Defeat Quote: But the plan was… perfect…

Cultist (Version 1) {RandomWizard}
Portrait by RandomWizard

1 Like

I thought this was a PME not a pop quiz on eventing lol.

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I have no idea what he said in eventing pukeing voilently in a bucket after reading, while passing the bucket to flux scorpion

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Ummm what does he mean by this is this a riddle