[FE8] Scion of Jaskr(4/? Chapters) [WIP][Version0.02]

Hello everyone! Ysor here to share a project I hope you’ll enjoy.

DownloadLink: Version 0.02

Scion_of_Jaskr.emulator-0

Scion of Jaskr is a gameplay focused Romhack made by yours truly via buildfiles. It features tight, engaging gameplay that rewards good action economy, positioning and match-up knowledge. It features a variety of objectives, large maps , and even some secret objectives as well. As of right now there are 4 playable chapters, 3 of which are fully complete with text and all.

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Credits as well. LMK if I missed something.

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Hack Features
  • Powerful Custom Skills
  • Unique PRFs
  • Weapons that scale with stats
  • Custom portraits(more on the way)
  • Revamped Support system
  • Base Conversations (1atm)
  • Unique Unit Identities and Unit feel
  • Crit counterplay
  • Aesthetic weather
  • Snow maps
  • Cool difficulty changes
  • Heavy weapon revamps
  • Please use your Pure Waters
Game Mechanics

Weapon Triangle(and anima triangle) is +/-5dmg and +/-20 Hit

  •   Anima triangle is Fire>Wind>Thunder>Fire
    
  •     There is no Trinity of magic, Light and Dark exist in Dualism(TBA)
    
  •     Daggers/Bows exist ouside of Weapon Triangle
    

Wexp is gained by weapons of current rank(Ex: D rank swords will only give wexp if you have D rank in swords and not if you have C)
AS threshold is 4
Magic swords/Bows are considered “magic” in the context of weapons and skills.

  •   They are magic at range and follow the anima triangle
    

Anima tomes have x2 effectiveness against certain types. These bonuses extends to magic swords and bows

  •   Fire(Calvary)
    
  •   Wind(Fliers)
    
  •   Thunder(Armor)
    

All PRFs are 60 uses

  •   PRFs grant Crit avoid
    
  •   PRFs grant wexp regardless of rank
    
  •   Certain PRFs are shared
    

Avoid is cut like in DSFE [AS + (Luck/2)]

  •   Certain classes avoid calculation is increased
    

Staffs are weapons and deal half damage(TBA)

All daggers have debuffs

There is no SPD check for stealing

Trading is infinite

  •   Give and take, while rescuing is also infinite
    

Vulneraries heal for 15

There are both Modern and Classic brave weapons

Skill Design and Unit Identity

As you may know my skills are a bit, strong. They have a lot going on but the way they are design the mental load is almost negligible. Each unit will have 3 personal skills and certain classes will have class skills. Each personal with add a layer to a unit’s gameplay and units will sorta “evolve” over the course of the game. A units stat-line, skills, and equipment will determine what kinds of “match-ups” they are good/bad against. For an obvious example L’Arcade loses to magic but is highly dominant over physical damage while someone like Millie like fighting slower, less bulky foes. Through weapons, items, skills and even lucky levels you can expand any units match-up however you like. Keep in mind though that some units get access to traits that other units don’t. As a spoiler Millie innately gets access to Null-Follow up while Caesar does not, meaning on his own he cannot counter wary fighter. Things like that leads to unit dynamics fluctuating base on what match-ups they can cover VS what match-up are present within the map. Some units just don’t like certain fights and that’s ok because your other units cover those fights(if they’re in position)

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Story(TBA)

Difficulty

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This hack features 3 difficult levels that alter how the game is played. Ranging from simple things like enemy stat increases to more intimate changes like becoming 1rn. I plan to make each one feel and play different but ultimately I’m not really trying to make a game that “Hard” for the sake of being hard. When all is said and done I actually want this game to be kind of easy for people who know what they’re doing whilst still engaging enough to keep them entertained

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Goals + About me

Initially I just wanted to make a small game to get a design philosophy down, like a practice swing. However, as I continued to work on this project I became more and more attached to the world and its characters. Despite starting out as a sandbox to make broken skills its become something of its own. I want to make a game that plays smooth and feels good. I also wanted a game with strong skills and weapons. In my pursuit of both I created this. Scion is probably the largest project I’ve made period, at least as far as creativity goes. I work a lot, like a lot a lot. And my life hasn’t been the best for nurturing creativity and yet I seek to create anyways. I don’t know if this game is even good, hell a part of me doesn’t even really care. I just want something out there that’s mine; some that people can look at and say yup he made that. Not out of obligation or for work but simply because. I’m not the best at writing, coding, eventing or even playing fire emblem, I like to think I did okay with this. At the very least its playable. Worst case scenario: I give up and learn a trade of some sort.

What's next.

Well progress on part 2 is pretty much just framework because I told myself not to do anything before part 1 is out. I also have to do some other stuff like character palettes, a title screen, etc. I’ll likely be wrapped up with that and making maps/drafting chapters for part 2. Mechanically I need to setup for a few things and I need to get some skills done because a few people’s skills just DO NOT exist yet. Wish me luck, I’ll need it.

Please enjoy the game and let me know what you think. Any feedback is greatly appreciated and thanks for your time.

DownloadLink: Version 0.02

29 Likes

congrats for the first release ! There seems to be a lot of fun gameplay ideas in your project, like with the skills, I will be sure to check it :smile:

1 Like

just a heads up bro, I tried patching this but my patcher showed an error in UPS message. I ignored the eror and the hack works but it might’ve caused some glitches to occur

Here’s 3 I found:


there’s 2 mercs that come out with iron axes in the protect the supply chapter

This myrm has a weird res stat

and the opening of boat chapter has “totally not” denning saying the same dialogue 3 times so I didn’t get an intro cutscene for that one.

Idunno if it’s because I patched it wrong or if it’s in the base hack tho

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Uh ill check that out. The mercenaries might be an oversight, the myrm thing is probably a bug and the text thing is just place holder stuff until i write the rest of ch 3

Yeah ok so I fixed all 3. I took out the test text from ch3 and the res bug in ch2 is because the negative base res modifier they have is going below 0. I didn’t notice because I don’t test on normal :sweat_smile:. Maybe I should start doing that. Patch has been updated.

you are casual

AUGGGHHH I’ve been hit.

1 Like
Ver.0.02 Changes

System

Increased Base Mounted Aid from 25(20) to 35(30)


Chapters

Prologue is now Casual on all difficulties, no more death.

Prologue objective text has been rewritten to clarify objective(s)

Reduce Prologue enemies’ speed by 1

Changed chapter 1 map theme


Units

[^] Askel - Buff
Changed starting inventory
Steel Axe, Iron Lance → Iron Axe, Steel Lance

Base stats increased
Health 31 → 33
Strength 11 → 12
Speed 8 → 9
Defense 8 → 9

[^] L’Arcade - Buff

Increased base Axe rank
E → D

Changed starting inventory
Iron Axe → Steel Axe

[^] Kjellcynn - Buff

Added portait by claire45

[=] Millie - Shift
Changed class from soldier to Lancer


Misc

Changed Askel,Millie support bonuses

C Support
[0,2,10,10,0,25] → [1,2,10,10,0,25]

C+ Support
[1,2,15,15,0,30] → [2,3,15,15,0,30]

Added new class(es)
Lancer
Lancer Female


Nothing too crazy. Just a few shifts and buffs based on feedback, Askel was struggling a little. As always thank you for your time.

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Hi, I played the Prologue and I have some notes to give you:

  1. The view of the town right before the letter is on screen for a very short time. It ends up looking like a flash of light that makes my eyes ache.

  2. Great music choice for the letter. It’s a contemplative and wistful track.

  3. There are several typos in the dialogue. It could use a copy-editing pass.

  4. “Unless Caesar wants me to run laps.” “I do.” Made me laugh out loud.

  5. Several class descriptions are borked: Mercenary, Cavalier H., and Soldier. This is especially problematic in the case of Cavalier H, which is a new class. I checked the class description, saw the description for Great Knight, and spend a little while convinced that Askel was supposed to be a prepromote! What does the H even stand for, anyway? I can’t figure out how that class is different from the standard Cavalier.

  6. What’s the point of the Ironhaven negating weight when Askel and Millie both have more Con than its weight?…is what I would have said before I figured out that the WT in its description actually stands for Weapon Triangle. That’s a lot more useful. Nevertheless, I still think you should find some way of rephrasing that description to avoid confusion.

  7. I love Millie’s battle sprite and its jaunty little version of her hairstyle.

  8. So the map ended with L’Arcade’s defeat (what a way to find out that Thunder is effective against armors in this game) on turn 8 or 9. During the scene afterward, the Jarl’s son conceded the bet and handed over a Killer Lance. Technically the fight did finish before the 15-turn limit, but I feel odd about winning the bet because I didn’t, you know, complete any of the objectives.

There you go. I’ll keep playing this - it’s finals season, and playing short bursts of Fire Emblem gives my brain a break. It’s clear to see that this project was made with both care and inspiration. I hope you manage to get your ideas into a form you’re proud of.

1 Like

Hey thanks for playing! I really appreciate the feedback and notes. Just a heads up for this patch Ch1 is a bit over-tuned so there is a pretty big difficulty spike but otherwise you should be ok. Another thing is that I have to go back through all of my text and get consistent names and terms for players to have good info. I have all of this outlined somewhere but I likely won’t get to it until after CELICA is over(so soon).

This was not something I was aware of actually thanks for pointing it out. Dark Before Initial Event or whatever its called is strange.

Custom music goes a long way for sure. Picking the right song was tough but I was able to narrow it down, I’m just glad FE4 has such good music and someone was willing to add to FE8.

The aforementioned full text overlook will include checking for typos. There are many typos and inconsistencies that muddy the experience so I’ll try to get as many as I can. Grammar is a separate issue entirely, I’m afraid, so bear with me on that in the future.

I tend to not get much feedback on my text other than typos so I’m glad you enjoyed it.

Class description are all weird yes. Fixing it would be a good idea. The H stand for Heavy and the L stands for Light. I’m gonna do the Class description and rename them entirely actually. Right now I’m leaning toward Heavy Chevalier and Light Chevalier. They are standard player cav classes but Heavy leans toward a bulker statline and has Axes/Lances while Light is more all-around and uses Sword/Lances. Enemy cavs are mono weapon so you can gather info quicker.

Again, text overhaul for with the goals of consistency clarity and accuracy. The "WT "vs “Wt” issue has been on my mind for a while actually and I do have an idea in mind. Changing Weight from “Wt” to “Wgt” should alleviate the immediate issues with things like menu, weapon, and skill descriptions as far as text is concerned but I am not sure if people will accept it.

The salvaged lancer is a very good animation over all and just fits the vibe I wanted for Millie(Andrea). She plays like a myrmidon anyways so this fits her perfectly. Its available on the graphics repo like most of the map sprites/battle animations in the game ATM. I just really wish there was a T2 version.

Was also not aware of this, will fix. Its not a case that I had encountered or expected but given how the events are setup it makes sense. At some point I need to reorganize the eventing as well but I can’t do everything at once(I tried once, it didn’t work).

Once again thank you for playing and I hope to hear more feedback from you in the future.

1 Like

I assure you that I will continue to play and fail at your game in ways you never even anticipated.

I went through the Prologue again because I wanted to finish it properly, and then Chapter 1. On the Prologue:

  1. The enemy soldiers have the class cards of manaketes.

  2. When one unit is Rescuing another, the debuffs to Speed and Skill are applied as they ought to, but the debuff arrows on the stat screen are next to Magic and Skill. The graphics probably got out of sync when you added another stat.

  3. Askel doesn’t seem to be earning any Axe experience, even though I have him using his Iron Axe the most.

On Chapter 1:

  1. Another quick flash at the beginning, just like at the beginning of the Prologue.

  2. I love that Caesar can just appear next to L’Arcade like poof!

  3. In the funniest case of a mismatched class description yet, the coachman in this chapter is apparently a species of ravenous demon with firey fangs.

  4. L’Arcade going, “Oh, since this is a proper battle, I guess I’ll use my true power,” and pulling out Franziska was way too cool; I am currently confronting the fact that I thought I had matured past my taste for trashy shonen battle manga but apparently not.

4.5 That being said, the popup says “Recieved a Franziska” instead of “Recieved Franziska.”

  1. Caesar is conveniently placed, in his default starting position, to steal from one of the enemies on his first turn. That’s a clever hidden tutorial, to make sure players realiza a) Caesar can steal things and b) the yellow icon means something to steal.

  2. The hack, so far, has set a precedent of being very clear and upfront with all its information. One exception is that, in Chapter 1, the Escape tiles aren’t there at first…but the enemy reinforcement tiles are. So I, because of my expectation that the objective would be clearly marked, decided that those tiles near the starting position must be the escape point and kept a few units hanging around them, waiting for something to happen. (Something sure did happen! Not to L’Arcade, thankfully; he had gone ahead.)

  3. The longbow archer in the fort would be more of a threat if he were placed next to the cliff so that he could target people on the path below. As it is, he’ll only bother you if you go after him and he’s easy to avoid.

  4. The game froze while Millie attacked a Brigand from one space away. I did some testing and, while her Javelin and Iron Lance triggered this, the Ironhaven did not.

  5. That village visit…wow. Dripping with menace. I think what makes it so effective is that you interrupt the standard assumptions of a Fire Emblem player - that visiting villages is always beneficial and the inhabitants will be thankful to you.

  6. Forts near the escape point for units to sit and top up their HP while they wait for their comrades is a nice touch.

  7. Well, I’m down for “evil workplace comedy”. That’s a vibe I like.

Overall, I liked the twist of this chapter - that the seemingly-important caravan was actually way too tough for the enemies to bother it, and the real escort mission was protecting the lord from all the enemies built to kill him specifically. I think the fact that I managed to lose L’Arcade to the thunder mage in the prologue made me doubly determined not to let a single one of those thieves get to him. A goal which I succeeded at, by the way!

2 Likes

…Oh. Forget what I said about Axel’s weapon exp, then.

Actually, wait! Remember what I said! Because that change to WEXP isn’t explained at all in game!

1 Like

Chapter 2!

  1. The Kvyri breaking out into sudden…I think Portuguese…is surprising at first, but you get used to it. You can always understand what they mean.
  2. Why is Zodiac carrying an Elthunder that he can’t use?
  3. Interesting dilemma with the angelic robe - use it to boost someone’s HP, or let it sit in Uno’s inventory to make him better in combat. I chose the latter.
    3.5 Uno’s just an interesting character in general, because instead of improving as he levels up, he improves as you get ahold of valuable items. Therefore, investing in him looks less like letting him see combat and more like…well, like the conventional meaning of ‘investing’. I got him up to +18 in all stats by the end of Chapter 2. He’s like a chainsaw powered by money!
  4. Askel called Millie ‘Andrea’ at one point in their C+ support.
  5. Nikitaka was able to comfortably sit and whittle down Zodiac’s HP with the anti-magic bow from 3 spaces away, over the course of 3 turns, with impunity. That group could use some enemies that move, who are placed to respond to someone attacking Zodiac.
  6. Wyverns that can fly over the water that bars your units is a nice touch. And by, “nice touch,” I mean one of them killed Aji.
  7. Aji has a great death quote. But he was alive on the next map, which blunts the impact quite a lot. I’m not playing on Casual. It makes sense for Chapter 2 to be another “enforced casual” map like the Prologue because it’s more like a violent game of capture the flag than a real battle, but if so, Aji needs a less dramatic defeat quote. I really thought he was dead.
  8. The boss wyvern rider showing up on turn 10 scared the pants off me and immediately had me thinking, “Aaaahh I should have moved faster!” But then he turned out to be stationary, and I was easily able to avoid fighting him. I don’t know if it would improve the map to actually make him mobile…it would be a real dick move, but it could be, like, the charming kind of dick move that fire emblem players actually enjoy.
  9. L’Arcade, I now realize, isn’t just your standard heroic type. He’s a full cinnamon roll with frosting on top. He is a very good boy.
  10. Okay, Vakr, where were you during this chapter? I will accept any plausible excuse for why the badass wyvern rider and his accompanying army can’t join up yet, but I don’t remember hearing one.
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Hey again! Glad you’re enjoying the game, since the CELICA deadline hit I can continue work on this. My CELICA entry is pretty scuffed but I learned a lot about eventing and chapter structure that should help with my plans for my double back on CH 0-3. I’ll make an update post and explain my plans further so be on the look-out for that. Your feedback is actually super helpful/motivating because everyone’s playthrough is SO different that many cases are, generally speaking, one of a kind. Most of the direct feedback I get(aside from bug reports) is so varied and interesting.

Ch.1 post

YEAH… I’ve been putting off class cards because they’re kind of a hassle, this is on the list of stuff to fix for sure though.

This has actually been fixed already but thank you for pointing it out.

Yeah I hadn’t realized that. :sweat_smile: When I add system information to the Guide I will be sure to cover that as its very improtant actually…

Fun Fact: You originally got Franziska at the start of the game, it was about as busted as you’d expect. Glad you liked the scene but its quite literal in the truest sense. He is indeed holding back against the Villagers.

Most people don’t notice this but I drip feed information like this throughout the entire first 4 chapters. Its subtitle teachings. Starting positions is a really big thing that I received feedback on in the past so I pay special attention to your available actions on turn 1. You naturally get drawn to the icon simply because they were not present in Ch 1. That said, Covert’s description explains that Caesar can steal and its conditions.

This is my intention and TBH I slack on it a bit. I give you enough information that makes you assume “oh everything is above board” and then A curveball comes. Weather or not that curveball feels fair is 100% dependent on if you are sufficiently prepared to handle it or not. While I feel like you are prepared to deal with everything in this demo it’s there are a few system quirks that warrant explaining in game. I feel like this game is “Fair enough” and not cheap but its hard to hold this opinion personally when there are things that are just somewhat left out. Scenarios like this are exactly why clarity matters so much to. That could have lost you the run or something else silly.

Noted, the longbow in general is weird, its powerful for Niki but weak for enemies. I will likely be increasing its range and removing its ability to Crit and/or Double. Chip + range utility is very valuable on it own.

Strange, I may have fixed already. Good spotting it, unfortunately the next patch will be a while away and will change many things’ internal structure so it may take a while. I may push a quickfix

That person is evil, but not unreasonable. Even he can recognize compassion. Its not like you went to that village purely for an item, you wanted to warn them. You visited that village purely for their benefit.

HP is very valuable and the forts make surviving a bit easier. Glad you enjoyed the map.

We’ve all had a co-worker that always blame others for their mistakes no matter what job it was…

Ch.2 Post

Yea, its setup in such a way that you can at least vaguely understand them. If I ever befriend/begrudge a natives speaker I will definitely revisit their lines

Unironically, for Kyrene. Originally you had to steal it. If you miss ElThunder there is a regular thunder in the Shop.

Its up to you. I give it to Kyrene.

Uno is a very fun unit. I’d consider him a draw to the hack to he honest. His inventory matter more than levels on paper but he’s actually got a bit more going on. I’m glad people like enough to not uses a stat booster lol.

Askel and Millies full names are Andrea Millie Rikhetdottir and Askel Rikhetson. Millie goes by her middle name but Askel calls her by her first name. If you understand Norse naming convention you will noticed that their fathers name is Rikhet.

Zodiac singlehandedly got Waste, shamans and Wary Fighter nerfed. He also got himself nerfed multiple times. It took you 3 turns to kill him in a timed map at 100% advantage and you want him more dangerous. I guess I could give him his 3 range but… I think he is in a good spot at present but I’ll keep an eye on him.

The wyverns are exceedingly dangerous on all difficulties.

“Casual death quotes for Ch.2” has been floating around in a .txt file that I’ve yet to read again, I’m sure. I can fix that easy.

Dizzy is, fairly hard to kill so I doubt I’ll make that change. The good news is in my chapter idea list “Albatross Rematch gaiden” is there so… I guess Dizzy gets to move in that one.

He’s very much supposed to be a “Ruthless to enemies , kind to friends” type of character. The lack of boss conversation makes this hard to parse. Otherwise he is very respectful, gentle to allies which goes across pretty well.

In Vakr’s defense they were escorting the caravan to its destination so you could come to this town and they just happen to catch up to you right as you finished.

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I know how good it feels to get detailed feedback. I’m merely trying to give you what I’d like to hear.

So! On to Chapter 3:

  1. Unfortunately, the opening and closing cutscenes are both skipped without explanation Everyone was on a boat, a wyvern rider landed on the deck, and then zoom! Prep screen! Therefore, I can’t comment on the story for this chapter. All I can tell is that the mysterious dark mages are trying to kill our protagonist again, but with pirates this time.
  2. In another example of well-placed starting locations, Kyrene’s default starting location puts her and her new Elthunder in range of one of those living armors (which she crit-killed :smiling_face:)
  3. The name Living Armor overflows the combat forecast text box.
  4. Introducing Kjellcyn, who is built for hit and run, on a chapter full of very tough but stationary enemies was a good idea.
  5. This chapter in general felt like…revenge? Hear me out - after three previous chapters of trying to keep L’Arcade alive, being hyper-aware of everything that wanted him dead, taking all my knowledge of the weaknesses of armored units and using that to bully all the stationary armors on this map was downright cathartic. Especially the boss! The boss doesn’t even have two-range weapons. It put a grin on my face to blow him up with a Levin Sword.
  6. The Axe Knights in the northern part of the map have glitchy faction banners.
  7. Rekh-Mara has the wrong death quote. The game shows the death quote and portrait of that bandit boss from Chapter 1.
  8. The fog disappeared after defeating Rekh-Mara. Is that supposed to happen? It might have been explained in the cutscene I didn’t see.
  9. Is the General supposed to have a staff rank?
  10. This is another problem that might be down to missing the story scenes, but I completely misunderstood the objective. The game’s instructions just say, “Arrive.” So I followed the path, slaying enemies and making good progress. When the fog disappeared, I saw a staircase with an arrow above it in the north half of the map. A floating arrow! The place I needed to arrive, obviously! The boss in the northwest corner seemed like an optional objective. I got my whole army next to the staircase and they hung around for a couple of turns while nothing happened. Figuring I’d run into a glitch and that I might as well kill the boss (maybe that would end the map early!), I did so. Then I discovered that the tile the boss was standing on was the place where I needed to arrive!

Cheers, eagerly awaiting the next update. I had a lot of fun.

2 Likes

I am new to FE (I’ve played 3h, engage) so take this with a grain of salt. I like the difficulty and the units are very strong.

SO strong in my opinion I think only like two need to be “worked around”. L’Arcade is strong and his growths are crazy. I think if you lower his speed bases and growths, maybe a bit of defense and luck, while raising his HP and resilience, because his skill does allow him to take hits even with lower defense.

Kyrene is a nice mage but the remedy part of the skill is useless imo. Maybe at the start of every chapter she gains a remedy + her current level divided by 4 (idk how something like that works). The vulnerarys did run a bit scarce and feeding kills into her just for a chance at a healing is disappointing to say the least. If you do change this skill I think you should lower her luck and raise her HP. Just some feedback and I like this hack already (:

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Hey I’m glad you liked the game! Thanks for playing.

We were all new to FE at some point but hacks are a different beast. Im glad the difficulty is nice for you. May I ask which setting you played on?

L’arcade is a very strong and versatile unit and his stats reflect this quite well. His base defense is definitely high but he can still take visible damage on later chapters. Resistance is one of his weaknesses and so is HP. He has a high HP base but but a low HP growth so you have to manage his health a bit better than you’d expect. There is also his armored weakness that I have yet to lean very far into as Part 1 is supposed to familiarize you with the game in general. I keep a close eye on L’Arcade because his role as main tank is juxtaposed to his role as Lord. He needs to be durable enough to reliably survive enemy phase in advantageous match-ups without being invincible because he needs a disadvantage state scary enough to warrant a Game Over when appropriate. Its a very fun design space.

Kyrene is strange, her initial gimmick of creating healing items is very useful(if you’re lucky) but as unit her performance is lackluster at best. But this is only considering her skill and not her utility as a mage. She exists to show off Anima magic and its interactions with the Anima triangle ,Effectiveness and, magic Swords/Bows. I’ve been making changes to rework chapter 1 a bit, but know that her performance will improve.