[FE8] The Dream Spirit (Four Kings sequel), NEW PATCH WITH FIRST DUNGEON OUT!

Its very FE Gaiden/Literally every RPG ever feeling.

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Working on those custom menus, got a brand new battle screen! Went with a wood and metal theme for it. Really happy with how it turned out.

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More menuing!

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Huge huge huge thanks to @Sokaballa for helping me with this particular menu. I had no idea how much of a pain it would be to edit this one little window, but it was very pain indeed.

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Almost completely done with new menus now. Knocked out the main menu, and also did the chapter transitions and phase transitions. The only thing I have left is to change that scrolling background that shows up in lots of menus.

The phase transitions I styled as if Lionel was saying these things to the party. I guess you could call it more immersive.


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Alright, with all that graphic editing done, chapter 2 is fully complete and ready to be played! I’ve updated the patch link in the main post with the newest patch, containing chapters 1 and 2 in full. This goes over the first two islands, as well as the first full dungeon, the Uralt Ruins. There’s also various sidequests to do in these islands while you’re here. The patch will stop upon trying to land at the third island, but you can still move around and backtrack to places even after beating the first dungeon.

I hope you enjoy if you try this out! And please leave feedback if you have any! This is obviously very different from a traditional FE game, so I’m interested to see how people feel about it.

Grab the patch in the folder here! It’s dated 6/8/2025.

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LET’S GOOOOOOOOOO!

If you happened to download the patch in the last 10 minutes, please redownload it because I forgot to fix one small thing in the prologue. That’s always how it happens.

Damn i didnt know that there was an sequel for the Four Kings being made

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Making map palettes for the next island, the Isle of Asche. As the name implies, this is a volcanic island. Used Wave’s extended frontier and Wave/Cynon/Atlas’s improved village. This is the first time I’ve ever made map repalettes, oddly enough. I think they turned out pretty good for a first try. Also made little test maps to show them off.

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And with that repalette (and editing a couple tiles), we have our town! This was my first time working with these particular house tiles, so hopefully they look alright.

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Step outside of town, and you’re greeted with the Scorched Fields. Not a very hospitable area, but somehow some trees still grow here, and some people even have houses out here! The tower Mount Felsen stands at the northern end, which will be Lionel’s next destination.

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Thoughts!

This game really has been nice and unique so far. Big fan of the seafaring archipelago setting🤝
The battlefields being so small really makes every action count, and the magic system adds a great layer to it all.

The forest north of Uralt being a field you could walk around with people living there was a nice surprise. I thought it was gonna be a battle before the ruins, but something about it just being a chill place was a nice little addition to Uralt, idk how to explain it. I also liked the 3 thieves sidequest there.

Between the chapter 2 boss and the terrain effects, you make universal shove feel important & a core system, rather than an addition that may have its uses sometimes. Both styles have their pros and cons of course, but this is a very nice change of pace.

& side note I like catching the Sonic music here. Listening to one and having that “OH this is the Chaotix theme” or “yooo The Base from SA2” moment is a fun personal thing.

Bugs, Typos, & a Nitpick

I lost the screenshot, but there was a typo where Madelyn said “wih” instead of with. I remember the background being the elder’s house.

The game softlocked during one battle in the ruins while I briefly had animations on. It wasn’t a special battle or anything, so I don’t have much more detail. It seemed like Charged weapons didn’t display a damage number when battle animations were on, so maybe that had to do with it? But the few animated battles I did that had Charged weapons closed out properly. Just this one instance had a softlock.

Two of him…

Nitpick:
Suggesting to move Terry’s starting position on the Mussel closer to the helm/sparkle. Since he’s the one who has to talk to the sparkle to get the ship moving, its a bit tedious for him to take multiple “turns” to get there.

Definitely looking forward to more of this game, it’s been a real good one! It’s one that I may wanna replay even in its current early version for a self-challenge… since a unit or two did get KO’d in like every battle in the ruins i did lmao.

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Making the Isle of Asche areas all playable. Here’s the main mechanic for the area and dungeon: rocks! Maybe boulders too. Grab them where you can, and make bridges across the lava.

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I love this concept. Very cool to see how you are implementing the blend of the free roam and exploration with FE. Many years ago, I had a concept for a hack called “Ocean Seal” that was a very similar seafaring adventure style – but it was just something that existed in my mind and my notes, and the technology didn’t exist back then. It’s awesome to see you bring this concept to life, Krash. Keep up the good work!

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Simply breaking rocks with an axe doesn’t cut it sometimes. Here’s a more creative solution.

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Sometimes love is… It’s just weird. Here’s a pair of recurring NPCs, Lane and Jane. A lovey-dovey couple traveling around the islands together. You’ll run into them a lot.

I got the idea for this portrait of them holding hands and wanted to try it. Doesn’t look great, but I really liked the idea.

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Also, an update on some combat formulas: thanks to the help of vesly and gigaexcalibur, I set the minimum damage to 1, since the builder patch doesn’t normally work with skillsystems. This also got me thinking a bit, and I decided to set my minimum hit rate to 10% (in a 1 RN game, no less). With 50 hit weapon triangle and terrain giving really large avoid bonuses, this felt appropriate. Who knows, maybe in the future I might even increase it.

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Glad I could contribute! Also please, GigaExcalibur was my father’s name. Credit me as Dragz.