Oh yeah, and I also made these two alt portraits. Very important.
I should probably post more updates in this thread as I work. I’ve finished up chapter 1 now, barring a few CGs. I’m currently in the midst of chapter 2, which contains the game’s first proper dungeon. We also get another quick dream sequence, with this strange figure…
Once chapter 2 is done, I’ll update the patch link with it. Will be interested to see how people feel about the town section, the current sidequests, and the dungeon itself.
im looking forward to this hack, it’s really creative and fun
update: i did more than 1 CG
The first dungeon is in the works, and I’ve got some mechanics to show off here with these one-way walls. Hope you like Zelda!
Wall.
this should be nice
Got the dungeon encounters all set. When you have to fit 9 battles into 1 map, some of them are quite small. But that’s a pretty unique design space to work with, too.
Next up is to make the dungeon boss. Bosses will have their own maps that are not tiny like these basic fights. I want them to be more involved. Once the boss is in and I’ve done a few cutscenes after it, chapter 2 will be done and I’ll probably release a new patch.
So excited for this. The Four Kings is one of my top hacks. Sounds incredibly unique and I can’t wait to see how the story progresses.
you’ve misspelled indigenous as indigeous
This is officially the worst hack ever.
I guess those indigenous people are now indigeous rock strata
Oh this cutscene eventing is awesome

Realized I needed an explosion effect for cutscenes, so I made my own. Not too bad if I do say so myself.
BOOM!
Chapter 2 is just about done, with the first dungeon boss and following scenes all set. Got a few more things to sure up, and I’d like to try editing more UI elements (custom menus really add a lot, but I’ve never really done them before), but I’ll release a playable patch once that’s all ready.
Right now, I’ve added repeatable grinding encounters. You can engage these pirate ships for basic fights on the overworld as a source of infinite exp and cash. The game is not designed around grinding at all, of course, but I figured I should add them anyway as an option. Gotta capture that traditional RPG feel somehow, right?
Here’s a particularly amusing sidequest. This guy keeps asking for food items from all over Polokus, so you gotta gather them from each island. A real game-long sidequest, you won’t be able to finish it until the end of the game. But he’ll give you a skill scroll for each food item you give him.
It’s definitely fun being able to design around backtracking and stuff like this. Just so different from regular FE design.







