Long ago, this land was ruled by a great and powerful civilization.
No one knows exactly what happened to them. War, probably? But with who?
All that remains of them now are ruins. Ruins filled with technology beyond our wildest imaginations.
Me? I’m Zemira. An apprentice researcher, working to rediscover that ancient, lost technology.
Or, I was, anyway…
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Hey, FEU! It’s me, UltraxBlade. You may know me from my old project Three Legacies, or my somewhat more recent minihacks, Fall of Shambhala and Spaghettimancer’s Apprentice. If you’re a hacker yourself, you probably also know me as the guy who made the FEBuilder FAQ and the guy most of you go to when your hack needs something fixed. And if you’re Rivian, you know me as the guy you owe your soul to for letting you borrow all of the code I wrote for this to make Hour of the Gecko. Anyway, it’s been… a while since I abandoned 3L, but after a few years cultivating supreme mastery of eventing, coding, and all things FEBuilder on a distant mountaintop (read: f*cking around with sh*tpost minihacks in my apartment), I’m back with something new.
The Memory Code follows the story of Zemira, a young researcher whose life is forever thrown off-course when an encounter with a mysterious dark mage wipes all of her memories, leaving her with only a set of magical recordings from which to decipher her past. She is joined in her journey by Ashley, the troublemaker princess of the desert kingdom of Dusmar. Together with their friends and varied allies met along the way, they set out to unravel lost histories both recent and ancient – which may be more connected than they seem.
Features
- Boost – As you defeat enemies, you gain charge that fills up a meter on the bottom of the MMB. Five points of charge fills one of the three bars of the meter, and a full bar can then be spent to reactivate any one of your units.
- Skills – All player units have powerful and unique personal skills and/or weapons, with a particular emphasis on movement and positioning effects. All units learn an additional skill at unpromoted level 10.
- Vehicles – There is a car. Your units can drive it and ride in it as passengers. If you’ve played Dies Emblem by SigmaRaven/BigMood, yeah, it’s like that but implemented in Builder instead of LT. Oh, and you can run over enemies with it.
- Guns – Firearms are special weapons that can be used by any unit. They are usually physical ranged weapons, and deal damage based on the wielder’s Skill stat. They are, for the most part, rare artifacts unearthed from ancient ruins, so don’t expect them to be easily replaced.
- Difficulty – While not intended to be as hard as my explicit challenge minihacks, fair warning, this is still an UltraxBlade hack. Hard is the intended difficulty, but I will fault no one for playing Normal, though I’ll note it’s not tested or finalized.
- Danger Radius – Enemy ranges can be highlighted by pressing Select over them, and the highlights remain active as you move units. Enemy siege weapons and non-stationary bosses are highlighted automatically at the start of each turn. (Warning: highlighting all enemies at once, done by pressing Select while not hovering over a specific enemy, is known to cause significant lag if you attempt to take actions while the highlight is active.)
- Autosave Options – You can choose between the vanilla autosave that updates your suspend state after every action, start-of-turn autosave (commonly known as “turnsaves”) which allows you to rewind to the start of your turn when you make a mistake, or disabling autosave entirely to use manual suspend as a sort of native savestate. When a player unit dies while using turnsaves, a warning will pop up before the next save point is created, allowing you to safely reset to your previous save without having to remember to close the game before player phase starts.
- Status conditions count down at the start of player phase regardless of the affected unit’s allegiance, so what you see on your turn will always be what you get on the enemy’s turn.
- There are a wide range of new or modified classes, with a particular emphasis on hybrid physical+magical units. (I wrote a whole essay on them for a reason.)
- Weapon Triangle is +/-2 mt and +/-20 hit, with the additional change that Light magic has advantage over both Dark and Anima.
As always, feedback of any kind is greatly appreciated! Feel free to join my hacking Discord server to ask questions and share your experiences, or to do so right here in this thread!
Disclaimers
- Skill icons are currently mostly placeholders – either blanks or unrelated default skillsys icons. Be sure to read what they do before assuming you recognize the icon.
- Firearm animations do not yet exist for most classes.
- Battle backgrounds for animation mode 2 have not yet been properly configured.
- Hard is the intended difficulty. Normal is functional but neither tested nor finalized. Easy is currently identical to Normal.
- If you’ve played my previous works, you may recognize some returning characters. Seeing as how I don’t currently plan to finish 3L, I repurposed some of the characters and character designs from there for this new story and setting. There is no shared continuity, and you do not need to have played any of them to play this. Consider it a full reboot of their character concepts.
- You may also recognize characters from the Xenoblade series or other games that I took inspiration from. I make no attempt to hide my inspirations, but you do not need any knowledge of such characters’ source material whatsoever – there is again no shared continuity, and my reinterpretations of such characters are intended to stand on their own without external context. (I mostly just hate coming up with original names lol.)
Content Warnings
- One of the main characters, Ashley, is a seductress who uses her body as a tool to manipulate enemies and get information. Scenes involving her can be suggestive, enough so that you may notice I’ve put the 17_and_up tag on the post for safety.
Also by UltraxBlade
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