Welcome to the continent of Drakon Terra!
Been working on this for about a couple years now and I thought I’ve finally got something decent to present. This demo covers Chapters 1 through 3, with one gaiden map, and two extra maps (quick maps meant to break up story/take a breather, think Battle Preparations from FE7, or the part in TRS where you can pick one of four characters).
Dragon Saga: Book 1 is a game inspired mostly by Fire Emblem: Thracia 776. It’s my favorite in the series and the only FE game I ever play now. Well, that and TRS, if you count that as Fire Emblem.
I’m using Stan’s Lazberian Turn System patch.
About the LTS patch, if you hold R when not hovering above a unit, all greyed out units will have their color temporarily returned to them while you are holding the button, making it easier to know who’s an enemy and who’s not.
Capturing! You can’t get that Thracia vibe without it!
Class bases have also been changed to create more dynamic classes.
Most characters now have supports at base. Support Convos will be added after the game is fully playable.
The Skill (renamed to Technique) Stat now affects weight penalties. Every four points of Technique is equivalent to one point of Constitution (renamed to Build).
All stats, aside from HP and Luck cap out at 20. HP caps at 80, and I can’t get the luck cap patch to actually lower the cap.
Level no longer resets upon promotion. Level caps out at 20 for unpromoted units and 30 for promoted units.
UPDATE: In the next update, 1RN will only affect hit rates under 50%. Hit rates over 50% now roll 2RN.
Don’t click if you want to avoid minor spoilers. But they’re pretty good.
Need I say more?
All mounted units are now forced to dismount indoors. No, they do not become sword-locked. I’d like to play around with this more and let players dismount outdoors if they choose to, but testing so far has produced unsatisfactory results.
The obvious ones are here. Skip H&S, skip intro, can move after talking/support, Modular Minimug Box, etc.
You no longer lose items a unit is carrying when they die. They will be sent to the supply immediately.
All chapter Victory Conditions, Defeat Conditions, and Gaiden requirements are described to the player after they have left the Prep Screen, like this:
I do use the skill systems patch in this. The amount of skills on units is low (Personal Skill+Class Skill+Promo Class Skill), but each skill adds a new dynamic to combat (i.e. Archers have Opportunity (+4 damage if the opponent can’t counter), and going to Sniper gives Bow Range +1, making Snipers a deadlier class).
I completely forgot to add this, but characters with custom classes do learn extra skills at levels 10, 20, and 30.
Skills can also be taught to players at villages, they do not need to accept these either.
It’s a Kaga-esque story. I don’t think the story is unique, but I did do my best to put effort into it regardless.
This game will have a total of 61 playable characters.
Here’s some of the characters you’ll get in the first couple of chapters:
Minerva is one of the two main lords of this game. She specializes mainly in Power and Defense, while being bulky enough to wield most weapons with little to no penalty. Her main weakness is obviously, bows; but more importantly, her lack of Magic Defense makes her more vulnerable to magic attacks. Thunder Magic can practically cripple or outright one shot her if a higher level one is used.
Tacitus is one of Minerva’s childhood friends, and has been training with her as a mercenary for a while now, hence the higher base level and weapon ranks. Your typical Red Xmas Cav.
Marcella is in the same boat as Tacitus storywise. Not your typical Green Xmas Cav, but not a huge deviation either.
Claudia is everything you’d want in a Jagen. Solid bases that don’t make her too overpowered while still being able to carry the team, Mercy to set up kills/Captures, and a diverse selection of weapons she can use (No, Master weapons are not brave in this, I’ve given them each more unique properties.).
Yeah, I’m pretty biased towards mounted units. You do get a lot of them early on, but the amount does taper off as you progress. I don’t have much to say about her tbh.
This game is not easy. It is locked to hard mode, but enemies do not get hard mode bonuses, nor do promoted enemies get bonuses. This is mostly to affect EXP gains.
However, this game is not a lunatic type of difficult. Think harder than Thracia, but easier than Lunatic/Maniac/Maddening modes.
Statuses do not expire after a certain amount of turns. You must use an antitoxin or restore staff to cure them, or use a gate/throne.
Poison now does a flat 5 points of damage per turn. I’d like to change this to be say, 10% of a unit’s total HP, but I have no clue how to implement that.
What I’d like to do in the future:
I’d like to commission someone to do a few portraits for the main cast.
DM me if you’re interested.
The title screen has a graphical bug when resetting or returning to it from the game over screen.
Support bonuses may or may not give unintended bonuses, or may or may not give their intended bonuses. Since bonuses are small in this, I plan on waiting until I can move this over to a new rom. I think this occured after I rebuilt the rom, as I have never had this problem until I rebuilt it.
One Final Note:
The end story of Chapter 2x has yet to be finished. I’ve been stuck working on Chapter 4 for the past few months, and my main focus is on that.
Update regarding the Dancer house:
That event now works as intended. Visit it with any male (except Brutus), or Minerva to receive the life ring.
I decided to compile my credits into a .txt file within the download link, please do DM me if you think I failed to properly give credit to someone.
All assets I used were from the FEU graphics repository.
My private playtesters for helping me polish this a bit before sending it out.
The people of FEU who put in the work to give us an abundance of assets we can use.
Just patch the file to a clean FE8U rom and you’re good to go!