Fire Emblem: Eckesachs - FE6, but you play as the bad guys! [Complete story rewrite]

Come on in for the stream. Hopefully I fixed all of the audio bugs

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v.1.11 released!

  • Fixed a portrait that was buggy.
  • Raised Maggie’s speed, skill, luck, defense and resistance by 1, and Rose’s strength, speed, defense and HP by 1. Also gave them a few more support points, they now get to B faster.
  • Fixed Scott’s speed growth. It’s listed as 55 in the guide but it’s been 35 all this time. How did you do that, me? Also raised his HP by 3, because wow what was I thinking with that 23 HP base, and his axe rank to B.
  • (This was actually already in there last patch but I forgot) Axe wyverns now gain D lances instead of C lances when promoting.

You can call this the Zerker Patch, I guess. I refrained from buffing Maggie and Rose last patch, but then I looked at the numbers and realized there’s a large gap between them and Mitan, so uh, eh. Balance is a fickle thing. And my passion.

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Quick question;

Summary

Going off of Monke + Thoril’s conversation in ch 7, is it possible to capture enemies at some point?

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Summary

Not exactly. It’s a hint to a later recruitment, nothing more.

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v1.12 released!

  • Fixed a bit of text in chapter 21x, Sacae.
  • Touched up Mordred’s combat palette.
  • Nerfed Martel’s resistance down to 1.
  • Buffed Windham’s resistance growth to 55%.
  • Buffed Monke’s strength by 1.

This isn’t really intended to do anything about Martel’s reign of terror, because the only way to balance Martel would be by having a different early healer to compete with him.
Still, I figured I’d make him even more of a “knight in all but staff utility” unit.

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Just finished chapter 8.

Man, now I’m the big sad :frowning:

If I had a dollar everytime chapter 8 in a SaintRubenio hack made me sad, I’d have 2 dollars. Which isn’t a lot, it’s just weird that it’s happened twice.

Summary

I knew it was coming, but it still hurt. The pre/post chapter 7 dialogue, as well as the pre-battle chapter 8 dialogue really hammered in that 'yeah, we’re the bad guys. Poor Lilina…

Now I need to go play something cheery and uplifting like Enderal to get out of this funk.

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“Are we the baddies?”

Yes. Yes we are.

Glad that sequence had the effect I intended.

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Not related to my above comment, but is there a certain point at which I should start consider ‘culling’ my party? I read in the description that units start to disappear if you get past 52. I’m nowhere close to that, but I want to keep the unit limit in mind.

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v1.13 released!

  • Fixed wrongful camera positioning in a chapter 8 event.
  • Added a warning for the armorslayer reinforcements in chapter 8.
  • Slightly reduced the amount of reinforcements in chapter 8.
  • Removed a battle quote from the guide that doesn’t exist from the guide.
  • Buffed Sigune’s strength and defense growths by 5%. Because she’s Sigune.

There’s an unskippable message letting you know what to do when the time comes to mitigate losses, but if you want to pre-emptively start cleansing your roster, chapter 16x/17 is when you start losing characters at full recruitment. Hope you don’t accidentally get rid of a unit that’s needed for anything later.

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v1.14 released!

  • Removed leftover hard mode bonuses from Scott and Kel. To compensate, I’ve slightly buffed Kel and moderately buffed Scott.
  • Made Heddwyn and Debias’s support a little faster to obtain.
  • Fixed the enemy reinforcements in chapter 9 having the wrong name.
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On chapter 12 pre-battle dialogue,

Summary

Is it guaranteed to be Elfin talking to Echidna, or does he swap out with Larum depending on the route? I’d be interested in reading the different dialogue if it’s available somewhere; the script for this game is fantastic!

Like, would Echidna be talking with Larum in the alternate route about how it was the prince who died freeing the Western Isles?

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Western isle route thing

Summary

So I’m the b route do you face Lot and/ or Thea someone was asking in the comments and I wasn’t sure so…

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Summary

The route I’m on is the maps that Zinque and Morgan would’ve been the bosses of, pretty sure this is the B route. Thea and Lot are both bosses I’ve encountered.

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Chapter 11:

Go child, do a (war) crime

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v1.15 released!

  • Added new optional conversations:
    Martel/Oates in chapter 8
    Sigune/Henning in chapter 12
    Debias/Legance in chapter 12x
    Thoril-Kabul/Damas in chapter 13
    Dory/Guerrero in chapter 16x
    Roartz/Carlyle in chapter 17
    Sigune/Peggy in chapter 21
    Nord/Zinque and Wagner/Zinque in chapter 18
    Mary/Lim in chapter 19
    Dory/Flaer in chapter 20x
    Morgan/Mieu in chapter 23
    Also added Windham/Orlo to the guide, I forgot to do so when I wrote it.
  • Support changes: Flaer no longer supports Narcian. Instead, Flaer now supports Dory and Narcian now supports Legance.
    Sigune no longer supports Mary, and Lim no longer supports Pheros. Instead, Sigune supports Pheros and Mary supports Lim.
  • Slightly modified Zephiel and Guinivere’s battle convo.
  • Tweaked Lamia’s combat palette.

Felt like doing a bit more writing for this. I realized I only gave Zinque one convo, the poor guy. He may not be the flashiest bossman but he deserves better than that! Dory too, which is honestly a crime.

Aside from the patch, you may have noticed it already, but I have also whipped up a tier list template for the hack! You can find the link in the OP. Obviously contains spoilers for the playable cast, if anyone cares about that.

Spoileries

No, it’s always Elffin, and Larum has always died beforehand. That’s a pretty sweet idea, I won’t lie. It’d be tough to implement at this point, though. Oh well.

Also, glad you like the script overall! Here’s hoping you continue doing so.

Spoileries 2: Electric Boogaloo

In B route you face Clarine and Lot instead of Klein and Ward. Thea and Shanna always appear, bringing Peggy with them.

Truly, is there anything more enjoyable than a good war crime?

Summary

All good, thanks for the clarification. Yeah, I have no idea how one would implement that either, but then my FE hack knowledge only extends as far as basic recolors and other minor adjustments via FEbuilder.

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Haha, well, the eventing itself wouldn’t be that difficult, but FE6 has this oddity where the only portraits you can use in cutscenes are the ones used in cutscenes in vanilla. There’s a ton of unused portraits, but they crash the game, as does stuff like uninjured Hector who’s only used in map narrations and the trial maps unit.

Because of this, well… The hack’s bursting at the seams when it comes to usable portraits, so trying to reimplement Larum for this would not be easy. I’m pretty sure I don’t have ANY room at all left lol

Just promoted Tick, kind of odd (in my opinion) that soldier promotes to Light General instead of Halberdier, but it’s not a bad choice. I do like the lance/sword combo in comparison to the heavy general (lance/axe.) The extremely balanced max stats allow for an interesting unit.

Visuals are a big thing for me, so the only real complaint I have (and this is super minor) is that I wish there was a little more visual difference between the classes.

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The reason for Light Generals is that I didn’t want to outright reclass bossmen if I could avoid it (except in Guerrero’s case for the joke), but that would’ve resulted in a million identical generals. My solution was to have a class that was pretty similar to general, so there’d be some class variety there without straying too far from the characters’ original class identity.

…That, and I absolutely love GBAFE generals and their combat sprites. I wanted to preserve them if I could at all help it.

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A fair point. Gotta admit that chain-axe animation holds a special place in my heart.

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