Fire Emblem Fates Reconquest - A Conquest Overhaul Mod

For a while I’ve thought about rewriting Fates Conquest’s story to fit my vision of what a better-written execution of the ideas and themes Fates was going for would look like, and making a playable mod out of it. I mean no disrespect to anyone who wrote their own rewrites or created their own Fates Conquest rewrites/overhauls. My aim here isn’t to make “The best” version or “The definitive” version, but instead specifically “My version” according to my own biases and preferences. There may be changes some people dislike, and I’m okay with that.

The story certainly has problems, don’t get me started on them…

Click here to get me started...

(Conquest’s finale is a battle against Takumi’s corpse puppeted by a villain you never truly meet or fight or learn enough of in this route, Everyone Loves Corrin™ so much Takumi gives you his blessing to kill a monster wearing his corpse in the end, people killsteal for Corrin, that Xander map sucks, absurdly black and white take on Hoshido and Nohr, deus ex sword go boom, the writing ending up unsure whether to depict Garon as someone easily fooled or Corrin’s siblings as fools for not overthrowing him sooner, Xander and Ryoma and Peri problems, Hoshido being uninteresting, Hoshido restricting your ability to engage in grinding while Conquest doesn’t because Hoshido is the peaceful land that isn’t constantly fighting random skirmishes except not really according to gameplay, “Who was that woman who seemed so much like Azura onstage? This plot point would be so much better if the Azura onstage was actually an impostor trying to bait Garon into going feral and attacking a neutral country, and Corrin or Xander showed up immediately to say the real Azura was with me the whole time! Anyway… Better obliterate everyone in a neutral country just in case that singer tries to finish the job! Fortunately this will not lead to any consequences! Luckily we Nohrian Royals can ensure as many innocents survive as possible and then hope nobody notices what we’re doing or questions why so many get away while those actively trying to slaughter everyone see better killscores. We Nohrian royals are such good people! Now let’s go conquer an entire nation to make one man sit on its throne to reveal his true self to family members who should really be so familiar with the detestability of Garon’s true self by now, seeing Garon in slussy form changes nothing”, Deus Ex Elise’s Sickness and Ryoma’s subsequent character self-assassination(That scene with the convenient illness would feel less contrived if Elise opened a poisoned letter, the poison’s only cure was brewed somewhere Ryoma was told to guard by an unpoisoned letter from Hans or Iago, but Ryoma looks terrible here for trying to force Corrin home away from his true family using Elise’s life as a bargaining chip, and kicking the ass of Ryoma here damages his believability as a threat unless he’s canonically stated to be holding back right now and only pretending to fight to preserve his honour), babyrealms, Azura’s crystal, that time Garon was reincarnated as a slime, Corrin’s name not matching Hoshidan naming conventions at all and referencing my mother’s favourite story from Greek mythology instead, Corrin’s capacity to do incest despite the multiple “It’s not real incest” passes the game gives you, and assorted other problems)

But this mod will start with the gameplay.

I love Conquest’s gameplay, but I want my mod to improve that, too. For example, the S-Rank Weapons… Barely anyone can use them, and when they can be used, they tend to suck. I wanted my mod to buff these legendary weapons and increase the number of classes with access to A-Rank and S-Rank weapons.

This is an early beta build of Fates Reconquest. I’m still working on the story, but while I continue to work on that rewrite, please playtest the mod and let me know how it plays, and report any bugs. So far the only story edit is a dialogue edit for the prologue’s dream sequence.

Changelog:

All weapons now have 200 Hit.
Buffed the might of basic (Bronze/Iron/Steel/Silver/Brave) weapons to match Axes in damage.
Killer Weapons (Killer Edge, Killer Lance, Killer Axe, Killer Bow, Lightning) are C-Rank Weapons with 2 Might and strike twice as often when attacking.
Guardian Weapons (Guardian Blade, Guardian Naginata, Guardian Club) raise your DEF and RES by 6 when equipped. Can purchase 1 of each from a level 2 Dawn or Dusk Armory and 2 of each from a Level 3 Dawn or Dusk Armory.
The Mystic Candle, a magic Knife with 10 Might, can be purchased at the Dusk Armory. 1 at Level 2 and 3 at Level 3.
Axe Splitter/Sword Catcher/Pike-Ruin Club/Calamity Gate have 10 Might.
Heal and Bloom Festal have infinite uses, other Staves/Rods have more uses.
Nosferatu reduces the wielders DEF and RES by 10 when equipped.
The Noble and Grim Yato have 12 Might. The Blazing and Shadow Yato have 24 Might. The Alpha Yato has 16 Might. The Omega Yato has 30 Might.
Excalibur is an anti-Flier Brave tome, not a Legendary Tome.
The Hagakure Blade, Waterwheel, Aurgelmir, Chakram, Pursuer, Bolverk, Bifrost, and the new Legendary Tome “Genesis” and Legendary Scroll “Malevolent Text” are obtained earlier, and all are obtainable in the Conquest Route.
The Hagakure Blade, Waterwheel, Aurgelmir, Chakram, Pursuer, Bolverk, and the new Legendary Tome “Genesis” and Legendary Scroll “Malevolent Text” are Legendary Weapons with 30 Might and zero downsides, and they strike twice as often when attacking.
Bolverk is still Garon-only.
Bifrost has infinite uses, and is the last Legendary Weapon to be obtained.
Pursuer has been renamed to Ichaival.
Nyx’s reclass option is Diviner and she gains +4 Skill and +10 Magic Growth.
Beruka gains +2 Strength points.
Silas gains Swap and +3 DEF and +10 DEF Growth.
Laslow gains Rally Speed and Rally Skill and his alternate class option is now Samurai.
Selena’s useless Personal Skill Fierce Rival has been changed to Rose’s Thorns. I could have given her another skill themed around competitiveness like Competitive or Fiery Blood or something unused in Conquest, but a rose with thorns… What better way is there to describe a Tsundere in this language?
I altered two lines in the Dream Sequence at the game’s start to have Hans and Yukimura say this is our fate’s conquest/defending Hoshido is our fate’s birthright respectively, so you can quickly see if the mod is installed correctly.
Azura gains +25 Strength Growth.
Ryoma’s alternate class option is now Knight, not Sky Knight, referencing that time he cosplayed a Nohrian General.
Effie gains +75 HP Growth and loses -10 Defense Growth, and her useless Troubadour reclass option has been changed to Spear Fighter.
Peri gains +1 Strength, +4 Defense, Morbid Celebration, Playthings, +30 Strength Growth, and +10 Defense Growth.
Leo gains +4 Magic and Prodigy.
Setsuna gains +20 Strength and +100 Strength Growth.
Xander gains +2 Defense and +5 Resistance.
Benny gains +10 HP and Rally Defense.
Charlotte gains +20 Strength and Skill Growth and Rally Strength and her reclass option has changed from Troubadour to Wyvern Rider.
Izana gains +60 Def/Res Growth, +50 HP Growth, and +10 HP.
Kana and Kana gains +3 STR/MAG and +20 DEF/RES Growth.
Dwyer gains +60 MAG Growth.
Forrest gains +30 STR, MAG, SPD, DEF, and RES Growth.
Ignatius gains +40 DEF and RES Growth.
Velouria gains +40 DEF and +60 RES Growth.
Percy gains +10 STR and DEF growth and +50 LCK Growth.
Soleil gains +30 STR and LCK Growth.
Haitaka gains +20 STR Growth and the Personal Skill Sol.
Saizo’s Personal Skill has been changed from the self-sabotaging Pyrotechnics to the thematically appropriate Fiery Blood.
Fuga gains +10 Strength.
Takumi joins you after Conquest Chapter 10: Unhappy Reunion.
Ryoma joins you after Conquest Chapter 26: Treason. Don’t ask why, it’s a spoiler reason. Takumi and Ryoma are Castle Recruits who do not require any buildings.

The Chef’s Hat is for sale in the Level 1 Accessory Shop for 1 Crystal/Meat. Just use that cheatcode/a save editor to get 99 of all resources or the mod that makes all castle resource generators give one of everything. The Head Towel and Bath Towel is also for sale for 1 meat at the Level 1 Accessory Shop.

Dark Knights gain +4 Magic and count as Dark Mages, letting them use Dark Magic.
Generals gain +10 HP and Max HP.
Paladins and Generals can use up to C-rank Staves.

Heroes have S Swords and Axes.
Paladins have S Swords and Lances.
Generals have S Swords and Axes and Lances.
Great Knights have A Swords and S Lances and Axes.
Wyvern Lords have S Lances and Swords.
Malig Knights have S Axes and Tomes.
Blacksmiths have S Swords and S Axes.
Masters Of Arms have S Swords, Lances, and Axes.
Kinshi Knights have A Lances and S Bows.
Bow Knights have A Swords and S Bows.
Strategists have S Tomes and Staves.
Onmyoji have S Tomes and Staves.
Dark Knights have A Swords and S Tomes.
Maids/Butlers have S Daggers and Staves.
Priestesses have A Bows and S Staves.
Mechanists have A Bows and S Daggers.
Outlaws can use Bows and Daggers.
Adventurers have S Bows and Daggers and A Staves.

Classes with access to S-Rank Weapons:
Sword S-Rank: Swordmaster, Hero, Paladin, Blacksmith, Master Of Arms, General.
Lance S-Rank: Spear Master, Wyvern Lord, Great Knight, Paladin, Master Of Arms, General.
Axe S-Rank: Berserker, Blacksmith, Malig Knight, Hero, Master Of Arms, Great Knight, General.
Bow S-Rank: Sniper, Kinshi Knight, Bow Knight, Adventurer.
Tome S-Rank: Sorcerer, Strategist, Onmyoji, Malig Knight, Dark Knight.
Staff S-Rank: Maid/Butler, Priestess, Strategist, Onmyoji, Priestess.
Dagger S-Rank: Master Ninja, Mechanist, Adventurer.

S-Rank Weapon Locations:
Hagakure Blade, obtained Ch18 from an enemy General.
Waterhweel, obtained Ch18 from an enemy General.
Aurgelmir, obtained Ch18 from an enemy General.
Ichaival, obtained Ch18 from an enemy Bow Knight.
Genesis, obtained Ch18 from an enemy Sorceror.
Malevolent Text, obtained Ch26 from Iago.
Bifrost, obtained Ch26 from Iago.

And other changes you’ll have to see for yourself!

7 Likes

I’m surprised nobody had anything to say about this hack’s balance changes.

1 Like

me when no weapon identity

Is weapon identity real or just a meme? Sword users already have more skill and hit and less might than axe users, their weapons don’t need to mirror that. What’s the point in making a type of magic tome with higher might and ensuring it can only be used by a class with lower Magic to equalize their offensive stats? Sometimes “weapon identity” means creating arbitrary distinctions and sometimes it means lessening the end result of arbitrary distinctions using contrary arbitrary distinctions. I wanted to experiment with equalizing the weapons, how does the end result play?

Also does my game mod run on official hardware? I don’t have access to the hardware to check. I did once, long ago. But back then, I hadn’t made this mod.

me when the ‘strategy’ part of strategy rpg includes strategically choosing your weapons, the weapon triangle, and working around limitations

“All weapons have 200 Hit”

One time when playing modded even harder FE without savestates or stalling or retreating or turtling, on a self-imposed challenge run, while still milking enemies for EXP by making weak units attack with weak weapons before other enemies secured kills, I chipped away at the final boss’s HP and killed most of his adds (killing the boss means I don’t get to kill those adds) then got RNG screwed so hard it changed me. Chrom missed, and the boss got a lucky crit and killed Chrom in one hit. Mathematically Chrom should have survived and killed with the second hit. The chance of Chrom dying to an unlucky crit was absurdly low. Isn’t Awakening a 2RN game, making the crit even unlikelier? It just shouldn’t have happened. But no, RNG said my strategies in a strategy game don’t matter and I should have seen it coming and adapted to the RNG by playing like the Sword of Damocles was always hanging over me, ready to plunge deep inside me at any second, even though this makes my gameplay slower and less interesting. Something inside me just snapped. Save state pilled? Save point pilled? No… And this is to go even further beyond. I’m RNG removal pilled. If this means dodgetanking goes away so be it.

Although, I’ll be honest, there are other choices made during the creation of this hack I fundamentally philosophically disagree with today even though it was just four months ago. I should make another one.

hehe, you found out why divine pulse exists

1 Like

Divine Pulse is a band-aid for undoing what happens when RNG gets in the way of reliable deterministic strategic decision-making. People who say you’re “being a casual” by saying no to bad RNG don’t play the games enough to see why removing RNG’s influence makes strategy games better, they just say they play these games because they want to feel included.

I disagree on whether or not the lack of “RNG” makes strategy games better (as most still feature some layer of RNG, as tiny as it is), but I believe that removing all weapon variance and making everything hit is a poor excuse of a “I removed RNG” statement (even more when leveling still features that very layer of RNG).

Now though, we’ve seen things done that remove the RNG behind criticals (Curse of Lagdou’s flanking/critical thresholds), we’ve seen Fixed Growths in play, and arguably, it could be done so that Accuracy becomes damage% in order to further kick out any possible RNG you might experience in a game.

So if what you truly are looking towards is a game far removed from RNG while still being within the boundaries of strategy (as otherwise you are just creating an elaborate puzzle game), I do believe this is the better way.

Hell, making an “RNG-Less” mode in this manner could be a fun challenge for specific hacks as things would be tackled slightly differently when playing with such rules.

Also,

if you were grinding xp at the literal final boss of the game and got killed because of it I think that’s just what you had coming your way honest opinion

If all weapons have the same stats, what stops you from removing all weapon types and making a multi-purpose weapon type for all units?

2 Likes

I would definitely prefer Divine Pulse to “all weapons have 200 hit”, I’m just saying. Give me the opportunity to see if that 37 hit actually lands without having to commit if it doesn’t, let me have that chuckle. That said, I don’t actually know how feasible it is to unceremoniously jam Divine Pulse into Fates.

And speaking as someone who DID run out of DP on a map before and had to reload, I do like that it has limited uses. Just. After the Sothis paralogue. That’s when it gets enough uses. Keeps the player from getting TOO crazy with “hey does this just hit actually” and makes them have to actually weigh a few things.

If Accuracy influences Damage that just needlessly nerfs low-hit high-damage options by making them low-damage options, and those high-damage options often have terrible defense anyway. Maybe a ton of HP too, to “balance” the low defense, which is to “balance” the high offense, which is “balanced” by the low hit rates. I don’t think the end result fulfills the class fantasy or really achieves balance, either hit rates are the reason you don’t use that 60% hit rate axe guy for anything other than a meat shield or they don’t matter. How often do you see someone using skills to increase your hit rate and reduce your foe’s dodge rates instead of just savestating RNG away? If I get a crit in these games it should be because I did something right, not because I got lucky. There’s still strategy involved in choosing who goes where, who uses what weapon, whether a unit goes for the flexibility of extra weapon options or specialization in a single option. The Weapon Triangle still exists. Maybe I should double its effects. And then alter the “Reverse and double Weapon Triangle Bonus” weapons to balance them with this in mind.

That boss was on a map where the boss attacks you as soon as you get to a certain point, killing him ends the map, and I wanted to get more EXP from this map by killing as many extra enemies as possible before the boss went down, without using any cheese strategies like surrounding the boss with tough unarmed units and healing them as necessary to give me more time to kill the adds.

I believe a game only transforms from strategy game to puzzle game when there is only one solution intended by the developer, and you have no room to create your own solutions, like in those Duel Puzzles from Yugioh 2011 Over The Nexus.

For this puzzle you have to learn how to use these cards correctly in the situation presented to you, there’s no room to influence what you have in this scenario by other choices made earlier in the game. You can’t buy a full set of Exodia cards and use them in this fight.

Seems like a lot of interesting ideas here, I’ll give it a shot sometime. Love to see more fates reworks. :+1:

If Accuracy influences Damage, you now have a layer of nuance that you would lack with “everyone has 200 Hit, always”.

Are you a speedy myrm? That axe fighter that would deal 20 damage to you now deals 8 due to its 40% Hit Rate, but that soldier is mostly unaffected due to the weapon triangle playing quite the role.

Are you a unit with low evasion but high defense? This does replicate what you’d get in standard fire emblem - less physical damage flat, but magic will easily punch a hole through you.

“But high damage low hit options get hurt by this”

See this is where the weapon triangle enters and actually acts. With the weapon triangle being able to mitigate/increase damage by a %, this is where you being able to outright reduce damage by having a specific weapon equipped is a sizeable situation. Additionally, consider Killer weapons in this situation - weapons that will reach the critical thresholds and be calculated critical damage will be both a sizeable tool to use and a threat to defend against.

Additionally, you’re streamlining class identity into one single factor. “uhh but slow, no def, all hp axe guy with 60% accuracy” - and to that I say:

“Why not make it a fast axe user?”

Streamlining the generic classes is fair for consistency, but streamlining your playable units to only be “axe guy with 60% hit” “axe guy with 55% hit” “axe woman” is a pretty huge waste of opportunity when you’re trying to give tools to the player. And even then, who says that you can’t make speedy axe users? Accurate axe users? Eerily-magic imbued axe users?

And even then - even then with damage%=accuracy, you gain something - consistency. You can now make attacks that usually wouldn’t be worth it - you can throw a hand axe against a sword user and get damage out of it - your range for chipping/setting up kills increases, and hell, now anybody can kill.

You won’t die to a 1% now, Jason. You’ll only die to your own mistakes and oversights. You’ll only have yourself to blame.

Jason. Do you really think that little of the Fire Emblem community, or are you projecting?

Because if you really believe that players are just going to rng abuse games until they get the outcome they want instead of using the tools at their disposal, maybe you should not bother. Why make a game if you truly believe that players will just rig 1%s non-stop anyway?

I literally referred you to Curse of Lagdou’s crits. You can’t get anything “did something right” as more as Curse of Lagdou’s crits.

Do you need a link for Curse of Lagdou? That game literally rewards you for playing right according to their rules, and punishes you for allowing yourself to get cornered and surrounded.

And that is what I’m suggesting here - non-RNG based crits that reward you for playing well.

And it will hardly do a thing because you’ve reduced the weapon triangle to just a meager damage bonus with axe-might coded 200 hit weapons. There is no punishment for going against the weapon triangle, nor is there a real benefit under your rules to follow it.

You’re a tanky unit? You’re not taking relevant damage whether you follow or you don’t.

You’re a frail unit? Why are you taking hits if you can’t dodge you-

So what you have done is streamline gameplay based on a Damage-Defenses check. That’s it. There’s nothing more to your concept.

Except, Jason, all your weapons are now the same thing. There is no strategy anymore. There is no weapon variance and no stat relevancy outside of two stats. There is no flexibility/specialization as you now have 200 Hit weapon, 200 Hit weapon 2, 200 Hit weapon 3, and a Vulnerary (with 200 Hit too)

Was it the final boss? If yes, why do you need any more XP?

Ok Jason, tell me.

What solutions are there beyond grabbing a unit in the game (highly likely fabricating a child to do so), making them incredibly tanky, and then giving them a 1-2 weapon?(Nosferatu calls)

Tell me where the strategy is at. Tell me what point is there to making use of anything if you can have one surefire solution to everything?