Fire Emblem: The Binding Blade 'Remake' [FE6 in FE8] [COMPLETE]

There’s always something that I missed. :sob: I’ll fix the color palettes for Great Knights so the armor is the color it should be. Look for it in a future update soon. :+1:

EDIT: Here’s Alen’s color palette before:
image
Here’s Alen’s color palette after:
image

6 Likes

As someone who is a Giant fan of Thany/Shanna, Thank you so much for making her a super strong unit. aptitude and the wing spear just make me so happy that she can stomp enemies in her way.

1 Like

Don’t be sad! It’s great what have you done and it’s great what are you doing! Don’t worry if you missed something, don’t be hard to yourself. This is a big project, don’t be upsed for little mistakes. This can happen to anyone. Thanks for your work and take it easy. :slightly_smiling_face:

5 Likes

Manakete Nihil not working? I got the freeze bug when my Bors triggered Great Shield against it.

1 Like

Which chapter and which enemy? I’d like to know so I can check it and see if I can fix it.
If I can’t fix it, a user told me you could get past it.
Manakete Animation Freeze Bug can still happen, but resetting the game and going to resume chapter has a chance to fix the timing of the bug and continue the game without having to reset the entire chapter.

It’s on chapter 21, the one to the right of Murdock.

1 Like

I was the one who reported this, and funnily enough, it was THAT SAME Manekete that caused the freeze bug for me. But yeah, resetting the game and going to resume chapter is what saved me.

I got the freeze bug on manaketes again, this time in Zephiel’s throne room. I was using Guinevere this time and using Aureola. When the battle animation plays, the hit rate, damage and crit rate displayed were all wrong and it froze right after the manakete transformed.

EDIT: turning off animation doesn’t freeze the game. but the attack fails entirely and just ends, with neither side attacking. this happened with guinevere and niime so far and fails EVERY time attacking from 3 range, but works normally at 2 range. strangely enough offensive skill procs work fine (nihil doesn’t block them)

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Ay, you a real one. Thanks again for the continued tuning on the hack.

3 Likes

Reporting bug on Chapter 9. Game freezes when I attack Scott with Roy using Light Brand, and Scott counters with Hand Axe.

Are u re playing it again?

Yes, second playthrough.

1 Like

Lilina has 3 base magic.

THREE
Why?

Chapter 9 has this enemy in it.
image

Very balanced and fair.

There is only this Warrior in the entire chapter, I think that joining a unit with a bow and another with a sword, you defeat this enemy without major difficulties. Lilina can become one of the strongest units in the game, you can train her by making her give the final blow to weakened enemies or by going to tower of valni, which becomes available in the next chapter. Also, her Studied Tome gives her a big advantage at the beginning.

2 Likes

I think Hard Mode needs to be tuned down. Enemy stats skyrocket after Chapter 7 and promoted enemies are so powerful that they could pass for near endgame enemies in vanilla FE6.
Generic Swordmasters reaching about 80 Avoid is absolutely ridiculous. Saying nothing of the infamous Kel who was always a pain to deal with and is made worse when he’s faster, stronger and even more evasive.
Roland is a nearly unkillable tank with a ton of avoid and can OHKO several units with Durandal if you dare try fighting at 1 range.
Sages have a 20% chance to get 18 bonus damage which is pretty much instant death for any unit at that point in the game.
It’s called the true Binding Blade experience, but it is overtuned to a comical degree for the enemies. Also, Lilina having 3 base magic is peak comedy.

4 Likes

That’s why it’s called “hard mode”. Normal mode is hard enough to enjoy, don’t take the saying “the true Binding Blade experience” too seriously…

1 Like

So I’m messing around and seeing what you have and I’m glad to see you included a World Map. It’s a nice feature a lot of hack neglect. But wow, you really need some more road connections. What made you design the map as one long endless corridor (that even wraps over itself). It’s so long the game’s Path finding doesn’t even know how to get back to Pherae from Bern. In fact, you can’t even auto walk back to Pherae from the Etrurian capital.

You also have a bunch of nodes all really close together in Lycia. I get it, you’re limited by the geography of the original game, but not every chapter needs to be its own world map node. You can use the “Progress to next chapter without World Map” function to skip over having nodes, particular for chapters that happen in the same location like outside and inside Ostia Castle.

Finally, you use some really big icons at the end of the game all right on top of each other. Shrine of Seals and Bern Castle do deserve their big nodes (though I’m not sure if that’s the accurate place for the Bern capital, Blazing Blade gives me the impression the capital is to the south of the Shrine given you approach from the other direction in that game), but the third giant node you have there is the Lagdou Ruins which you could put literally anywhere as it’s not part of any established Elibe lore. Stick it in Sacae where you don’t already have a cluttered world map.

6 Likes

I stopped lurking and created an account just to review this patch. Congrats.

Just finished playing through the game today after about a week of play. Played the 2/27/2023 version of the hack on HM and I took notes as I went along. Keep in mind I have not played vanilla FE6 or any hack of FE6 for 3-4 years.

C1 -

  • Marcus ORKOs the fighters. Wtf?
  • Alen can ORKO the fighters. Wtf?
  • Wolt is already Level 3, has a Prf with 2-3 Range that gives +3 Spd and effectiveness to cavs and armor and can double the fighters at base??? Meanwhile, Roy is still Lvl 1?
  • Bors is good now. I guess instead of Marcus luring, it’s now Bors being primary lure mixed with Alen/Lance as secondary lure.
  • Bors is too good at taking damage. Maybe he and other Knights/Generals should probably have their defense reduced to make up for Sturdy Stance. It looks like you didn’t adjust stats taking skills into account.
  • Desperation probably shouldn’t be a class skill (idk how it fits the Cav line). Should probably be a personal skill instead.
  • Knights have 5 Mov??? I can understand it if they weren’t buffed otherwise. But they get Galeforce later as Generals. In non-skillsys I can understand Mov buffs for Knight line because there’s not really any other way to make them reasonably good, but this hack uses skillsys.
  • Roy’s Blue Flame skill is weird because there’s no other Blue Flame unit to pair him with.

C2 -

  • Noticing some extra units (exclusive to HM I presume) such as a Merc and PK to the northeast of starting position. Not that I mind. I prefer more difficulty.
  • Shanna getting Aptitude seems a bit busted for an early joining flier. She also gets a Prf? Like Wolt, it looks like you overbuffed certain characters.
  • Looks like you changed a lot of characters’ starting levels. Lot is Lvl 8??? Seems a bit much. Also why did Lot go from 3 → 8 but Wade went from 2 → 5? The inconsistencies are bizarre.
  • Had Roy talk to Dieck. Roy got exp. Not opposed just thought it was interesting.
  • Dieck joins with Hero Crest??? And he can already use Axes? Kind of busted.

C3 -

  • Noticed FE8 soundtrack playing. Would prefer strictly FE6.
  • There’s a hole in the wall allowing Lugh, Marcus/cavs to get back into the castle. This would be fine if this wasn’t supposed to be the “true FE6 experience”.
  • The General…interesting. Don’t mind the promo unit especially considering how much the playable cast has gotten buffed. But Great Shield is a stupid skill.
  • So Slater (boss) has Axebreaker. That means options for killing him are Lugh/Wolt mainly. With Armorslayer, Dieck can double but only has 43% displayed hit. Roy isn’t an option because he gets OHKO and doesn’t have 100% chance to hit with Rapier.
  • Aren’t there supposed to be cav reinforcements? They didn’t show up.
  • Chad and Shanna are both too easy to level up now.

C4 -

  • Chad now has ez 1-2 range on the pirates because of the Knife. I don’t think this is a good thing. Probably grant access to Knife later.
  • Same for Shanna. She could get Wing Spear later, but not this early. It’s way too powerful. She ORKOs all enemy cavs.
  • Ok Rutger joins at Lvl 4 when Lot/Wade joined at Lvl 8 and 5 two chapters ago???

Side Note: I like that inventory management has been brought up to FE8 standard (convoy available from start/on lord, can use items in prep, shopping between chapters), even if it deviates quite a bit from vanilla and makes things easier.
But like others said, something needs to be done about the shopping on world map. Probably have less shops and more weapons/items in each shop. It’s a pain going through each node trying to figure out which one has what I want to buy.

C5 -

  • Nothing noteworthy. At this point just steamrolling/all enemies are getting 2RKO’d.

C6 -

  • Ok Dorothy starts with Orion’s Bolt and Saul starts with a Guiding Ring just like Dieck started with Hero Crest. Starting to see a pattern here. Would be better to have the player earn these items imo instead of having each character just join with their promotion item.
  • Saul starts with Rescue??? Don’t remember that in vanilla. I guess I shouldn’t really surprised at this point given how many buffs you gave out already.
  • Dorothy really sucks compared to Wolt and Sue, who both got OP Prfs. Would rather nerf Wolt and Sue rather than making Dorothy as OP though.

C7 -

  • Zelot and Trec join already in player’s party, but shouldn’t.
  • Wyvern Rider with the Red Gem one-shotted Dieck (29 HP 7 Def w/ Iron Axe vs. 37 damage, 31 with Silver Lance + 6 from Death Blow). Didn’t know Wyvern Riders of all classes get Death Blow…Not really happy with the inconsistent enemy quality.
  • Lugh is OP. Not sure why he needed to be buffed AND get Aircalibur. He’s supposed to be the speedy but not-as-hard hitting mage while Lilina is supposed to be slow and hit hard. But Lugh is already ORKOing most enemies, including Wyverns thanks to Aircalibur.
  • Why is Halberd only 810 Gold and Armorslayer is 1260? Same # of uses.

C8 -

  • Ok so Wendy, Barthe, and Ogier no longer have to break out and Wendy is a recruit. How come the Knight near them has a Chest Key? Looks like it’s impossible to steal. Same for all the other mooks nearby.
  • Why does Wendy have 15 Con (she had 10 Con in vanilla) besides “lulz just for the memes”?? It doesn’t make sense from an immersion perspective and is a pretty hefty gameplay buff on top of the other apparrent buffs she received.
  • Short Spears are too good for a non-unique, purchasable weapon. 2 more Mt, 20 more Hit, same Wt, and same # of uses as Javelins? You should probably reference Short Spear stats from FE7/FE8. Don’t have to copy the stats identically but there should be more of a tradeoff, not just “this weapon is better”. Same for Spears.
  • I guess I like the changes you made to the map layout overall even if it differs quite a bit from vanilla. It makes non-mounted units more viable (they can take the route through the double doors while mounted units continue left if Barthe and crew need help). And the crack in the wall way on the left makes it less tedious to grab all the loot before ending the chapter.
  • So Ogier only gets access to swords when he was already the worse merc in vanilla but Dieck was buffed to have access to both swords and axes?
  • One of the reinforcements is too OP. Merc Lvl 10 w/Silver Sword (not even a Longsword) that can ORKO Marcus (19 x 2 = 38 damage vs. Marcus with 35 Max HP) when Marcus has WTA…WTF? It’s C8. Marcus is not supposed to have fallen off tht hard yet. Again, like with the Red Gem Wyvern in C7, very inconsistent enemy quality. Enemies shouldn’t go from barely 2RKOing your units to straight up ORKOing your units, esp. if they’re unpromoted vs. your promoted units.
  • Legance gets a Spear and Luna and Great Shield…wtf? I tried to get him to switch out of Spear by 1-ranging him like you would in vanilla, but he doesn’t switch…I don’t understand what you intended to be the reliable strategy here. In vanilla, you could use your mages to poke him and rescue the mages after. Here it’s not gonna work if he doesn’t swap out of Spear.
  • Powerstaff refreshing FULL movement is kinda OP. If it refreshed remaining movement it would be fine. I know you didn’t create the skill though and you just put it in the game.

C8x -

  • Not sure if Roland needed so many defensive skills…One problem with vanilla FE6 already was thrones giving too many bonuses. And you stacked Tower Shield and Spectrum Stance for another 8 dmg reduction on top of throne bonuses.

C9 -

  • Pretty sure this is a bug: Visiting the village that gives Restore staff doesn’t close off the village to the left of it (which gives Killer Bow). But visiting the Killer Bow village closes the Restore staff village.
  • The Myrmidon with the Wind Sword…1-2 Range + high Avoid (Vigilance) + Life or Death + Vantage is a really dumb combo.
  • Fir can’t double Pirates (not even close, Fir has the same speed as the pirates at 17), which she could do in vanilla iirc.
  • Sin sucks compared to Sue due to no Prf.

C10 -

  • Why does a Silver Bow Archer have Adept?
  • Geese joins kinda underleveled and in an unpromoted class. Which is ok I guess from gameplay perspective, but makes no sense from a narrative/immersion perspective. Isn’t he supposed to be 30 years old? You would figure he should be past the unpromoted stage by now. You should buff his levels like you did for other characters if you want to be consistent.

C11A -

  • Echidna joins as a Lvl 4 Hero. Pretty inconsistent to only unpromote Geese but not Echidna imo.
  • On the upside, was able to recruit Thea by talking to her with Shanna once (after recruiting Klein).

C12 -

  • Why is Cath a Lvl 7 Rogue (promoted class)?? As with Wolt, Lot, Wade, Dieck, Ogier, Geese, etc. you need to take another look at who should be unpromoted and who should be promoted and making sure their level and stats make sense for their join time and for the character that they are. Why can’t Wolt just be Lvl 1 instead of Lvl 3 considering he joins in C1 and was buffed and has a Prf that allows him to ORKO cavs and armor? Why did Lot get buffed several levels more than Wade? Why did Dieck, the better merc in vanilla, get buffed with Axes access but Ogier didn’t? Why does Wendy have 15 Con on top of her other buffs? Why does Fir suck so much in her join chapter? Why does Sin just feel like “worse Sue”? Why is Geese, a 30 year old dude, still such a low level when you buffed pretty much everybody else with level increases? And now Cath has to be the worst offender, joining with crazy high level/in promoted class. Doesn’t make sense from any perspective. Not from a narrative/immersion perspective (she’s a 14 year old kid). Not from a gameplay/“makes sense for the join time” perspective. And not from a “compared to vanilla FE6” perspective. She was a Lvl 5 Thief in vanilla for crying out loud.

C12x -

  • Nothing noteworthy

C13 -

  • Not much to say except Guinevere (Purge) and Melady (comes with Brave Lance wtf?) make this map kind of easy.

C14 -

  • Nothing noteworthy.

C14x -

  • Rally really really really really needs to be below Rescue in the menu.

C15 -

  • Was not able to talk to Percival with Lalum nor Roy. Opened up FEBuilder and it looks like Lalum can only talk to Percival if Elfin is dead? Why? Ended up just eliminating the additional requirements, saving ROM, and just continuing by having Lalum recruit Percival (Elffin was not deployed).
  • Btw, Elffin is super garbage. I get that 2 Dancers would be OP, but Elffin is just way under par in a hack where you gave a ton of units Prfs, multiple promotion options, more weapon variety (e.g. Knights getting full weapon triangle, Dieck starting with swords and axes, magic classes that have 2 magic types + staff access, etc.). And here he is with only access to Light magic and shitty stats. If he’s gonna be stuck with just Light magic at least he needs to be able to do damage. Buff his Con from 6 to 7 or 8 so he can use heavier Light tomes easier and distinguish himself from the bajillion other 6 Con magic users. I know his Con was 6 in vanilla FE6 but he didn’t need the Con back then. He’s a man in his 20s and 14 year old kids like Chad and Cath have more Con than him (they have 7 Con).
  • Noticed a Sniper Lvl 5 with Point Blank. Oh c’mon, please don’t need to make everybody 1-2 or 1-3 range. I believe Point Blank is a Takumi-only skill in Fates. Shouldn’t be on generics. Not even on Igrene/Klein, etc. imo.

C16 -

  • Ha. A crack in the wall to get to the Bolting mage. I kinda like it.
  • Assassins should not forget how to steal when they promote.
  • Narcian reinforcements is not good/horrible on a blind run. They should spawn at beginning of next player phase rather than in the middle of the current player phase where most of the army may already have been moved.
  • Re-Move is stupid. At least skills like Galeforce, Powerstaff, and Canto+ are reliable/not chance based.

C16x -

  • Ok Opportunist with damage proc skill and Focus is not a good combination with siege tomes. 40 Atk (4 from Opportunist), 20 Crit with a 20% chance to add 16 more damage (Glacies) is really not ok. Obviously, siege tomes are part of vanilla, so you’ll have to do something about the skill distribution and/or the stats instead. I would personally remove damage proc skills and nerf the stats of any mooks wielding siege tomes.
  • Roy promoting now is good.
  • Sophia promo sprite being her original female Druid sprite would be better imo.

C17 -

  • Nothing noteworthy.

C18 -

  • Nothing noteworthy.

Send Home Chapter -

  • Should probably check how many units the player actually has rather than assuming the player has not lost any units.
  • Sending home promoted units should ideally give more compensation than unpromoted (you could make this more granular by checking the unit’s levels as well).
  • It doesn’t look like Support Levels are reset when sending units home. For example, Lot and Wade had A support. I sent Wade home. Lot still shows an A support with Wade.

18x (Eliwood/Lyn chapter) -

  • It was alright I guess. Couldn’t really player phase much due to enemy density + unreliable hit rates. Probably the best way to beat it is just let Eliwood solo everything. Reminds me more of Awakening gameplay than Binding Blade.

C19 -

  • I see you created an alternate path to the first village. Don’t really like it as it makes it too easy to reinforce the airdropped units.

C19x (Eliwood/Lyn chapter #2) -

  • I groaned when I saw I had to play another chapter like the first one with only 6 deployed units. Hey I heard you don’t like Sacae? Have Sacae but with only 6 deployed units.
  • Noticed Florina got Lancefaire when she hit Lvl 10. Since Halberdiers are in this hack, give Halberdiers Lancefaire instead of Falcoknights (like Spearmasters in Fates). In general, if you’re going to refer to Awakening for skill distribution, refer to Fates instead.
  • These stat boosters…there’s no indication whether the player can save them for later, or if they are wasted if not used on the Eliwood/Lyn crew.

C20 -

  • AI prioritizes using Sleep on the prisoners for some reason. In general, I noticed AI staff usage is really wonky in this hack.
  • As before…Adept (really pretty much all proc skills) is stupid, especially on enemy generics. Especially on units that can use Ballistas/siege tomes.
  • Southernmost archer doesn’t have a Ballista it seems.
  • Prisoners don’t seem to run away after door is opened.
  • Lvl 7 Zelot gets ORKO’d by Lvl 20 reinforcement Fighters (Marcus has it even worse). The Fighters have capped Spd (20 Spd) and then +3 from Fury. 21 x 2 = 42 dmg at 82 displayed hit even at WTD (thanks to Intimidate the buff to axe hit rate) while Zelot has 36 HP. Wtf? Unpromoted units generally shouldn’t ORKOing promoted units at WTD without proccing crit or having effective damage or something. This is still Binding Blade Hard and not SD/NM Lunatic right?

C20x -

  • Why are Zelot and Juno force deployed but are deployed in different parts of the map? They’re husband and wife and have supports. Have them deployed in the same area of the map.
  • Tome Range +1 is busted. Should not be a class skill and should have extremely limited distribution. Magic (tomes) was already busted in vanilla GBA games due to always having 1-2 Rng and hitting Res. Why ever buff its range? While I’m talking about range skills…Staff Savant is good, but not totally broken. Bow Range +1 at least fits the schtick of bows but the problem with Bow Range +1 is you stuck it on a class that already has 8 Mov…

C21 -

  • I kinda like the split deployment even if it does make things easier.
  • Game glitched when Douglas was attacked by manakete.

C21x -

  • Game glitched when Guinevere attacked a manakete at 3 range. Tested at 2 range and no glitch. Maybe the problem is with the Nihil skill.

C22 -

  • Nothing noteworthy.

C23 -

  • Was able to recruit Galle. Pretty cool.
  • I think you went overkill on the Delphi Shields. There’s only supposed to be 1 in vanilla FE6 and I had 3 by this point. While it’s funny to have 3 Delphi Shields for either the wyvern or pegasus trio, 1 or 2 is already sufficient and would make the player play with more discretion instead of “lol now my flying statballs with 10+ Mov have no weaknesses”. Other than getting statused or something. But they weren’t in range of getting statused.

C24 -

  • Boring af. But the level was already this boring/tedious in vanilla iirc so this isn’t a problem with your hack.

C25 (Final) -

  • Idunn is fair. Not OP and not too easy.
  • I was expecting Hartmut to attack but he just stood around.

Credits/Ending -

  • Endings for characters that were sent home don’t show up. I think it’s either…they show up and support levels are not wiped when sending home units OR the endings don’t show up and support levels get wiped when sending home units. But right now the endings don’t show for sent home units but support levels are not wiped.

Summarizing my thoughts:

I think I share the same sentiment as many other commenters (I read every comment in this thread prior to playing the game). This hack does not feel like the “TRUE FE6 experience” as you called it.

I highly respect the amount of work you put into it though and still enjoyed playing it. However, it could still be much better.

At the top of the list to fix should be character balance and skills distribution. With character balance, it feels like there was favoritism for certain characters and you overbuffed them while leaving other characters behind.

As for classes/skills, proc skills generally should be avoided/very limited in distribution (e.g. Glacies, Adept, Great Shield). And when they are distributed, it should be to player units and not enemy units, especially not to enemies with long range options (siege tomes/ballista). Tome Range +1 and Point Blank also need to be extremely limited/definitely should not be available to generics.

You need to do something about Mercs, which stick out like a sore thumb compared to other generics. Generic Mercs are like minibosses due to their skillset of Strong Riposte, Vantage, Ready Stance (this gives them 17 + 4 = 21 AS as early as C8). And they get 3 skills while other unpromoted enemies get only 2 for no apparent reason. I see why you chose Ready Stance for the class so:

  1. Do something about Vantage instead. I don’t understand why both Myrms and Mercs have Vantage. Probably one or the other should have it. My preference is for Mercs to just have Strong Riposte and Ready Stance, while Myrms have Vantage and Life and Death.

  2. Maybe nerf the stats of mercs to compensate a little for Ready Stance.

Probably do something about a bunch of characters joining with their corresponding promotion items or other OP items. I would prefer if characters join with weapons closer to vanilla FE6, but have promotion items and high quality weapons drop off of enemies.

Shops on the overworld map needs tweaking, as mentioned. Also, as another user mentioned, you can’t travel from any node to any other node (seems there’s a max distance???).

Music: Might just be me, but I prefer strictly FE6/FE7 or strictly FE6 soundtracks in a FE6 remake. It was jarring to hear FE8 music while playing through some chapters so I turned off the music. Kinda same for the FE12 prep and battle music. I like FE12 music while playing FE12 but it’s just weird to hear it playing FE6.

As a fan of FE7, I do like playable Eliwood/Lyn and Co. But not sure what to do about those 2 Sacae chapters feeling like a chore. I feel like I was playing Awakening, not FE6. I like Awakening btw, just not WHILE playing FE6.

Wishlist: Add Isadora to Eliwood/Lyn and Co. (as either a Paladin or Bishop). As I understand it though, you already have problems with character limits, so this will probably remain just a wish.

Edit* Also need to do something about manakete/Nihil glitches. And Florina’s portrait looks…kinda rough. No offense to the artist. Lyn, Rebecca, Lowen looks fine enough though.

6 Likes

Would you recommend this to someone who has never played FE6 before? Don’t care about story being slightly different as long as important events are still the same.

Contemplating between this vs Project Ember for my first fe6 game.

I’ll also prob do some edits to balance some stuff.

Thanks.

1 Like