Fire Emblem: The Cursed Corsair [FE8]

How does the support system work?

The game has Tellius style supports. Essentially, for every mission that characters deploy on together, they gain support points. In vanilla fe8, they gain support points by being adjacent to each other a certain amount of turns.

I like tellius style better because it actually lets you get the supports fairly easily.

If you had to estimate how many battles would you have to deploy two characters together to get support

I think that’s a good change universally. How many supports can a unit have? Is it locked to 5 or is it a 1 A, infinite B’s type scenario?

It depends on the characters. It’s different for everyone.

It is five, but the one A, infinite B would be amazing. I might have to look at finding a patch that’d let me do that, if there’s one.

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Oh, please do! It’s pretty common QoL in a lot of hacks, and takes away that choice paralysis while letting people read more of the supports you worked so hard on!

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I’ll see if I can do that tonight.

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This looks awesome! Excited to dip my feet in. Congrats on the release!

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The promo gains… they’re so depressing :sob: especially when most units’ non-HP growths peak at 50, it’s so easy to get screwed and have it feel really bad on hard. Shoutout to my Lemieux with a single stat above 10 at level 10 before I just benched him :fire:

Sorry! I’m unsure which of the various versions I’ve put out you’re playing, but I did increase promotion bonuses in the most recent patch.

…it’s still not a ton, but more than it was! Haha

New patch released. I added the patch to increase the amount of supports you can have, although you are still limited to one A support per character. Thanks to PearlxWing for bringing this up.

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Shucks I just finished this game and I’m now seeing this update

Heya, first of all congratulations on a successful hack, I had an amazing time playing this

The premise already got me hooked, three friends who have big dreams but unfortunately tragedy strikes and they’re caught completely off guard by pirates, and they end up becoming pirates later on

The twist at the beginning of the final chapter completely threw me off, I mean, wow, to try and attempt another cataclysm was insane

Anyways I love the portraits of all the characters and I love the fact that their growth rates are amazingly good. I’ve always said that if they’re growth rates are good then you’re gonna have a good time but if they’re back, there’s no way you’re gonna finish the game

These three looked so cool, they were just aura farming throughout the game

Gretz: I love a good Lord who just wants to help make the world a better place and this dude is no exception, imo this class way better suits him, despite his low defense he was never in danger

Cammi: I always have a dancer in my group and she’s no exception, she was immaculate throughout and I love her playful banter with Datsyuk

Jagr: I could never pronounce his name once but still a good unit, I just found slightly frustrating that he was always getting hit but overall I like him, personality wise he’s an amazing friend to have

Marie: Who doesn’t love a sniper that can easily crit. She was lethal against all flier and with so few archers in this game, you better keep her alive till the end

Datsyuk: Obviously my favorite class, Swordmaster, Battle Sage and Adventurer classes. He in particular has the edginess of a typical Swordmaster, someone purely overconfident and arrogant to no end and I love it, I did pair him with Coyne because they both understood each other on a deeper level by the end

Kozun: I always love a Halberdier however this one didn’t have the crit+ which sucks a little but still. In every hack game I would prefer if the Swordmaster, Halberdier, Berserker and Sniper always have crit+. It just fits that way

Savard: this dude made me laugh a couple times and I’m still wondering how he was able to land that hottie Hayley, dude’s got some strong game

Renata: With so few archers I had to make her an Arbalest but I’m glad I did, her temper is wild but at least after pairing her with Kozun he Brambleball buddy she calmed down

Beautiful Noora: if Battle Sage is one of my favorite classes then a Sage is right up there as well. She was really cool and her companion Howe was a chill dude too but I only used her though

Coyne: I have a soft spot for this princess, a gentle healer just trying to do her best to right the wrongs of other people which in actual sense she doesn’t have to, she just needs to focus on herself

Selanne: I was surprised to get a shaman very early on this game but I’m glad I did. He became my glass canon and was great when tutoring Olli

Sundin: this dude was my powerhouse. Strong, can fly anywhere and was never in trouble. He was essentially my paladin but a millions times better, guys if you get this dude, please use him coz he’s totally worth it

Overall I love everything about this game so I’m definitely gonna spread it everywhere and to all my friends so they can also experience this as well

Thank you THEHYDEA for this amazing experience

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Thank you for the kind words. I’m very glad that you enjoyed it. I liked seeing your final team and hearing your thoughts on each of the characters. Thank you again for your write up.

P.S. For Kozun, the Dragoon promoted class is the one that has the +crit. The Warden is a more defensive class.

How many deployment slots do we have at the end game?

there’s 12 deployment slots

Pretty nice hack, Gretz, Selane, Marie and all fliers were my top units.

Thank you for playing!

Endgame units


Struggles for the first few chapters but gets off the ground pretty quickly after that due to his high growths and his prf that combines high enough might to consistently oneshot with being effective against a much wider variety of enemies than the other prologue crew prfs. Snowballs pretty hard if he doesn’t forget to level bulk. Really helpful at letting formations punch through the massive lategame enemies once he gets his tide skill. I’ve seen Sea Wolf described as flatly superior to Corsair King because it has better promo stats, but lances do a better job of covering axes’ weakness than swords do, and it turns out there’s even more payoff for CK later because +5 damage/speed tide vs +5 damage/hit tide is not even a contest, but that’s not something you know going in.


Probably the second most useful romhack prologue mercenary I’ve used behind DLATMOL Shermie. In typical FE fashion the earlygame is extremely favourable to swordies and it helps that he gets a stat stick that combines steel might with iron hit. Cavs are relatively uncommon so he really can just use it whenever he needs both stats and not care about the cav effectiveness. Well, aside from Chapter 10 which is his deliverance, he gets a whole army of axe cavs to feast on and snowball. No wonder he doesn’t have a Hossa support.


You know it’s outsider art when a character has the Honeydew portrait and is treated completely seriously. Marie is probably the worst member of prologue gang and she’s still perfectly fine just because the four prfs do such a great job of keeping all of them relevant throughout the first two arcs even if they level poorly. Eventual bonus range is a fun niche.


Very cool after the changes. Being one of your armourslayers and actually moving does a lot to make up for having a less secure statistical future than the rest of the prologue gang. He did spend most of midgame failing at combat falling just short of speed thresholds, but stayed on because he was just barely stronger than Heise and unlike her he had the rank to use the Green Jade which fixed his problems right up, so he pulled through in the end.


Great chip for the first two arcs, and right as magic chip starts to lose its luster, you get phantoms. How can you go wrong with that? Look at all that big chunky chunk of stat block that barely ever got used for anything.


Real Hag in White hours: he’s your only healer for 40% of the game so he asserts a lot of dominance just based on that. Even once you unlock the combo platter of mage promotions and a second base healer, Staff Savant erases all positioning concerns so he just continues to assert dominance.


Stole all the good levels early on and then kinda slowed down his growth after promotion. Was always ready to coast through unfortunate looking formations with runeswords since he actually has a mag stat unlike Jagr. Same mag stat as Nilsson even. If 14 magic is enough for Nilsson to be the world’s equivalent of Gotoh, a famous world renowned sage, living tome of so much forbidden knowledge that he can’t simply be a fraud, master of uncursing, telepathic speaker, who has been seemingly driven to insanity by his oh so overwhelming magic prowess, I wouldn’t be surprised if Pekka was actually making those coins disappear and reappear for Olli and not just pulling the coin-behind-the-ear trick.


“Unlucky” my arse, he has the great fortune of being the only flier for the first 60% of the game and not being painful to train so he makes an easy favouritism target. He naturally got every stat booster and the growth booster, and at times it felt encouraged. Like in chapter 12 where your only options for confronting the shadowshot gorgon are to either look around like John Travolta trying to find a unit in your army who can survive draining a 32 damage siege weapon and being attacked by various other enemies at the same time, or shove-chain the one unit who can fly into melee range, kill her, and survive being dogpiled by the surrounding enemies afterwards.


If Howe was actually good. Okay, I think this one ended up with well above average bulk, but he doesn’t even need that to be Howe but good. Always did a good job of sucking up hits from mercs and weak backline reinforcements while smiting everyone else forward. Smite alone makes him great filler.


Renata has unlocked the secret sauce of how you can be an insufferable jerk and still be tolerated by everyone: just have galeforce lmao. Even being a regularly-doubled fragile vase for half of her lifetime was not enough to stop her.


Another galeforce peg, what more needs to be said.

And now for a tsunami of reports.

I recommend installing one of the MinimugPalette patches, because custom mugs tend to not have consistent palette ordering across all of them, which results in the palette glitching whenever you move the cursor between two characters which is really distracting.

The escape mechanic is inconsistent between each chapter that it’s in. In 1 it’s a seize that can only be performed by Gretz, in 7 it has its own “Escape!” command text and can be performed by anyone, and then in 24 it’s back to being a Gretz-only seize.

Savard’s canvas right arm is cut off. His portrait was designed for use with the Mug Exceed patch which you can find in FEBuilder’s patches. Install that, then go to his portrait data, change mug_exceed to 1, tile 1 to X:12 Y:6, and tile 2 to X:12 Y:8. You won’t be able to see the difference in the portrait editor because the window isn’t wide enough to support it, but it works ingame.
Before and after:

Every character who appears as a green unit in a cutscene at the start of a chapter, and then joins your party during preps, gets reset to their initial joining state if you save during preps and then restart the chapter. This means you can lose any items you put in their inventory, or lose any promotions you gave them, or create more items out of thin air to sell for an infinite money glitch. This applies to Koivu, Coyne, Datsyuk, Suter and Cammi. The solution to this is to not use their unit IDs in those cutscenes; “Koivu” could just as easily be a bandit with the monk class wearing a paper mask of Koivu. Heise and Nolan do not cause this issue because they spend every moment of the Ch21 intro scene being blue.

Many chapters (starting with 16) have reinforcements that spawn during player phase upon entering certain areas, and they spawn in areas that you can very easily have left units in range of. This is practically the same thing as ambush spawns if you trigger them after having moved most of your units since you might not have any way of moving them out of range.

Chapter 16 gives a second Beast Rune at the end alongside the Admiral’s Mark. Not sure what the purpose of this is when the first Beast Rune has enough uses to promote every monster and is just as unmissable as every other promotion item (Hossa joins with it).

Chapter 17 used to have a boss in earlier patches, now it doesn’t and the seize point is completely unoccupied.

Chapter 17’s and 18’s recruits, if left as green units, don’t auto-join at the end of the chapter even if they’re alive, when the way they factor into the story of these and the upcoming chapters suggest that they really should auto-join. It’s especially odd for chapter 18 where the entire impetus for the mission is helping the chapter 17 recruits save the chapter 18 recruit.

Chapter 18’s hint helper says that wyvern riders can perform the triangle attack, but says nothing about griffon riders, so players might be dissuaded from promoting to Arbalest not realising that griffons actually can do it too.

Chapter 19 claims to have a time limit of 11 turns but it’s actually 12.

All prepromoted lategame characters are missing the level 15 skill of their unpromoted class, and all prepromoted infantry except Manon/Nilsson are missing Shove. Not sure if the skills are intentional or not, but the infantry should definitely have Shove, right?

Franzen’s legendary weapon drop event that gives the weapon to the active unit doesn’t work as intended if he dies on enemy phase, because in that moment the boss is the active unit, so he gives the weapon to himself instead of the killer. Every other legendary weapon dropping boss does it the “correct” way, giving it in the chapter end event instead of a defeat boss event.

Hammerne crashes if you try to use it from 2 range (via Olli). This can be fixed by taking the following, saving it to a text file, and loading it through Insert EA:
// Fix hammerne staff range (because of an IRF typo)
PUSH
ORG 0x262AA
BYTE 0x22
POP

On Chapter 22, you can check Kolesnik’s stats before he flees, and he has an iron axe instead of a bow and is 2 levels higher than his future self.

On Chapter 22, the two 3-tile wide doors only have a door event on the centre tile, but rogue Pick and enemy thief AI can be used on any door tile to no effect if there’s no event. This most obviously affects the enemy thief who spawns right next to the right-side door, who will try to open the door from the closest tile, fail because it’s not the centre tile, and get hung up on it forever until you kill him.

On Chapter 22x, you can infinitely farm gold by going through the intro, getting 5000 gold, saving, resetting, and viewing the intro again. The OCA special. This can be fixed by having a conditional branch that checks if a certain global flag is active, gives the gold and activates the global flag if it’s not active, and jumps to after that point if it’s active.

Enemy light mages in the arena can spawn with a Smite tome. Pretty unfair if you send a monster in. This should probably be Shine instead.

My favourite thing to report to every hack creator ever because Intelligent Systems are Intelligent Systems… The “Flat” terrain type, used in the volcano tileset, has a bugged appearance on the minimap:


This can be changed in the Minimap Terrain editor; go to Flat and change it to use the pointer for SandDesert.

Armia starts exactly 7 tiles west of a fire tile and his AI will lead him to move directly east. So if you do not recruit him the instant he spawns (which is always what will happen on a blind run because there is no indication that anyone will spawn in this out-of-the-way location), this person who spent his entire introductory monologue chastising your group for being suicidal idiots will 2 seconds later appear to instinctually dive directly into the only fire tile in his entire movement range. This doesn’t actually matter in gameplay because it turns out that NPCs don’t trigger instant fire tiles for some reason, it’s just funny.

If you kill Koslov while the pillars are still active, he’ll still get in one final “skidaddle skidone your HP is now 1” with his last breath before the game ends.

Couple of typos in the endings; “infrim” in Coyne’s, “villians” in Lemieux’s.

There is not a single enemy status staff or stone gorgon in the game. Which is totally fine… except that various points in the game dangle a buyable Restore staff for a whopping 2000 gold, which is pretty much your entire pool of money at the time they’re first introduced (ch13) and a not insignificant amount of money for the rest of the game. I’m sure it’s unintentional, but the circumstances of the story end up drawing even more attention to the ch13 restore staff. You watch a cutscene where a villain uses a staff with the Berserk animation, showing that the developer is aware that Berserk exists and that you should prepare accordingly for when they decide to include it for real, especially since Berserk is the status most likely to result in unavoidable unit deaths if you cannot remove it as soon as it’s inflicted… and then the very next chapter has restore staves for sale. In a game with such a tight economy, having a trap item that looks like it might have a very important use case, only for people to not know they’ve wasted their money until they’ve reached chapter 30 and not seen any use cases at all, is kinda uncool. On the flip side, having status staff enemies that can only be countered by having precognitive knowledge that they exist and buying this staff several chapters before they appear would be even less cool, so I don’t recommend adding them unless you also give the player a free restore (like placing it in the starting inventory of whichever staff user is the last to join before enemy status staves show up). If your intention is for poison to continue being the only status enemies can inflict, then this staff should probably just not exist. Or if it does stay it should be much much cheaper. Like 200 gold max. Because poison damage doesn’t even add up to the recovery provided by one use of a heal staff… which have infinite uses. If you do keep it then be sure to redo the description to say it just cures poison so it doesn’t look like a much better deal than it actually is.

There are many unit palettes which are not easy on the eyes. Issues such as colours randomly ramping to the opposite brightness level of what they should, or multi-coloured clothes/armour. Sometimes multiple of a character’s classes are trying to use the same palette which doesn’t work when the different animations have different palette ordering. Most of these issues don’t even need a new animation to convincingly fix. I’ve taken the liberty of providing a bunch of alternative palettes:

Palette replacements

Gretz Sea Wolf
5553FF7FBE6B1E3B0E15B25EED4968499877F36ECB49333A6C252925F529A514

Gretz Corsair King (Currently shares the same palette pointer as Sea Wolf. Except for unarmed which uses its own pointer so you could use that for the rest of the CK animations. Coincidentally, CK unarmed has an oversight where it uses the anim’s default palette and not Gretz’s)
5553FF7FBE6B1E3B0E15ED49B25E68499877F36E2925A514333A6C25F529A514

Jagr Swordmaster
5553FF7FDF57BC369125123E8E2DE81C767F6F5ECA495F427C21FB1C1100A514

Marie Archer
5553FF7FFF6B1F4B2E19194F54364C259C2A3E43FF7FB95EF1416C2D0A21A514

Marie Sniper
5553FF7FFF6B1F4B2E195436194F4C253E439C2A162AB95EF1416C2D0A21A514

Marie Ranger
5553FF7FFF4BBD2EF41D6C2D194F54367E4BBC2A162A2E19FC22F1412D11A514

Lemieux Great Knight
5553DE7BFF5B1F4BB2295F37391AD3252C251A2B762A90157967924ECC31A514

Selanne Shaman (Currently all three of his classes shares the same palette slot - separate them as all of these palettes only really work with their own class)
5553FF7FFF6BDF2E2E192B2D2B2DC71C91344C2049180E4E49310629A514A514

Selanne Druid
5553FF7FFF6BDF2E2E19DF77F95ACF3591344C2049180E4E49310629A514A514

Selanne Summoner
5553FF6BFF6BDF2E2E1991344C202B2DC71CFF7FDF77744A0E4E49310629A514

Olli Sage (Currently he shares this slot with Priest. His Priest palette is fine)
5553FF7FFF6B1F4B872051019609EB0CFF7FD26A0C529F09F50490046B04A514

Olli Dusk Cleric
765E1F4BFF6B1F4B2E195E3B9C2A9609EB0CFF7FD2660C52F50490046B04A514

Pekka Assassin
5553FF7F9D5FFB462C2598314B268615567B6F5E5129353A4B2686150715A514

Noora Mage
5553FF7FFF6B1F4B2E19867E03720141556F8F56A741372EF81C1221CB18A514

Noora Sage
5553FF7FFF6B1F4B2E19867E03720141556F8F56A7419C77F81C1221CB18A514

Noora Mage Knight
5553FF7FFF6B1F4B162E4E1D03720141556F8F56F81C1221F81C1221A514A514

Savard Warrior
5553FF7F5F435D2E392EB51D2E19EB3A9877F36E4E5AE421E42185150319A514

Koivu Monk (Currently all three of his classes shares the same palette slot)
55533F4F3F4F7B36912508266525E520FB3E352AFF6BFF6B7D2B9926B319A514

Koivu Bishop
5553FF6B3F4F7B36912508266525FF7FFF7F7D2BD26A7D2BB319366F2E5AA514

Koivu Sage
5553FF6B3F4F7B36912508266525E520FF7F366F2E5AFF437D2B9926B319A514

Datsyuk Assassin
5553FF7F9D5FFB46E81C3625F51D701D567B6F5ECE18724A8D31E81CE81CA514

Fillier Wyvern Lord (Currently she shares this slot with Wyvern Rider. Her WR palette is fine)
55535F42176FFF7F183A1E4BB02D5825F21CDE7BF57F697F0A7EE760C810A514

Fillier Wyvern Knight
55535F421F7C1F7C183A1E4BB02D5825F21CAC14F57F697F0A7EE760C810A514

Heise
5553FF7FFF6FBD2ED32DFF27FE631733F9675147C626E2159873D15E0C46A514

Nilsson
5553FF7FFF6B1F4B2E19CE414A29EA24DA59F33CAE28937D2D59093D8720A514

Armia
5553FF7FFF4BBD2EF41D4D25313E2925360DD008AC0CA810FC22D3392D11A514

Aerin
5553FF7FBD5FDA3A11095F027621FF7FB5566E5AAA41145A7145CC308A2CA514

Hayley
5553FF7FDF57BC3691255952B2312D29767F6F5ECA492846662D0421A514A514

Hecht
5553BD777B5B9B3A2E19B93554290F21315A6B3DE728196B52568C41FF7FA514

Carveth
5553DE7BFF5BBD2EF41D681D5B37742A1F4B372E2E19EB0CFC224D2E2D11A514

Kolesnik
5553DC32F72993212E198F14B2146A14DC16350E8E051931D324AC188814A514

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