Fire Emblem: The dark hour. Hard Mode available. Complete

Yes.

Also the last chapter does have phantoms but they have a different id than Mishu’s phantoms.
So yes they can be summoned in the final chapter.

Final map does not equal to final chapter
Endgame has 2 parts
And the malforms are annoying af in the endgame 1

Rest in piece Freija, so useful. But died on ch13. Sad but i ain’t resetting this chapter again. GG Brave Bow Ranger. :sob:

R.i.p I’m sorry for your loss. :pensive:

i now have 4 20/20 units while the lords, which just came back and got their story promotion, are lv1

needless to say, exp gains are screwed for promoted units

The Barricade Skill for Knights is a masterstroke, makes them last longer as enemies and very useful as tanks.

The amount of items/weapons you can get through droppables or treasure is more than in any other FE hack I have played, it basically makes buying weapons redundant. I like this aspect because use the money for the promotion items.

Besides the bosses, the regular enemies need better scaling. They become too weak in comparison to your characters after a couple of chapters. I am on Ch. 16 and even without the promoted lords and few of my promoted units, I could still beat the chapter. Even the promoted units I rarely used are stronger than some of the enemies.

Ex: Promoted Enemies

My Units (Summoner and Berserker)

Units I never used/rarely used

Sorry for the long post, the hack is still fun but could be more challenging.

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I was given an idea to make a hard mode version of the hack.
But I’m still trying to get that version to be hard but fair.
So I’ll be keeping on the testing for that version.

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kk. can’t wait to try that version when it is finished.
kudos on the variety of skills, I have seen alot of new ones. Personal favorites are Defiant Defense and Deviant Avoid. Helps keep those units alive especially in early chapters.

Hard mode ready.

Hard Mode is better and presents more of a challenge. It starts slowly and there is not much difference from Ch.1 - 5 but the difficulty jumps as Ch.6 onwards which is good. I am on Ch.9 now so I wait and see how the rest of the chapters compare.

Chapter 10 is pretty unforgiving. Maybe add some more green units (not knights) or increase the turn count from 10. Key reason is the enemy units are strong enough that the green knights provide little assistance especially if you want to get the chests. The reinforcements that show up from turn 6 onwards also make it much harder due to being stronger than usually. I will keep trying to see if I can beat it and get the two treasures.

I got through Ch.10 but it was a close run thing. The Green General and Sniper both died and so did most of the knights but I was able to get both treasures and kill the boss. Putting Genii in the party really helped because of Rally Strength and Seal Speed.

Found a game-breaking bug between the Queen and a Mermaid.

I sorta figured out what is causing it. The Queen has Nihil (cancels opponent’s skills in combat) and the Mermaid has Wary Fighter (unit cannot double or be doubled). The game is struggling with how to process both skills together so it hangs.

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Actually the mermaid animation is the problem for some reason the animation hangs when the mermaid attacks and you try to retaliate, for some odd reason it hangs the game.
I am still trying to fix this.
So refrain from attacking with units that have Nihil.

announcement: Until this issue is resolved with the mermaid animation bug, both patches
will now have no mermaids until the issue is fixed.
All mermaids have been replaced with mogals, hard mode patch has one mogal on ch.7 that
still has the eclipse tome in it’s inventory, and the two mermaids in ch.11 are again mogals but with crimson eyes. keep that in mind.

Please download the updated patch to replace the mermaids.

Ok, will do. Thanks.

Is Jorgang playable?
I know you can’t recruit him in chapter 9 but do you gain anything by sparing him?
You send mixed signals on one hand he is doubtfull and doesn’t have regural enemy skills (galeforce)
On the other hand you gain a crest by killing him.

So I don’t really know what to do

The hack does tell you that a character can be recruited but said character has to be alive until later.
So yes if he is alive you run into him again in a later chapter.

Just wanted to post this funny glitch, not sure what caused it.

Summoner hurts herself by using Nosferatu and then drains infinite hp from the enemy

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Yeah if you get a killing crit on an enemy with liquid ooz with a draining weapon, it does that.

noted. Found an error after Ch.18, Master Scroll stopped giving the +2 bonus to skill even when held. The other items that give a bonus still work.

The song in Ch.15 (False Empire) is awesome, I love it :smiling_face_with_three_hearts: :heart_eyes:.

I’m on Chapter 20 (Mork Palace) and Hard Mode has been quite challenging which is good but I have some suggestions.

  1. Reduce Mercenary and Hero’s seal speed to 3 or 4. Having speed reduce by 6 in certain chapters due to their high enemy density (Ch.10, 14, 16) or few enemies with high stats (Mork Palace pt 1,2 3)

  2. Change Eclipse back to normal or add more long-range tomes and warp staffs as compared to rescue staffs (I have 4 rescue staffs at the moment and have not had to use even 1)
    The reason is that the stats on Hard Mode mean that Druids average around 70 - 100 hit on some units (Anima Wielders, Dark Magic Wielders, Units with low to medium speed)

2 Druids with Eclipse could effectively kill a unit within one turn which they did to me in Mork Palace Pt.1

Druids averaged between 70 - 75 hit and killed her in 1 turn regardless of what tome she was holding. Also at the time she had +2 to every stat due to Rally Spectrum.

Druids averaged between 83 - 100 hit and killed her in 1 turn regardless of what tome she was holding. Also at the time she had +2 to every stat due to Rally Spectrum.

Just some suggestions because you get very few long-range tomes so Chapters with enemies with Bolting, Eclipse, Purge just become super hard.