Fire Emblem: The Sacred Artillery

Have you ever thought, “Wow, wouldn’t Fire Emblem be better if every weapon had siege range?” No? Of course not, that sounds like hell.
So naturally, I made it.
Every single weapon and staff in the game (except Ravager, which through Fomotiis’ demonic power attacks at close quarters instead, and Warp, because iirc if it isn’t 1 range it breaks) is now some variation of siege range.
I have not playtested this. I have not even opened the rom. This hack might not even work.
The one and only patch is 7743’s “Use HandAxs motion as generic motion for throwing axes” patch.

click here for link. enjoy the suffering

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I think some screenshots would be good to showcase your work.

beat this on normal Eirika with minimal tower usage i gave a couple levels to Franz and Gilliam but they were at like 17 and truly idt it mattered its not like tower usage defined my strategy

some notes:
Staves don’t get the proper range. I’m not entirely sure why they don’t, but Heal and upgrades are 1 range and Physic and such are all still MP/2 range. It doesn’t really matter for the general gameplay loop, though.
Most units that require investment are just kinda really bad. It’s very difficult to get units off the ground, as isolating kills or ensuring they don’t get attacked by too many enemies is just straight up an impossiblity. I only used 3 promotion items this whole run, on Franz (who joins early enough that he still can perform since his bases are good enough to be comfortable on the early maps), Gilliam (who’s high defense in the early game means he can soak large amounts of enemy attacks), and Tana (who was a personal training project, but Distant Blade is kind to her, and her good strength and avoid let her get off the ground pretty easy.) As a whole the prepromotes are going to do you majority service.
Some units are just unusable. Eirika Knoll, Eirika Tethys, L’Arachel, Syrene, and Ross are very likely to die before you can do anything about it.
The difficulty is very frontloaded. The early game is hell on earth as your units aren’t really strong enough to survive so many attacks, but by the endgame it almost felt easier than a normal run because your units get so strong that they can just take on the hordes of enemies that collapse on them.

Don’t play this, probably, but I had a good time. Also if anyone wants to do Ephraim uhhh good luck, I don’t know how you survive Turning Traitor and especially Ephraim’s version of Scorched Sand. Hard Mode I think only makes the final boss (which proved to be a surprisingly close kill) harder and the first like 5 chapters more miserable, so I mean you can, but you’ll have less than no fun.

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