Fire Emblem Thracia 776 - Forseti's Cut

Greetings, FEU.

My name is CedAodh. I’ve been a participant in the creation of the fan translation patches for the SNES FE games. This mod of Fire Emblem: Thracia 776 is a redux of sorts, in simplest terms, aimed at adding to FE5 just as much, if not more, as altering the existing mechanics and assets, all while branching off the latest version of Lil’ Manster, the latest FE5 fan translation. The aspirations of the mod began when I used Nightmare to make very redux-like edits for stats and such, while Advent theorized having more dialogue among the playable roster. We decided it’d make a great blend for the scope of a fan project, and it took off from there.

Owing a ton of credit to the FE5 hacking community and their progress in disassembly of the original game, a lot of things get examined when considering what to add or change. This includes unit and weapon stats and graphics, stat calculations and skill effects, making events present more neatly; and perhaps most importantly, more dialogue for the cast, presented in an intuitive manner as much as possible. All the while we try to convey, with what we agree and don’t agree to go through on, that we hold tremendous respect for the original game. We generally discuss and scrutinize all the changes, trying to make the game feel better to play while not making it appear overly warped from the original. It’s like trying to do an FE5 remake on the same console while having no end to time and imagination but extremely limited technical capability.

Some changes in Forseti’s Cut that we’re particularly fond of:

  • Brighton, Selphina, and Troude are prepromotes

  • Preparations screen shop includes Fire, Heal, and Door Keys

  • Three additional units that have been created by building from the original game’s data: Gunnar (Asbel’s presumed grandfather), as well as letting you choose Daisy and Asaello as an alternative to Safy and Lifis

  • Restoration of unused bosses and items

  • A 2-3 range bow locked to bowlocked units, called the Recurve Bow

  • B-Route has plenty of changes and perks to make it more comparable to A-Route

  • The feature from modern FE games where a unit has their entire inventory sent to the convoy/supply/depository upon getting killed (and only killed, not if captured)

  • Many characters have their portraits revamped and/or their battle sprite colors moved around to look more like their official art. In this same vein, the more major bosses in FE5 now have unique color palettes in battle

  • A ‘base’ screen where the majority of added dialogue has been placed, allowing for a context in which recruited characters can converse with one another while not in the heat of conflict. The sequence, placed in between world map narration and the preparations screen of a chapter, is quite unadorned, with nearly fixed progression in the viewing of fixed conversations occurring at fixed times

  • Skill changes: Accost is without its double-edged sword property, and Adept and Miracle have altered effects that make no use of RNG. A new skill, called Resilience, that grants the unit immunity to offensive staves and status effects (outside of Stone)

  • The ‘Give’ and ‘Take’ commands can be used by the player to swap captured/rescued units with NPCs, and the player can also use assist staves, such as Physic, on NPCs

  • Authority grants +3 Hit and +1 Dodge per star instead of +3 Avoid, and a unit’s entire Luck stat goes toward Dodge rather than half

Forseti’s Cut has its own channel within the Lil’ Manster Discord, known as FE5 Hacking Hel. You can join it to interact with us, as well as provide any feedback. Even if we end up not agreeing with suggestions given, we do genuinely enjoy just talking about FE5.

Server link:

Patch (and general changelog) link:

Patch gets applied to an unheadered JP ROM version.

Credits:

CedAodh - Dialogue Writing, Coding, Graphics Editing, Game Design
Advent - Dialogue Writing, Coding, Social Media Promoting
Lord Louie - Graphics Editing, Game Design, Portrait Creation
PobbleBobble - Graphics Editing
MiacisJaune, Zane Avernathy, Kalieum, Ultimage, ai - Coding Assistance
Jeorge Reds, Cyn, 316◆316gGitpsw氏 - Portrait Creation
Psychout - Game Design
ThePsyShyster - Etymology and External Source Consultation
Special thanks to all of our playtesters from the FE5 Hacking Hel server

43 Likes

Why is Advent not credited, and why was this posted without his consent? Where are credits for the other people who worked on it, like Jeorge Reds? If this is a leak I’m reporting this to the FEU mods.

Thank you for editing the main post with the credits.

7 Likes

I know very well that Advent and the rest of the team have wanted a release done for months. I guess I wanted to surprise Advent with the post, but at the same time I needed him to make the credits list because I didn’t want to mess up and forget anybody. I understand, maybe not the best plan…
Anyway, OP is updated and the credits are now there!

2 Likes

Seems like there was some miscomms about perms behind the scenes, so we’re closing this for now. The team members can reach out to us to restore the thread once that’s all settled.

3 Likes

So! After finding some small issues with the patch (coding slip-ups) and not-so-small issues with the post (the summarized changelog was not finished at the time of release, and was omitted, for one), we’ve been able to sort these issues out and have gotten to a point where all parties are now confident with a release. My apologies if it seemed like something more egregious happened (I saw the word ‘leak’ get thrown around) but that’s not the case. We hope you all enjoy the patch, if you do decide to check it out!

28 Likes

when the super mode (40 caps mode) with inflation

It’s official in FEU now!

wow thank you very much for this hack i wil ltry it right away … thank you for your hard work

Hey everyone! It’s been a few weeks.

For those who aren’t in the loop, an update is currently in the works. It’ll fix things pertaining to bug reports as well as adding new stuff that wasn’t already added. As a little glimpse into “new stuff,” it’ll include things like more world map narration for chapters that don’t have it; some more minor tweaks to units (both player and enemies) and items; and some more inconsequential cosmetic changes, like finally removing that weird camera pan to the left at the beginning of chapter 3.

Knowing that this definitely isn’t the most ambitious project one has done for FE5, I’m nevertheless grateful for the positive reception it’s been getting. Thank you all.

9 Likes

Hello! Happy Leap Day!

I’m making this post because half an hour ago, I realized I just had to post something on Leap Day! There’s definitely that chance that I’m not working on an FE mod four years from now, so today might be my only shot. That said, here is Forseti’s Cut 1.1:

QOL changes:

  • Attack Speed displays on the item equip menu
  • Might is listed before Hit on an item’s description, as per most other games in the series
  • Battle forecast now displays the player unit’s weapon instead of the enemy’s class (big thanks to Ultimage)
  • Like in FE3, all your cavalry units will automatically mount/dismount during the preparations screen of an outdoor/indoor chapter. This is currently in effect for all chapters past chapter 7 except for 12x and 21x. They will be added in the future, once world map event files have been created for them
  • Conditional enemy spawns that happen on turn 1 now appear on the preps screen. This affects characters like Shannam in chapter 16B and Amalda and Conomor in chapter 19. Due to eventing limitations, this couldn’t be worked out for Marty in chapter 8
  • Skipping the world map narration sequence will no longer also skip the dialogue that comes after it before the preparations screen (big thanks to Zane; this was really important to me)
  • I repurposed the alphabet ordering scheme on the preps screen for the item list and supply to do the actual order of items according to their weapon level and type. So instead of seeing something like Fire, Wind, Thunder, then Meteor, you can see Fire, Meteor, Thunder, then Wind

Dialogue:

  • A world map narration for chapter 8x has been added
  • The phrase “holy blood,” which has recently been dubbed by us as a fan term, has been wiped from the script. There is no holy blood; only holy knights and holy wars
  • Two conversation backgrounds are used very rarely in vanilla FE5. There’s the house interior that appears only in chapters 12 and 12x, as well as the throne room, which appears only in 24x. These backgrounds now appear more often (for example, the throne room is now used for the end of chapter 18)
  • Character and item names have been updated to what they are as of now in FEH. Examples include Hammerne > Repair and Colho > Cullough (I am very happy the faction name Cullough’s Boys still fits)
  • We decided FCM/PCC could really use a single abbreviated word for its name like all the other stats. The word we decided on is “Aggression,” or Agr
  • While not all of his conversations have been done yet, I’m working to have Perne’s speech match the way it is in FEH. I personally think it’s all the more fitting for him, anyway
  • Chapter 1’s opening conversation bug is fixed
  • Dalsin now has actual recruitment conversations with Leif/Lifis depending on which recruits him

Gameplay:

  • Generic enemy stats were fiddled with some more. Nothing I can really be specific about, I have to say. Just play, and give your thoughts if they’re too strong or too weak. While I’m trying not to fall into the trap of doing needless inflation, I do think vanilla FE5 enemies are steamrolled way too easily. I’d like to give you players obstacles than can’t just be enemy-phased and done with
  • Bosses that don’t appear on the preps screen, like Cohen and Saias in chapter 22, as well as the deadlords in the endgame, do now appear on the preps screen
  • Linoan now recieves Hamme— I mean Repair, in chapter 15 if 2x and 14x were both skipped
  • Testing an enemy AI setting I found where the enemy can attack you only if they can reach at least one target with only half their movement. I’m trying to use this to make Fog of War maps perhaps more engaging and less tedious. Right now, it’s only in effect for chapter 8x. Let me know how it feels to play against enemies like this
  • Speaking of chapter 8x, the thief in that chapter now goes for the chests and seems to try to take about half the treasure before escaping. Also, I was told the enemies were a little too high level, particularly the guys Dagdar has to go against at the very beginning, so they were weakened a bit

EDIT:
Not even 24 hours later, the patch has been updated for two things:

  • There was a fatal bug where trying to select the Staff command would just cause the game to freeze entirely. It appears to have been tied to our code to make Attack Speed appear on the item equip screen. Fortunately, it looks like I was able to get it fixed without having to forgo the UI improvement entirely
  • Three enemy heroes in chapter 16B had the wrong name and had their levels totally overtuned by mistake—both are now fixed

Just remember, like with any update, this new patch has to go onto the same JP FE5 ROM. Apologies for the inconvenience.

9 Likes

Hello again.

This post is to inform you all of two more important documents that Advent was able to complete recently: the unit compendium and the new dialogue list. They’re now included in the project folder. The former is simply to provide a table format of the exact changes that every playable character has received, ranging from bases and growths, to personal support bonuses, to special and unique notes. There’s also information about the three new characters. The latter is to provide a list of all instances of new dialogue in FC. We expect this to be useful to those who want to skip vanilla dialogue that they’ve already seen and read only the new stuff, without fear of missing any of the new stuff.

For those interested in how development progresses, I’ve been fixing a pet peeve of mine—Nanna, Amalda, Karin, Misha, and Eda switching to skin-colored armor when they dismount.

For example, Nanna wears that bluish outfit when mounted,
fe5trans1536

but a mostly skin-colored one when she’s dismounted.
fe5trans1528

So, I have come up with this through graphics editing, including a proper inspection of hopefully every accompanying frame.
fe5trans1530

I still have to do this for, I think, five other sprite sheets (remember, promoted sprites as well as healing animations) before all five girls have received justice. So it’ll be a while before it’s done and added.

I know I’m not in school and this post isn’t being graded or anything, but I still feel the need to create some kind of conclusion. So…yes, thank you for reading, and I hope you enjoy Forseti’s Cut and reach out with any questions or feedback.

9 Likes

Does this color also apply to Nanna’s All Battle Sprite?

Hey, been playing through the mod and I’ve been enjoying it a lot, the extra characterization is really fun! Though I did want to ask, the general changes doc mentions that in 14x, Karrin can wait in a spot to have a secret event. I haven’t been able to find this anywhere, can you provide some help and or describe it?

Advent made this event, and it looks like there’s one specific tile for Karin to land on. Take the cursor all the way to the upper left corner, then go two to the right.

The game crashes whenever i use a staff on snes9x on my 3ds. What do?

Quick question before adding my comment, do the dancers in ch12x with the master seal and warp staff appear? Or is there some requirement?

Although forseti cut does add some much needed dialogue and boss variety. I think that the buffed enemies seem to be more difficult to deal with. I essentially had to arena grind or use killer weapons just for my units who I want to train to get some exp. Not only that but the buff led enemies makes it much more harder to capture them. For me it now requires the work of 5 units just to capture one enemy. It could just be a skill issue for me but I wanted to express my thoughts on the buffed enemies.

1 Like

Not sure if this is a good idea, but is double weapon exp for staves fair? It just feels like a slog to grind 150 turns spamming heal to make someone staff rank usable.