Fire Emblem: Three Legacies (WIP, 21 chapters plus some gaidens complete so far)

Hello, everyone! Welcome to me sharing what I’ve got so far in my first hack, Fire Emblem: Three Legacies! (Or Fire Emblem: Bloodstained History, the other title I’ve been considering for it. Or just Fire Emblem: Three Houses 2.) Set primarily as a sequel to a theoretical golden ending of Three Houses, but also expanding to other FE settings (specifically Archanea and the Fates setting) as the story goes on, it’s planned to be a rather large game – it’s currently complete up to and including Chapter 21x so far on one of the two routes, with plans for the total game to go up to about chapter 30-ish. There is a route split between two of the main lords after chapter 10 that merges back together after chapter 19, but so far I’ve only made Alexander’s side of the route split.

Story Intro

The story begins in the unified nation of Fodlan, 20 years after a great war in which the Four Heroes – Edelgard, Dimitri, Claude, and Yuri – defeated the forces of the ancient underground civilization of Agartha and their villainous High Priest, Thales. Fodlan has been unified under Emperor Edelgard, and has since slowly rebuilt itself from the war’s devastation while undergoing governmental reforms. A new generation of students comes to attend the Officers Academy, led by Elys Agastyn, Alexander Kleiman, and Ashley von Riegan. The future looks promising. But peace remains all too fragile…

Across the sea to the west, the continent of Dagda, once split between the nations of Hoshido and Nohr. It is a land of honorable warriors. Its young king, Mizukai, seeks to forge a lasting peace with Fodlan. But his generals, renowned veterans of past wars, don’t share his views…

To the southeast, Archanea. There, an ancient darkness has begun to take root in the mage city of Morfis, built atop the ruins of ancient Thabes…

Each continent’s history is stained with blood. The shadows of the past linger. And now, one vengeant soul seeks to set the world ablaze…

The game features a fairly large cast of mostly new and some returning characters, starring a new generation of Officers Academy students including descendants of members of the original Three Houses cast.

Story includes a 2-year timeskip, with timeskip redesigns for the new students. Gameplay is generally not too far off from vanilla, but aimed at a slightly higher difficulty (but not overwhelmingly so) and with some new classes and mechanics, and unit designs that I hope you’ll find interesting. While made for classic mode, I have included an option to enable Casual Mode at the start of the game, as well as an option to enable Fixed Growths Mode.

FE8-based, download the UPS patch here: https://drive.google.com/file/d/15nZzupqcodSCQmNkFFmeryY5if4ZjFWl/view?usp=sharing

Once you’ve got the patch, apply it to a clean, totally-legally-aquired FE8 ROM (US version) with a patching program like NUPS.

Sorry about the mismatched portrait styles. I’m currently in the middle of reworking them all to the GBA style, which will take a while.

Playtesting wanted, all feedback is welcome!

World backstory/How it all fits together

So, the story here crosses between the settings of Three Houses, Fates, and the Archanea series. Three Houses, but with a golden ending, happened 20 years ago. Fates: Revelation (minus the existence of the Awakening characters) and Marth’s games happened 1000 years ago, and Awakening is 1000 years from now (hey, wait a minute… 1000 years before Awakening and 1000 years after Shadow Dragon… does that mean…). So, how do they all fit together? It all ties back to the Divine Dragons and the ancient human civilizations of Agartha and Thabes.

Long ago, the dragon tribes coexisted with two great human civilizations: Agartha, a scientific people of advanced technology, and Thabes, which had mastered the arts of magic. Agartha and Thabes were close allies, and exchanged their great knowledge of the world, leading both civilizations to develop powerful weapons of war. The dragons came to fear them. This fear drove Duma, right hand of the Divine Dragon Queen Naga and war general of the dragon tribes, to lash out at the people of Thabes, razing the city to the ground. The people of Agartha, seeking to avenge their allies and protect themselves from the same fate, retaliated against the dragon tribes with the full force of their destructive weaponry. The dragons fought back, and the surviving Agarthans were forced into hiding deep underground.

In the aftermath, the Divine Dragon Sothis expended her power to restore life to the world, and the other remaining Divine Dragons went their separate ways. Naga remained in their home of Archanea. Duma was banished to Valentia for his actions in starting the war, and his sister Mila followed. A small group of dragons led by Anankos set off to find a land untouched by the war, and settled in what is now Dagda. Sothis fell asleep in Fodlan, watched over by her children.

The survivors of Agartha, however, would not forget the destruction of their civilization. From deep underground over many generations, they would plot their revenge on the surface world. They sent agents to the surface to instigate conflict in hopes of driving the surface world to ruin. 1000 years ago, they once more went on the offensive. Their spymaster, Iago, traveled to Dagda, using his illusion and manipulation spells to drive the weakening Anankos mad. (Just look at Iago’s art. Compare him to Thales. Primarily black clothes, gold trim, red feathers around the collar, and most importantly, pale white-grey skin. He was an Agarthan.) Other agents traveled to Archanea, where they would guide the dark mage Gharnef to the ruins of Thabes. In Fodlan itself, they allied with the bandit lord Nemesis to kill Sothis in her sleep and massacre her descendants in their home of Zanado. However, these efforts ultimately failed, and multiple underground Agarthan strongholds, including their greatest city of Thinis, fell, with only Shambhala remaining. The Agarthans made one final attempt to destroy Fodlan 25 years ago, but they failed once more, and the death of High Priest Thales put an end to their villainous plans. Or so it was thought…

More Gameplay Details

The Skill System is included, but skills are not a primary focus. Outside of a few core class skills, generic enemies will not have skills (Snipers have Bow Range +1. Bishops have Staff Range +1. Swordmasters, Berserkers, and now Assassins have Crit+15. Pierce/Great Shield/Lethality have been removed.). A few playable units have personal skills, but most don’t – even so, I tried to make different characters each feel distinct through their classes and stats. Bosses begin to have skills starting in Chapter 11 (and also the boss of 6x because that character eventually becomes playable). Later on in the game, you can acquire Mastery Scrolls, items that teach a class-based skill to level 10 or higher promoted units – you can find the full list of Mastery Skills in the “useful information” document in Resources below.

New classes include:
Lord (Elys)/Shadow Lord – Personal class of Elys, one of the main lords. A defensive dark mage and healer. Becomes armored on promotion.
Lord (Alexander)/Knight Lord – Personal class of Alexander, one of the main lords. A lance-locked cavalier with high strength.
Lord (Ashley)/Wind Lord – Personal class of Ashley, one of the main lords. A fast bow user with 6 mov, gaining the ability to use Sing to refresh allies on promotion.
Bard – Personal class of the later-joining fourth lord Mizukai, able to fight with swords and use Sing to refresh allies.
Tactician/Grandmaster – Personal class of the character Kalin, a dark magic user with the additional ability to summon a “cursor” object that can swap and reposition other units

Dark Flier – dark magic+lances, flying. Promotes from female Dark Mage
Malig Knight – dark magic+axes, flying. Promotes from Wyvern Rider
Seraph – lances+staves, flying, promotes from Pegasus Knight or Troubadour
Engineer – a T1 class with both swords and anima magic, with generally well-balanced stats. Promotes from Apprentice, Tinker’s trainee class.
Guardian – swords+anima magic+staves, armored. Promotes from Engineer
Artillerist – bows+anima magic, summons Ballisticians. Promotes from Engineer

Mounted mages (Mage Knight, Valkyrie, Dark Flier, Malig Knight, Seraph) and Rangers have 7 move, while Paladins, Wyvern Lords, and Falcoknights have 8 move.

I think summoning is a cool mechanic, so there are multiple classes/characters with summoning abilities, and different ones can summon different things with different uses. The Fighter Kai has a personal skill to summon his pet monster Buddy, a Mauthe Doog. The Tactician Kalin summons a non-combatant cursor object that vanishes at end of turn, but can be used to move your other units around with Repostion and Swap. Tinker, one of the trainee units, can eventually promote into the Artillerist class with the ability to summon Ballistician constructs. And there’s one other character later on who has to ability to summon Seraphs.

Because there are two dancers who are both combat-capable, dance EXP, and with it steal and summon EXP, is disabled.

There are secret shops, which, if you get the Member Card, the character Anna can help you find – if she’s deployed on a map with a Secret Shop and the Member Card is anywhere among your items, she’ll notify you that there’s a secret somewhere. Hint: Look in suspicious locations, and you can spot the secret shops by them having slightly different tiles from their surroundings.

If there’s someone on the map that you can talk to, you can see it in the stats screen of the character that initiates the conversation.

In general, I tried to be very clear about hidden conditions, so just make sure to pay attention to the dialogue!

Resources/Guides

Character details, including bases, growths, promo gains, and recruitment info, can be found here: FE3H2 Character Details - Google Docs

A more in-depth character guide can be found here: FE3H2 Character Guide - Google Docs

Other useful information, like gaiden requirements, Mastery Skill details, secret shop locations, and other chapter-by-chapter tips/advice/warnings/etc. (hidden as highlightable white text so you can choose to look at it or not depending on how blind you want to play) can be found here: FE3H2 Useful Information - Google Docs

Screenshots!










Credits can be found here: FE3H2 Credits - Google Docs
I’m pretty sure I got everything, but if you notice something I missed crediting please let me know so I can fix it!

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Update: I have begun working on the other side of the route split. Elys route’s Chapter 11 is now finished!

I have also made some minor adjustments elsewhere since my initial post, some of which I uploaded without announcing them:
-Two brigands in the prologue were replaced with a mercenary and an archer for some variety
-The boss of chapter 1, Jasper, is now on 2-move AI, approaching as you get close without having to bait him directly
-The thief Jay, recruitable in chapter 3, now has a massively buffed Magic growth (from 15% to 55%), enabling him to theoretically become a decent combatant with magic swords in the very long term, because I wanted training him to do something more interesting than just hit steal benchmarks for those of you who really want to put the effort in to train him. (This doesn’t make him suddenly good at combat, his bases still suck, it’s just a funny long-term payoff to make him more unique.)
-Bug fix: I had the reaver Dark tome, Vexshadow, using the Nosferatu animation, which as it turns out breaks things because it’s not actually draining HP. It now uses the Luna/Ruin animation to fix this. (I’ll get around to adding non-vanilla spell animations at some point.)
-Chapter 21x has been revised.

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Interesting

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New update! No new chapters yet, but still some fairly significant changes.

As I continue planning/working on Elys’s side of the route split, I’ve come to the conclusion that I really couldn’t do an arc spending more time on the Hoshido side of Fates-world/Dagda without having a promoted lance infantry class, and I also couldn’t add a promoted lance infantry class without having a playable one. So, I have now added the Basara class, using Lances and Light Magic (because pure Halberdier/Spear Master is boring), and with it, a prepromote Basara character, Senriko. On Elys route, she is planned to be recruitable in chapter 12. On Alexander route, she is recruitable in chapter 18 (at a higher level than in Elys route, of course). Full details on her stats can be found in the character details document. I have also replaced a few enemies in the later chapters of Alexander route with Basaras.

During the process of implementing Senriko and the new Basara class, I also decided to add a new set of weapons: the Ruby Sword, Sapphire Lance, and Emerald Axe, which you may recognize from FEH and/or other romhacks. These weapons double the effects of the weapon triangle. I have given them similar stats to killer and reaver weapons, and have replaced some enemies’ killer weapons with these new gem weapons from chapter 12 onwards – less annoying crits from enemies, more value in weapon-triangle matchups. Win-win! On Alexander route, the first Emerald Axe can be obtained in chapter 12, the first Ruby Sword can be obtained in chapter 13, and the first Sapphire Lance is in Senriko’s inventory. They’re also buyable in the chapter 16 secret shop, and will be buyable on the world map after chapter 21.

I have also, like I said I would, updated some spell animations! New animations for Ruin, Sagittae, Dire Thunder, Twilight, Seraphim, and Vexshadow, all taken from the repo. Credits to the artists have been added to the credits doc.

There are likely also other minor adjustments that I’ve made while working on this, but that’s all the big stuff. The next update will probably come when I finish Elys route chapter 12. Have fun, and as always, please leave any feedback you have!

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CATASTROPHIC ERROR FIX: The old version of the cutscene after choosing Elys’s route was accidentally wiping the data for Jasper, instead of just temporarily removing him from the party. This has now been fixed. Please download the new patch (same download link) before continuing. If you have already gotten there before I made this post, contact me directly and I can fix your save file.

Other minor fixes and adjustments have been made.

Chapter 12E should be done by the end of the week!

So, Elys route chapter 12 is almost done – the chapter itself is playable, I just have to write all the dialogue. But I’ve made a number of other small improvements and quality-of-life updates along the way that I’ll go over here:

-I’ve installed a Modular Minimug Box for convenience of seeing weapons, important stats, and skills on the map.

-Low% crit rates have been removed from nearly all weapons. No more random crits from reavers, gem weapons, and light tomes not named Aura. (Luna tome crits are still a thing because I’m still a little bit evil lol.)

-Similarly, enemy Swordmasters, Berserkers, and Assassins no longer have Crit Boost until chapter 13/14, with the exception of some bosses (who were already using high-crit weapons). This has no effect on playable characters of these classes.

-Magic-based weapons (magic swords, Shockstick, Bolt Axe, Shining Bow) are now treated as their normal type for the weapon triangle instead of as magic, even when using magic for attacks.

-The mastery skills for Swordmaster and Assassin have been changed to Darting Blow and Killing Blow respectively, replacing Desperation and Killing Machine.

-Some dialogue has been expanded to better telegraph certain important events.

-When a talk convo is available with an NPC or enemy, such as for recruitment, you can now see the person who talks to them listed in their stat screen as well as in the stat screen of the player unit who talks to them, though it will only show one if there are multiple.

-I’ve made some small adjustments to a few chapters.

I’ll be back soon with the complete version of chapter 12E!

Alright, chapter 12E is now complete! Also, portrait update for pre-timeskip Kalin, and the usual “I tweaked a few small things here and there that I don’t remember the exact specifics of.”

I’ve also decided to rework class descriptions for more mechanical benefit. You can now see a class’s Mastery Skill listed in its class description, as well as symbols for effective damage vulnerabilities, and promotion gains are listed for promoted classes so as to show up on the promotion branch selection screen! This does come at the cost of the actual “description” part, but no one really reads that anyway.

Enjoy, and as always, if you do give the hack a try, please leave any feedback you have!

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That is so cool! I wish more would do that at the promo screens.

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Smaller update: new (but also not new) character! Seteth now joins as a playable character in chapter 7, because I decided that I actually do want a Jagen available for that chapter but also want to keep the story events that made Felakhos unavailable for it. (I was considering having Seteth join only for that chapter and leave afterwards, but decided to just let him stick around.) Adding a Wyvern Lord prepromote is a pretty big change balance-wise, so his stats are… not great, but still serviceable for the rest of part 1, and looking back on my test runs I believe chapters 9 and 10 benefit from consistent access to a third flying unit without having to train and promote Willow.

I’ve also removed effective-damage weapons from the chapter 6 shop, and in exchange added an obtainable Ridersbane and Zanbato to chapter 7. This is partly for potential balance concerns, but mostly because I don’t want blind players accidentally spending too much gold and locking themselves out of recruiting Ares in chapter 8. Putting those items in chapter 7 also makes the boss of that chapter more consistently manageable without having to know to buy them in advance.

Also, when I made my last post, it turns out I hadn’t quite finished chapter 12E – Senriko’s recruitment dialogue wasn’t finished. Now it is.

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Minor update: bug fixes and slight balance adjustments in chapter 13A, some modified and expanded dialogue in a few places, slight buffs to Ares’s bases, and new portraits for playable Anna (both pre- and post-timeskip).

EDIT: Just caught another similar bug in chapter 11A, which has now been fixed.

EDIT 2: Caught another error, this time one causing Armor Knights to learn Locktouch.

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I actually wish you’d commit more to the… I’m not exactly sure what art style you’re using, but the more distinct ‘simple’ art style. The different mixtures of art styles or the one all FE hacks use is fine, but this unique style really stands out from the crowd, and while it’s certainly basic, it has a lot of character.

My only real criticism of it is that you should position all the characters the same direction. You’ve got Dimitri(?) hard-facing to the side while Edelgard is faced forward with her eyes aimed to the right.

(Note: I have not played any FE games past 13 and I only know character names from community cultural osmosis)

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Those are my OCs Elys and Alexander, though I won’t deny that their resemblance to the original Edelgard and Dimitri is rather strong.

With regard to the art style, it’s a matter of “either I redo all of the other less-important characters in my old style, or I redo the major characters I drew that way in standard GBA style.” Either way, it’s a lot of work, but I’d want to be consistent with it in the final version.

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The art style reminds me of the original One Punch Man, by ONE. ONE is not necessarily a traditionally ‘good’ artist, but his art style has a lot of passion put into it and emphasis on making you ‘feel’ the impacts of punches and other such things. Ultimately, his story-writing abilities were so good that a ‘superior’ artist (Murata) started redrawing his work, we got an OPM anime, and so on.

But I still love the original web-novel. It may never be as popular but it has a lot of heart. That’s how I feel about your original mugs in this game.

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Handful of small bug fixes, minor balance adjustments, and dialogue updates have been implemented.

Also, Slim weapons have now been renamed to Bronze weapons, and have been given the additional property of symmetrically preventing critical hits. Bronze Axe and Bronze Bow now exist in addition to the Sword and Lance, and all of them are buyable at the Chapter 3 armory and world map node (Arianrhod), as well as reappearing in a few other shops later for convenience. Jay now joins with a Bronze Sword instead of an Iron Sword, and Jahid joins with a Bronze Axe in addition to his Iron Axe. This gives you some safe ways to handle Luna mages and Killer weapons, as well as additional options for reliability with Bronze weapons’ high accuracy, but this of course comes at the cost of their might being extremely low.

EDIT: Caught another bug, adjusted Chapter 10 a bit, and changed the S rank bonus from +5 hit +5 crit to +10 hit and no crit.