A mere footnote in the archived tale of the Holy King Seliph and the Final Holy War…
A truly epic tale of those who fought and bled to oppose the Empire…
And a turning point of a nation that survived the unthinkable…
This is the Silessean tale of the Final Holy War, Grann 775-778.
Features
- 1RN - no more dishonest battle forecast!
- 5 playable chapters in the DEMO
- Lots of Jugdral lore expansion and references to side materials
- Brutally tough enemies on Hard
- Massive promotion gains
- Loads of playable fliers
- The deadliest early-game boss you will ever see
- Lots of Loptyrian priests that all look the same
Download
Dropbox
Dropbox
Credits
(It is possible that some contributors may have been missed or incorrectly credited on accident, due to the sheer length of the credits section. If this is the case, contact me [DM on FEU] and I will rectify the issue)
Assets not used in the demo, but are in the ROM, will be listed as [Unused] for the time being, as the ROM is not in its final version yet, and some of these characters (for portraits), are spoilers by virtue of existence.
Portraits
Order is: Artist - Character(s)
- AmBrosiac - Bernhard, Derk
- CapibaraInSpace - Unused
- claire45 - Unused
- flasuban - Olga
- Freefall- Erinys
- Its_Just_Jay - Damian
- JiroPaiPai - Ivan
- Kanna - Johnny, Nene, Unused, Janet, Unused, Mandy, Nona, Skye, Unused, Theodore, Wessler
- LaurentLacroix - Alaric, Unused, Joser, Unused, Unused, Unused, Mack, Miller, Patterson
- Lonkfromcalifornia - Unused, Unused
- MegaCowsam - Luther, Peter
- Melia - Dark Bishops, Unused, Amid, Unused, Unused, Femina, Karin, Fee
- Mexicancactus2911 - Roberts
- Norikins - Dark Mages
- PKLucky - Nikita
- RandomWizard - Matt, Unused
- SSHX - Mary
- Toa - Jenkins, Alweiss, Wold
Class Cards
Order is: Class - Artist(s)
Order is swapped due to some class cards being products of multiple contributors
- Arch Knight - Der, HyperGammaSpaces
- Axe Armor - SALVAGED
- Axe Knight - SALVAGED
- Ballistican - Arch
- Bow Armor - SALVAGED
- Bow Knight - flasuban, RobertFPY
- Cavalier - FPzero
- Duke Knight - Leo_Link, DerTheVaporeon
- Forrest Knight - Leo_Link, DerTheVaporeon
- Lance Armor - SALVAGED
- Lance Knight - SALVAGED
- Paladin (F) - FPzero
- Sword Armor - SALVAGED
- Sword Knight - SALVAGED
- Unused - L95
- War Mage (F) - L95, RobertFPY
- War Mage (M) - Aruka, Yggdra
Item Icons
Order is: Artist - Item(s)
- Batima - Unused
- Leif - Flux, Jormungand, Unused, Unused, Fire, Elfire, Unused, Unused, Thunder, Elthunder, Bolting, Thoron, Wind, Elwind, Blizzard, Unused, Unused, Unused, Unused
- LisandraBrave - Unused, Master Lance, Unused, Unused
- Zelix - Unused
Backgrounds
Order is: Background - Artist(s)
- Winter Mountainside - Uploaded to the repo, ripped from FE9 or FE10; ripper not known; not listed on repo
Music
Order is: Track - Artist(s)
FE4 tracks
- Army of Grannvale 1 - SurfingKyogre
- Army of Grannvale 2 - SurfingKyogre
- Conversation 1 - SurfingKyogre
- Dance in the Skies - SurfingKyogre
- Doorway to Destiny - MonopolyRubix
- Fateful Showdown - SaXor the Nobody
- When the Rush Comes - MrGreen3339
FE5 tracks
- Attack - DerTheVaporeon
- August Speaks B - Dumped by spc at snesmusic.org, edited by myself
- Boss Battle - Dolkar
- Defend - DerTheVaporeon
- Squadron A - Dolkar
- [Threat Approaching - Final Chapter] - SurfingKyogre
- Victory Minor - Dolkar
FE16 tracks
Spells
Order is: Spell - Artist(s)
Tilesets
Order is: Tileset - Artist(s)
- FE8 Super Fields - WAve, RandomWizard, Beast, Dark, Zarg, LeifOClaude
- FE6 Snow Castle - Peerless
- FE6 Snow - ported from vanilla FE6
Map Sprites
Order is: Class - Artist(s)
- Arch Knight - Der, Pikmin
- Axe Armor - SALVAGED
- Axe Knight - Siuloir (stand), SALVAGED (walk)
- Ballistician - flasuban, Der
- Bow Armor - SALVAGED
- Bow Knight - FungusCaesar
- Cavalier - SALVAGED
- Dark Bishop - Rasdel
- Duke Knight - Fates-Blade
- Falcon Knight - CamusZekeSirius
- Forrest Knight - Leo_Link
- Lance Armor - SALVAGED
- Sword Armor - SALVAGED
- Sword Knight - Agro
- War Mage (F) - Leif, L95
- War Mage (M) - L95
Battle Animations
Order is: Class - Artist(s)
- Arch Knight - Spud, HyperGammaSpaces
- Axe Armor - Iscaneus, Nuramon, Jeorge Reds
- Axe Knight - Primefusion
- Ballistician - Pushwall
- Bow Armor - Iscaneus, Nuramon, Jeorge Reds
- Bow Knight - Orihara_Saki, DerTheVaporeon, Kao, Aurora
- Dark Bishop - Eldritch
- Duke Knight - Leo_Link, Enjin
- Falcon Knight - Dinar
- Forrest (F) - St jack
- Forrest Knight - Leo_Link
- General (bows) - TheBlindArcher
- High Priest - Melia
- Lance Armor - Iscaneus, Nuramon, Jeorge Reds
- Mage Knight (swords) - Aruku, Kenpuhu
- Paladin (F, staves) - Primefusion
- Sword Armor - Iscaneus, Nuramon, Jeorge Reds
- Troubadour (swords) - Teraspark
- War Mage (F) - St jack
- War Mage (M) - St jack, The_Big_Dededester, Dolkar
Patches
Order: Patch - Contributor(s)
Not all patches are used as SkillSystems installs things I may not want, but I don’t want to uninstall and break the rom, so they will be credited even if not being used
- 16 tracks 12 sounds - Agro/Brendor
- AnimNumbers Damage pop-up in battle anime - Huichelaar
- AoE Area of Effect - Vesly
- AutoGenLeftOAM - 7743
- Berserk Unit Battle Animation - laqieer
- Fix CG Fade Glitch - 7743
- AddEvent: ChangeChapterSong Dynamic - 7743
- Dynamically Change the resire palette - 7743
- Change Battle BGM By Chapter - 7743
- Set Preparation BGM By Chapter - FE8/RePreparation at master · aera-ngmansion/FE8 · GitHub, ported by 7743
- Convert Chapter Titles to Text Ver 2 - circleseverywhere, 7743
- Continue Battle BGM Between Map and Combat - 7743
- CritCap - Contro
- Map Danger Zone - circleseverywhere
- Draw attack effect on map animation - Vesly, Viktor Hahn
- Drumfix - circleseverywhere
- Remove Enemy Control Glitch - Brendor
- Display Escape Menu - 7743
- Add Event: Get HP, Get Level, Get Unit Status, Set Unit Status, Lose Item, Send all unit’s items to transporter, Silent Give Gold, Silent Give Item - 7743
- ExModularSave - Stan
- FE8 Battle Stats with anims off - Tequila
- FE8 Battle Stats wtih anims off ver 2 - Vesly
- Attack and capture enemies with reduced attack speed - Tequila
- Rouge Robery - Tequila
- 01 command hack, 48 command hack - 7743
- Anti-Huffman - 7743
- FEditorMagicCSASystem - Hextor
- FillAIDangerMapEfficiencyFix - 7743, HyperGammaSpaces
- Fix dodge to front glitch - Snakey1
- Fix lz77 decompress - Tequila
- Use HandAxs motion as generic motion for throwing axes - 7743
- HPBars with warnings Cache - Tequila, Circles
- HPBars simple - Circles, Zane
- m4a hq mixer - ipatix
- Magic Sword Rework - Sme
- Skip World Map Fix - Stan
- Set multiple Staff BGMs - 7743
- NarrowFont - Scrazia
- Switch the death Quote for each unit that is killer - 7743
- NosResire - SME
- Change Max HP limit to use in class editor - 7743
- DurabilityBasedItemEvent - Credits not listed in FEBuilder
- SkillSystems - Circleseverywhere, Monkeybard, Black Mage, Blaze, Tequila, Rossendale, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1, Primefusion
- SOUND_NIMAP2 - Alusq
- Stairs - Snakey1
- UnitActionRework - Stan
14 Likes
looks cool! I’ll check it out in the morning! (also funny side note, we both have characters in our hack named Nene hehehheh)
Ill try this out if you need it play tested
I get that reference (Nikita and Nene were the names of two arena enemies in Chapter 4)
1 Like
Yes…YES! I can’t believe someone is making a game out of the War of Independence in Silesia! Man, I’m eager to play this one!
I like Jugdral. This hack is set in Jugdral. I decided to give it a spin.
In general: I visited all the houses so I was fine, but there’s no indication between houses that give you stuff and houses that don’t. Snowy Silesia doesn’t lend itself to red rooves, but a visual indication of some sort would be nice.
The Axe Armour map sprite has graphical glitches appear when hovered over and on the status screen.
Is wind magic not being effective against flyers intended? This matches FE4, but not FE5 and onwards.
Playing on normal (not sure what the intended difficulty is), and I made it to, but did not finish, chapter 5. My promoted units handled most of the combat as the enemy quality rose to the point my large army of underlevelled units struggled to do more than land the finishing blow to heavily weakened enemies.
Admittedly I may have leaned on my promoted units too much (I had Nikita one-round the Ch3 boss and take out most enemy forces turn 1), but Ch4 was a matter of charging Fury from one promoted enemy to another while making sure nobody died to brave sword myrmidons, for example. She was also the only unit who could at all face the boss, but she got doubled without switching to an iron lance.
The Ch5 enemies were of high quantity and with several dangerous promoted enemies scattered about. I tried playing defensively but I ended up being overwhelmed. I might give the chapter another attempt playing more aggressively, but I feel I should give my feedback now regardless.
The story so far looks good. The premise is what’s happening in Silesia during FE4 Gen 2, and it’s shaping up to be an interesting exploration of the country. The Ch4 ending autoscrolled so quickly I struggled to read the text, and I did find a few typos. Nothing severely impacted readability, however.
Typos and other text oddities
Prologue: Text overflow on “Yet the dark times afflecting Jugdr…”
Ch1: Goal display says survive, status menu says kill boss.
Ch2: Should be a full stop instead of a comma at “razed to the ground” in narration.
Ch2: “all the civilians into the mountians” - should be mountains
Ch2: “The dark cultists are coming,!” - no comma
Ch4: …“return toThove” - space needed.
Ch4: Russel the dark mage does not have a death quote.
Ch4: Nona doesn’t seem to have a non-Fury battle quote.
Ch4: The status screen says the objective is to defeat all monsters, but there are none.
Dragon Shield desc: “Consue to increase defence…” - consume, or use
As I was typing this up, I encountered a crash in the class roll after the archer animation. Most graphics are vanilla but this is the first release, it’s fine. Jugdral music is used where appropriate, which is good.
Overall, I do feel the game balance could do with some work, but it’s the first release, so that’s forgiveable. I hope to see more of the story unfolding with time. Good luck!
2 Likes
Another playtester did point out some of the issues, and as such I silently put a new patch up to address them, but if you were using the older patch then yeah, you’ll hit those issues.
Wind Magic isn’t anti-fliers because unit, class and weapon design is closer to FE4, and due to the setting, there will be both a lot of wind mages and fliers on both sides, which would be unhealthy for the gameplay.
Ch4’s boss lacks a ranged weapon, and on Hard, even Erinys gets doubled and risks dying to a crit, so you may have to resort to using ranged attacks and rescuing units away to safety. The boss was also stealth-patched to start moving if you take too long on Normal and Hard.
I’ll get to patching out the new issues you pointed out. As for Ch4’s ending, its intended to be an autoscroll, but I don’t know how to control the speed of the text yet.
Love Jugdral as a setting, decided to check this out. I’ve put some disorganized thoughts below.
Ch 1
Playing Normal mode
Should be Queen Erinys no?
I think a general trend with the sprites is that the mixing of FE7 and FE8 colors
makes the final product look flat. Skye and Janet look great.
Early squad is really big and alot don’t get exposition.
fe7 colors in fe8, pick a style and recolor everything to it imo.
idk if this was a intended strat but I chipped the boss with erin =)
music choice seems off, the group is planning, not in active danger
fighting centralizes alot at the bridge, and you have more than enough units to easily win, maybe make enemies appear from the north and south to split your attention? A side objective like fleeing npcs or enemies trying to take the castle might help.
I’d personally like to see what house King Luther is from or how he got his title.
Ch 2
Really getting to like these cutscenes for the exposition text
not exactly sure, so do some research but idk if this is common knowledge in universe considering amalda and olwen’s arcs in fe5
Also I’d expect to see Fee have more presence in the story at this point, given her heritage
maybe for varieties’ sake use a different insult like heretic, pagan, apostate etc, he already said infidel earlier in the convo
level 0 unit
most fair same turn reinforcement
that being said i like how it lights a fire under your ass if you are holding the chokepoint
Crazy damage
My strategy for this map was going against the plot’s advice of splitting the party and instead rescue dropping my infantry as such:
This chapter was alot better than chapter 1, the children made me make a lot of risky moves in order to survive (I had to use mary to block off a kid =) ). Assuming the only game over condition was Nikita, this map is in a good place difficulty-wise. Made it through with no deaths from the player units or the civilians.
I’ll get to the other maps in the next day or so.
1 Like
Thank you for the feedback, really.
Anyways, to respond to your feedback:
- Erinys is referred to as a princess in the opening, because Lahna is still alive; this specific piece of text is discussing the state of affairs right after Belhalla and before Lahna was killed in the invasion.
- Both the music and art are stuff I’m progressively working on. Not sure how to deal with the FE7/8 artstyle clashes, but I’ll see what I can do to recolor some portraits.
- Chapter 1’s design is deliberate, and you’ll see why a few maps later.
- Julius discusses the purposes of the Child Hunts in FE4, where he intends to have them fight each other to the death, with the strongest who survive being ideal subjects of the Loptyrian Empire. That being said, much of the gameplay/story presented to the player about the Child Hunts in FE4/5 are pertaining to the gathering and transportation of the children, and not what happens to them after they are carted off to Belhalla. Ultimately this line is just an echo of what Julius says in FE4.
- The reinforcements in Chapter 2, specifically where and when they spawn, are a deliberate reference to FE4. The map itself is based off a part of Chapter 4’s map, and as such, if you compare the two, you would realize that there is a bridge further upstream, and “out of bounds” to the north. This is also why that group of enemies move to escape on turn 1, as they are going to that bridge to cross the river; likewise, the Dark Mages take longer to appear due to their lower mobility.
- While you certainly can rescue-drop units to fight the reinforcements early, keep in mind that if the enemies block the only path for the NPCs to reach the right edge of the map (and there are two different 1-wide bottlenecks), they will stop trying to move to their escape points.
- Elfire Mage is getting toned down, as are some of the other strong enemies. A lot has changed since I released the current public patch…