There have been many, many attempst at making a FE6 rebalance or overhaul over the years, and countless criticism of them. More than any other game, people have tried to fix FE6, and yet not a single one as emerged has the definitive one. Today, I offer the solution to this problem. The previous hacks “failed” because they were made by only one person. Thus, I intend to leverage the wisdom of the mass to make the perfect FE6 overhaul. For if one creator is imperfect, how could a hundred of them ever be wrong?
If this wasn’t obvious, this is an attempt at both “community patch” of FE6 and in a very roundabout way, a FE6 PME. It will most certainly create a giant mess, but that kinda the objective! Everyone can submit changes to the base game, be it a character(s) rebalance, a map change, a new item or modifying an existing one, you get the picture. There is only a few rules:
You must trully believe the change make FE6 a better game. The goal is to (hopefully) make a funny hack that highlight the many ways people want to “improve” FE6. Voluntary submitting jokes change defeat the purpose. In general, aim to keep the spirit of FE6 (what exactly is the spirit of FE6 is left as an exercise to the reader)
No complex ASM. I am not a great ASM writer, and documentation for FE6 is lacking. Please keep it simple, folk !
Credit everything
To start thing, my only contribution will be my [FE6] Playable Guinivere And Galle in FE6, wich add exactly what it says. Now, let’s make the ultimate version of FE6! Or at very least, something funny to play
my suggestion: remove all completion flags from all enemy reinforcement events, except ones including playable characters, this means all reinforcements that are range based using t1-255 events are infinite
are we allowed to submit more than once? I have some other very cool ideas
All bosses that reuse portraits other boss portraits will now all have unique portraits. With the exception of certainly bosses that use the portraits first, Maggie and Rose, and all the bosses in Chapter 20Bx.
Nord.
Credit to Miguel-Rojo
Scouran.
Credit to thorn
Morgan.
Credit to HauntRS_0337
Gelero.
Credit to HauntRS_0337
Randy.
Credit to JiroPaiPai
Windham.
Credit to SaintRubenio
Martel.
Credit to NICKT
Teck.
Credit to JeyTheCount
Pereth.
Credit to Kanna
Echidna is updated using this portrait instead.
Credit to RedBean
There will now be two new units in this patch (no im not referring to both Guinivere and Galle).
First new units is an older Priscilla from fe7.
Portrait:
Credit to Spoon_Rhythm and Magelord Max
Description: Once a vassal now currently the head for House Caerleon of Etruria.
Affinity: Wind
Starting Class: Valkyrie
Recruitment: Priscilla can be recruited at the start of Chapter 9: The Misty Isles. You will be given an option to either recruit Priscilla or not. If you recruit Priscilla she will be a playable unit for the rest of the campaign. If you choose not to recruit her then you will not get her as a playable unit. However if you do this, then by the end of Chapter 16: Retaking the Capital Priscilla will awarded you with a legendary tome name Luce. But you can only get this tome if you choose not to recruit Priscilla back at Chapter 9. Cause if you did recruit her, then you just won’t get the tome by the time of Chapter 16.
Base Stats:
HP: 29
Mag: 10
Skl: 9
Spd: 7
Lck: 9
Def: 5
Res: 10
Con: 6
Mov: 8
Growth Rates:
HP: 30%
Mag: 65%
Skl: 50%
Spd: 40%
Lck: 20%
Def: 35%
Res: 30%
Weapon Rank:
Anima: B
Staff: A
Inventory: Elfire. Physic. Restore. Warp
Support: Clarine. Cecilia. Gonzales. Noah. Galle
Second new units is a now recruitable Brunnya.
Portrait: Unchange.
Description: Unchange.
Affinity: Ice
Starting Class: Unchange.
Recruitment: Brunnya is now recruitable in Chapter 23: The Ghosts of Bern. Only Galle could talk to her and recruit Brunnya.
Base Stats: Same as vanilla.
Growth Rates: uses her growth rates in the trial maps.
Weapon Ranks:
Anima: A
Staff: A
Inventory: Same
Support: Galle. Guinivere. Melady. Dayan. Juno.
I’m all up for the new recruitable characters!
There is however the problem of the GBAFEs only allowing up to 51 playable units to consider.
Here’s some suggestions to fix this if it does ends up happening:
Turning Merlinus and the Transporter class into a NPC, while allowing Roy to be the one to have access to the convoy (just like FE8), freeing up one playable unit space.
Make it so that more vanilla units can only be recruited in the route split chapters (technically, there is a total of 54 playable units in FE6, yet the route split separates Larum/Elffin, Echidna/Bartre & Juno/Dayan. Separating more vanilla units in the route splits, somehow, would allow for even more room while still respecting the 51 total limit).
I absolutely think getting rid of Merlinus would be a good choice. Merlinus was a unique idea, but having him take up a deployment slot just to use the convoy really sucks. I say just give Roy the convoy and free up a slot for another character.
Also, I could be wrong, but I think the route split has different versions of Geese and Gonzales, so if you do something to get rid of the route splits, that would free up a couple slots, I think.
Another solution to fix this issue would be that in certain chapters if there more then one playable units recruitable you will have to choose one unit over the other unit.
Here are some examples.
Chapter 7: The Ostian Revolt.
Recruit ether Trec or Noah
Chapter 9: The Misty Isles.
Recruit ether Fir or Sin.
Chapter 15: The Dragon Child.
Recruit ether Perceval or Garret.
For Chapter 7, you will have to choose whether or not to recruit ether Trec or Noah. If you choose one unit over the other then the other unit you did not recruit will be un recruitable by the point. So for those chapters pacifically, you now will have to think carefully to choose which unit to recruit or the other.
Thanks everyone for the responses ! I am going to look into the feasibility of everything proposed in the context of hacking for FE6. For example, I don’t think it is going to be possible to do split promotion, but I’m gonna look into it.
I’m also gonna add a limit to how much change one user can make. After all, the goal is to give everyone a equal opportunity to add to t̶h̶i̶s̶ ̶g̶l̶o̶r̶i̶o̶u̶s̶ ̶m̶e̶s̶s̶ the definitive FE6 experience. I think 3 per user seem resonable, but I’m not super experimented to conducting PME so I’m open to discussion.
Finally, for any new character, an easy to solve the 54 limit is to simply add remplacement character, that is character that only show up if another is dead or not recruited. This seem to be the most elegant solution to me, but making existing recruitement choice could also work (Thought Perceval vs Garret would not work because Perceval can also be recruited in chapter 13, even if no one do it).
Always fun to see an FE6 hack! As for my suggestions for some smaller changes that could make for a more engaging or improved experience:
Make Eclipse actually decent to use.
Remove the HP-To-1 gimmick and just make it more in line with Bolting & Purge (i.e 14 Mt, 12 Wt & 70% Hit, to go along with Dark Tomes being heaviest & strongest of the Magics).
Give the player access to the “generic enemy-only” weapons (i.e the Poison Weapons, Spear, Tomahawk & Fimbulvetr).
The Firestone & Eckesachs kinda make sense as true Enemy-Only, but the rest I don’t see why they couldn’t be available. As for placements, they will be added to the starting inventories of:
Poison Weapons: Chad & Astolfo (Sword), Lot & Wade (Axe), Sue & Sin (Bow), and Allen & Lance (Lance)
Spear: Douglas
Tomahawk: Garret
Fimbulvetr: Cecilia
Garret is actually viable?
Maybe a slightly biased one, but Garret deserves better than to be “Worse Gonzalez/Geese”. Hence a bit of a rework to make him have a unique niche:
Axe Rank buffed to A to have immediate Tomahawk access.
+3 Skill (so 16 on Normal & 18~21 on Hard) and has a 40% growth.
-6 base HP & -3 base Def (43/6 and 48~51/6~8 respectively), but give +9 base Res (13/13~15) and a 45% growth.
This gives him a niche where he is a magekiller with decent accuracy, something the other two Berserker candidates can’t claim as easily.
I feel like the poison weapon don’t really fit with characters. I feel like adding them to 12x gaiden (which is poison themed and has a lot of terrible chest) would fit much better. The spear is also in Gale inventory when you recruit him, so that is covered
surprised no one has said it, but let’s get a thief promo if that isn’t any trouble. I want my boy astolfo to be viable and not a glorified door/chest key with nothing else.
Thief promotion isn’t a problem at all. Rogue seem like a better fit than assassin, both for the characters and because silencer would be pain to port to FE6