Here goes nothing…
Current Version: v0.1.3
Hello fellow FE enthusiasts! This project has been in-progress for a long while now, having gone through both the old and new LT engines. I’m extremely excited to present to you The Scribe’s Cascade, and I hope you enjoy what’s here. The only implemented difficulty is Hard, so please use that. As with any WIP fangame/hack, please give me feedback if you decide to play it! It would help me a ton.
Vallyth, once known for its plentiful lands, now suffers from an unnatural blight affecting their crops. Looking for any cure to their growing starvation, citizens and nobles alike are latching onto the conspiracy that manaketes have corrupted the land to bring an end to humankind. Leesha, a newly graduated scholar, seeks to discover the true cause of the disease. Jackson, a lieutenant in the Vallythian army, is just trying to keep his head above water while the country fractures beneath him.
Free Roam areas in between some levels. If you’ve played Blade and Claw, it’s mostly the same. Basically you can move around the level, check out areas and talk to people, like in Gaiden.
Combat arts, with a twist! After a few rounds of combat, all melee characters get access to the ability ‘Knockout’. This allows the unit to stun an enemy, making the target unable to attack or move for a turn. Units knocked out can have their items stolen. Since gold is very limited, this is your main way to get weapons. Be sure to check the map for enemies with items you might like! (Just don’t try it on bosses, they’re tougher than that).
Magic items do NOT have durability, instead using a new stat called ‘Mana’. Each unit has their own limited pool of mana to use that gets refreshed after the map completes. Because Mana total is a stat, that means units also have a mana growth rate.
More Gameplay Details
Since magic and ranged units (like archers) can’t use knockout, they instead have unique combat arts they can use!
Every unit has their own unique personal skill and the ability to shove (like Tellius). Most enemies do not have skills, so you shouldn’t have to deal with skill overload. If you still feel overwhelmed PLEASE LET ME KNOW! That is not intentional!
Varied map objectives like Escape and Defend, as well as plenty of side objectives.
Enemies and player units with Conquest-like stats. Both you and the enemy hit hard, so player phase is important!
Bonus experience rewards for accomplishing side objectives, quick play, and for knocking out enemies. Functions similar to Path of Radiance bonus experience.
A Base menu in between maps, allowing you to view more conversations that help flesh out characters and the world.
- Support conversations. Supports themselves are there (and are pretty tame like in Echoes), but do not have conversations when a new rank unlocks. Once the story is finished, the supports will come next. Hopefully the base conversations will still give you a good grasp on what makes each character tick.
- More pretty graphics.
- [EXTRA CREDIT] A World Map with narration, kind of like in Tellius/FE7. For now, you can use the map and follow along as the story progresses. (Fantasy novel style).
The Southeast is Vallyth, the North is Terys, the West is Harth, and the islands at the far west are the Astral Isles.
About Lex Talionis
Lex Talionis is an engine created by rainlash, with major development work from mag and KDports. Without the LT engine’s flexibility, this fangame would never have been made. To try it out for yourself, go here. If you want to learn more about the engine and all the wickedly talented and friendly people that use it, feel free to check out the discord!
Villager escape AI is weird. It sometimes doesn’t move unless allies are three tiles near. I’m still looking into it. UPDATE: It’s because of an engine change that broke their behavior.
Audio balancing is off, with music being too loud in general. I’ve tried doing some audio normalizing with Audacity, but it needs to be normalized better.
Some base conversations happen even when one of the characters is dead. Ghosts haven’t been implemented in TSC yet, so this is a bug.
Sometimes the turnwheel doesn’t replenish or appear before a map starts. The game is balanced around not needing the turnwheel (hopefully I give enough units and warnings to allow for playing past mistakes), but it should still be an option for those that want it.