Surprisingly, not related to FE7 despite the name!
Features
- New Magic Triangle! Erudite (Mind) > Primal (Body) > Spirit (Soul)
- I was about to fall asleep one night when it came to me: a unique twist to the FE magic formula! The idea of a “person” being made up of three parts (mind, body, soul) has been around in the real world for ages, so it was a perfect opportunity for some FE shenanigans.
- It started with “mind over matter”, so naturally the rest of the triangle followed that.
- Erudite: knowledge based magic, similar to wizards from DnD, as well as the arcane magic from Dark Souls/Elden Ring; in my setting, arcane power is the manipulation of light, and can even create solid structures for defensive purposes
- Primal: inherent power, akin to sorcerers or druids from DnD; there are melee spells that hit DEF, as well as your typical elemental spells that hit RES
- Spirit: your typical holy (and unholy!) spells, think clerics/paladins from DnD; this is differentiated from Erudite light, as that is the more “sciencey”, physics-based light
- A world divided amongst 3 major nations that each adhere to one of the schools of magic
- The Magocracy of Verrint: Sees themselves as noble saviors of the world, bringing enlightenment. By force, if necessary. Utilizes Erudite to subjugate their enemies and build vast, industrial cities. The main character, Tallis, is from Verrint. Sees Massahr as feral and barbaric, and Belisse as superstitious.
- The Wilds of Massahr: Endlessly feuding tribes led by avaricious warlords, who will often raid their neighbors as well. Those who can master the chaotic, natural power of Primal come out on top. Sees Belisse as weak and distracted, and Verrint as all talk, no bite.
- The Theocracy of Belisse: Humble followers of the Goddess Pneuma, who bestows her powers of Spirit upon her chosen. Constantly beset by both Massahr and Verrint, they rebelled from Verrint some decades past. Sees Verrint as a colonizer, and Massahr as fearsome animals.
- Gameplay
- Difficulty:
- I have many unique map objectives, with enticing things to draw the player in multiple directions; I don’t want it to be TOO hard though, on default settings
- For now, Casual Mode is the expected mode, mostly for writing’s sake; may change to “VIPs still exist but can’t be deployed”, or maybe a permanent injury system
- Also, MC Tallis dying doesn’t give a Game Over atm. Will do that in the full release
- Branching promotions + limited Second Seals (character-specific choices)
- Each unit gets 1 Personal skill
- Class skills gained at 1/10 for Tier 1, TBD For Tier 2
- Tellius style base, BEXP, movement, WT-resist (CON can suck an egg!), auto-promote after lvl 20
- LCK slightly buffed w/CRIT HIT = SKL/2 + LCK/4
- Difficulty:
Updated as of 3/12/25; Please see latest comment for .4 update log!
Click here for the latest version: 0.0.4-Demo!
Here’s the latest version!
Updates in 0.0.1+.2 + .3 + .4
Gameplay
- Nullbright animation replaced, will no longer hang indefinitely
- Ch3: Flames tiles will not crash anymore, but may need to update for fliers.
- Laurence/Victoria/William stats fixed, no more zooming across the map
- Tallis death will cause Game Over
- Ch2: Escape is now one tile and boss is on it to make it harder to rush the map
- fixed some units’ starting equipment
- will make it so units don’t keep previous class’s skills upon Second Seal (they’ll keep on promotion)
Art
- Updates to weapon type icons, fixed transparency on many items
- Fixed transparency on Arcane Dart
- Updated many Palettes/Animations- many are placeholder for now, but most units should have combat anims
- Tallis 2.0!
- Ch 3 prep music changed
- stat screen background changed
Story/Text
- placeholder text on Rejuvenate and Arcane Specialist removed
- placeholder text on William’s horse fixed
WIP/Known Bugs
- new title screen needed
- update tiles for broken walls
- all green units need battle palettes
- Arcane Specialist needs new logic
- limit turnwheel uses (turn uses may actually be good now)
- replace placeholder portraits/anims/etc
- make bosses unshoveable
- Forging
- Engraving
- some units don’t have second seal choices
- may adjust difficulty on Ch1 and Ch2 if current changes aren’t enough
- tutorials for folks completely new to FE?
Other than updates based on feedback through Ch6, my next major update will probably be the end of the first act, ~Ch 9 or 10 I expect. Please let me know how this goes, and sorry for the major issues in the first release! When I was in school, I was usually very precious with my work, and I spent too long on first drafts. I wanted to go ahead and get something out there, so thanks for putting up with the jank!
As Reggie would say, my Body-Mind-Soul is ready?