Team NQR Dev Diary -- DoR's Road to [COMPLETE]

Greetings. My name is Parrhesia, the Drums of War, Dream of Five and Homecoming guy, one half of Team NQR, and I’m here to tell you about what’s… the one after next. (NQR’s slated 2026 release will be something different that I can’t remember if it’s been formally announced yet, but I probably won’t be the one to announce it.)

This doesn’t look like a project thread, and it isn’t. Days of Reckoning – a title I’m still convinced I’ll change at the drop of a hat – isn’t ready for that. It’s down to a princely zero playable chapters, having once been at a peak of about four. And, besides, that would just be a distraction. I’m not ready to offer concrete details and certainly

I used to do a lot more open-letter dev-blogging in the past, throughout DoW’s development and then in the leadup to Do5, but I’ve been more cagey recently. But whenever I make a post just sort of rambling about The Process, people seem interested, and besides, why not use this to keep myself accountable to making constant progress? Why not show people the work that goes on, let people see a project take shape, while also maybe giving some lessons or inspiration or cautionary tales along the way. Maybe I’ll explode some myths, like the one where I have any idea what I’m doing.

So, that in mind, on the 21st of every month until this is publically released – or at the very least, is gameplay complete behind the scenes – I will drag a dead rat to the thread, come what may.


More Theoryposting

Effortposts on Good Units
Effortposts on Good Chapters
Effortposts on Shifting Design
Reflections on Romhacking
How To Excel At FEBuilder Without Being Good At It


Table of Contents

December 2025 – The Pitch
January 2025 – The Opening


DECEMBER 2025

How We Got Here (Detour after Detour)

I first started writing about a sequel to Drums of War before DoW itself was even finished. Still living abroad, unemployed, stuck in a failed relationship and counting down the hours before I could book it for the airport, I bolted together a few ideas which included, from memory:

  • SkillSys custom build!
  • Two routes that ultimately join up!!
  • One route has a conventional economy, the other Captures!!!
  • Capture squad introduced through raiding a caravan!!!
  • The caravan has the other lord in it!!!

Nothing all that original, and I think it’s pretty clearly influenced by having just played Vision Quest at the time (though not wholly; actually, the 2012 version of Drums of War was meant to have split parties. Good luck with that on FEditor…). Certainly hearing about the convoy split was the kind of thing that made me think, hey, I should make a game around the convoy split. So I tried to make a SkillSys custom build, failed, tried again, succeeded, and then pretty much didn’t touch that version of the ROM ever again.

Anyway, during all this, I start floating as a joke-but-not-wholly-a-joke that maybe I’ll revive Do5, all I’d need would be Astra’s blessing, while I know that I know people who are like one or two degrees of separation away and it’s extremely possible to get. And it happened, so, fuck, now I gotta make Do5 and get that monkey off my back. Then I go do it. But I knew for awhile even before starting that Do5, really, was what I wanted to make. First, anyway.

Okay, now time to go make Drums 2, I have a better idea of what I want to do now, no SkillSys, et cetera, and I get to work. I start casually streaming Chapter 1 in a room, and it’s fine, but someone makes a smart remark about being surprised how dull and generic the gameplay looks and… no shit, Sherlock, it’s a very early WIP Chapter 1. But I guess it sticks with me enough that I remember it a couple of years later. I make Chapters 1-4, and they’re playable, but it doesn’t quite feel right. It doesn’t quite click. The process doesn’t feel wholly aligned, and I don’t know how to make it fit, but I have been thinking a whole lot about another concept that might be a nice breather, a very classic design, riff on old Kaga-era concepts, you know, just try and tell The Fire Emblem Story with my own flair. I start referring to it as ‘fourthhack’ because, yeah, I’m going to go do that. After DoW2. I’m just going to split off the DoW2 ROM now because I don’t want to re-insert all those classes and items and patches. Okay. So that’s something for later– aw, beans, now I’ve gone and created FEA: Homecoming. And again, if I’m honest with myself, I just wanted to make it more than DoW2, a while before I committed to that.

Well… here we are. I don’t have another plan in the pipes. Not a custom campaign, anyway. I mean, hell, DoW was itself the thing I started work on as a ‘breather’ to ease off on the novel trilogy I will always now have written about 1.8 books of. And I want to get back to writing prose, and I don’t, ultimately, have a fifth custom campaign as lead developer in me.

But it’s finally starting to click.

The Pillars

I don’t rip all my ideas apart and start from nothing. I’m an iterator. I have a vision of what FE I want to design, what I want to play, how I want it all to look and feel. But of course, DoW, Do5 and HC have very different identities, and they look, feel and play very differently in practice, despite sharing a lot in common.

Still, DoR is going to wrap up the trilogy. You can actually populate that trilogy however you like – DoX trilogy in terms of story and setting, Do5 → HC → DoR in terms of being full-length NQR ROMhacks, DoW → HC → DoR in terms of me running the show from the very beginning – but either way, it’s not going to be the one to randomly take a hard-left turn and end up as… well… a Capture hack with a route-split, for instance.

There’s a huge amount of the campaign that’s shifted over time. Some things that came out as ‘non-negotiables’ turned out to be pretty damn negotiable. It’s an important writing exercise to know to kill your darlings, and every now and again during the process of plot tuning I’ve taken to just… knocking down an assumption and seeing how the pieces align. Often I then put it back, of course. But it’s important to explore.

Still, one of the pillars that’s been here since the very start is to build the campaign around ransom. DoW wasn’t planned much from the off; it was kind of just winging it, seeing where things landed, doing things that made sense short-term. Worked out in the end, of course, and I think there are things about DoW that work better than things in Do5 or HC. But I do want to really lean into the system this time.

For any unfamiliar, the big flagship system in Drums of War is that at the end of most chapters, one of the bosses who surrendered to your power will give you the opportunity to either press-gang them or ransom / imprison / whatever them for money. It is not controversial to say this was a great system. But I didn’t lean into it as much as I might have. You could recruit everyone and, okay, you were poor, it was more difficult, but it should’ve been a proper challenge run. Similarly, if you’d sold everyone off (which basically nobody did anyway), there were still too many safety nets. Units in Act 1 had a real rationale of ‘this unit will be your MVP next map’ (except for Etienne, because C3 didn’t originally exist, so he was built to be a bulwark in C4), but as your guaranteed squad depth improved, that gave way to a flimsier ‘this is your one representative of such and such a class’ in Act 2. Granted, that’s kind of to be expected, but still.

So part of the design is going into that. The ransom system must be the primary source of recruits AND money. Recruiting has to matter, and so does money. But also, from a story perspective, the ransom system gave Roxelana, a very set character experiencing an otherwise linear sequence of events, a series of choices. What if leaning into the ransom system meant more than mechanical things?

So, DoR’s core identity splintered from ‘the ransom game’ into two pillars. The first, I’ve been thinking on for months; the second is a more recent breakthrough.

Day of Reckoning, the Money Game

So, if ransoming has to matter, money has to matter. If money is to matter, you need to… not be able to just coast by without it, or at least, without it being a challenge run. And if that’s to be the case, irons need to fucking suck ass.

Well, they don’t need to, but it fits, anyway. And it also fits another desire of mine, that enemies be tougher than HC’s were and returning to the 2RKO standard. HC enemies work for HC and are a big part of why HC flows as it does, but I liked how in Do5 you really had to earn those ORKOs with expensive weaponry, and that makes particular sense to return here. You earn the kills with silvers and you earned silvers as a reward for hanging your only potential Outrider. And, hey, if you do manage a kill with Irons, you get to feel frugal!

This also means money choices going beyond ransoms, as well. Particularly ones that are a little more bespoke than just ‘buying stuff’. The execution could have used improvement, but I always did like you could hire some green mercenaries in the end of DoW Act 3 to help out two chapters later.

Something I’m considering is having almost no free drops of weapons, outside of things like legendary weapons or non-ransom units coming with a workable kit (and, of course, not having many non-ransom units to lean into it from the other end). Also, maybe lower durability largely across the board. All about making the player make calls, breaking weapons through use, etc.

Anyway, you get the idea.

Day of Reckoning, the Choices Game

But the other half of ransom is that it puts decisions in the protagonist’s hands. Roxelana is always the same person who always makes the same decisions, except when it comes to whether Tiimo or whatever gets hanged or press-ganged. And, sure, some part of that can be explained by other circumstances outside the story control (Roxelana knows how strong her force is, if she has a use for medium infantry, etc., and the player’s decision represents her taking these circumstances into account) it is a little bit of a breach.

And Dream of Five also becomes relevant here. Not because it had the ransom system – obviously it didn’t – but then there’s the route split, and also the late Arran/Samson recruitment. Rena always makes the same choices except for the big one that dictates events right through to the end of the game. And of course there’s decisions in gameplay that are inevitable. What soldiers get trusted, which are left in reserve? How fast does the army press?

So lean into this. We have a protagonist, our Acting Magistrate Lindauer, who largely does the same things. Largely has the same personality. Has mostly been through the same circumstances. In combat, she’s the same unit. But there’s choices all the time. An attractive trait of Do5 was that there were enough secrets and such that it contributed to the sense that no two playthroughs were the same, and the ransoming led to some of the same texture in DoW. So, leaning into that now… and I’m really starting to run out of steam for this update, so I’ll cut to the chase.

As far as RPG protagonists go, a contender for the gold standard remains DA2’s Hawke. Hawke is basically the same guy with basically the same background; you basically just pick from a fight/fawn/flee set of trauma responses. I’ve often felt it was an example FE Avatars could lean into, if they’re going to exist. Obviously, a custom campaign is going to be more limited, but I still want a sense of ownership over the Magistrate… while still emphasising the sense that the guard-rails are still here. I’ve had a sense, more or less, of who she was going back two years, now, even as she’s flitted between names, none of which fit quite right.

Well, turns out I can lean into that, too.

Right now, I have character creation envisioned as a selection from 12 given names – presented in alphabetical order, to avoid the sense of one ‘canon’ name – which then leads into a few choices. In my head, this is structured kind of like System Shock 2’s opening, or Pentiment’s, or… it’s a familiar recipe. ‘In your first year of education, the Magistrate went [here to do this] or [here to do this]’, get corresponding trait that will give dialogue options in the future. Dialogue options? Yeah, leaning into that, too, though I don’t have many specifics in mind.

But one thing I am leaning towards is relatively frequent town interludes, probably every 3-4 chapters, with a few permanent characters lingering around. Maybe all the permanent characters, but that workload’s probably kind of insane. Okay, now that I’m writing that, absolutely not all permanent characters. To avoid spending years in these places – and to provide another choice! – the Magistrate can only have deep conversations with three of them in a given chapter.

Actual Progress

So that’s a lot of ideas, but what’s actually happened? Okay, look, if I showed you any pictures of the ROM it would look a lot like vanilla FE8 right now. A lot of classes and animations and foundation work is done. Some dialogue is done but it all needs to be replaced because the story’s changed again; still, I think it helped me capture a vibe and will make it easier to refine going forward. Class stats are in. The few portraits that were done a couple years ago are in, but that’s just a handful. Graphical work won’t start in earnest until Lumi rests, then does the next project, then rests again (similarly, I’ve got to finish the writing for the next project, which is roughly half done).

It’s a lot of work, and certainly in terms of writing this is going to be the heaviest workload I’ve ever given myself. But these ideas have given me the momentum to press on.

Next update: plotting, maybe? Because that’s been an uncommonly thorny process, too, given that I’ve known exactly how this story ends (and more or less how it starts) for like two and a half years now. But this is more than long enough already. Far too long. Shorter post next time. Probably.

21 Likes

Dayum that was a lot to read and I will reply with what I have understood from what I’ve read. ( Ima try to make it short )

Ok so firstly the idea of your lord making choices matter is a really good one in my opinion.

Secondly, the ransom system shi sounds nice but i haven’t played DoW so I really don’t know much about how that will play out and how much important it can be made .

Note: I’ve played a fair ammount of DO5 not finished but I have finished HC and it’s my fav hack of all time mainly cuz of the story

Thirdly, the idea of making this dev log every month is a really neat one or atleast I think so because of will help you keep track of how your work is progressing and it will help us be informed and know what to look out for and what has been done.

So ya that’s all I hope whenever this hack comes out i enjoy it

2 Likes

JANUARY 2026

I typed 2025 at first. Fuck

Overall Progress Checklist

  • All core items in the game (implemented with stats, sprites)
  • All core classes in the game (implemented with stats, animations, sprites)
  • Pretty much all of the non-CHAX code implemented
  • Prologue and C1 mechanically complete (very limited polish, partial writing)
  • Significant work on C2-3
  • 12x map in complete state (iykyk, bydk)
  • Very clear outline of first 15 chapters including gameplay concepts; more vague outline of rest of game. Set to be 28-30 chapters
  • Much of the game’s music inserted

This conversation is the one where I most felt like: yeah, I’m back. Obviously several mugs are placeholders drawn from HC because I don’t want to deal with looking at Sepia Vigarde for half the game again.

So this was very much a month of securing the foundation, meaning there’s a lot to talk about. This time, I was very good about putting down the groundwork before continuing on. In part, this is down to the kind of first (gameplay) chapter I wanted to make. So expect another update where everything kind of interlinks. There’s going to be a lot of spreadsheets and dot-points.

THE OPENING POST

The Gaul, a fool in war, used barbarian tactics. After the first surprise, he was always beaten by the Greeks and Romans.
The Greek, a warrior, but also a politician, had tactics far superior to those of the Gauls and the Asiatics.
The Roman, a politician above all, with whom war was only a means, wanted perfect means. He had no illusions. He took into account human weakness and he discovered the legion.

– Charles-Jean-Jacques-Joseph Ardant du Picq, Battle Studies (1870)

The words you open your thread with are important. I don’t care much for the idea of a cold open into, hey, here’s a download link! Put something in the OP. Build some intrigue.

I won’t pretend I didn’t run into du Picq the same way everyone else did, through him being quoted and linked in ACOUP. But I did go through and read his whole, uh, sequence of notes, posthumously published as ‘Battle Studies’, and the above line immediately stood out to me. While the actual grasp of antiquity history is… loose, of course, certainly when it comes to the Greeks (I’ve read Ditch Guy’s PhD thesis, okay?), it clearly and concisely outlines a line of thinking.

And that’s one that, to anyone who has played DoW (though it’s also thematically relevant to Do5 and HC), should be pretty familiar. The Confederation draws inspiration – pretty clearly, I’d imagine – from the Roman Republic. The events of DoW are pretty much a dramatisation of the Social War (which I find it really funny to tell the couple of people who have accused the plotline of being ‘anachronistic’). And while the Confederation is clearly waning, as per… the events of DoW, and their hubris is leading them to defeat, their thought process is still summarised here.

So this sets the audience’s expectation up before they even boot up the ROM. This is going to be a story of a powerful state pursuing its own interests through warfare. Not a matter of honour or glory, no classes called ‘knight’. These factions are going to be bludgeoning each other into submission for the sake of realpolitik. The central conflict is not going to take a spoiler warning; the Confederation wants Rijesca back, and it’s going to try and seize it by force. Only, this time, you’re on the northern side of that border…

Look, I really just like the quote and need a place to stash it for the next couple years before I shadowdrop this thing.

ON CLASSES

I’ve been working on this framework on and off for months. HC’s class list was very limited, which was great in some ways, but felt a little stifling at times. As ever, mapsprites and animations partially dictated what I could do here.

Miscellaneous thoughts:

  • Welcome back, sword Mercenary, Soldier and Pirate.
  • Ironclads were initially going to be sword/axe, but with the move to retain HC javelins and the addition of the Gallant class, they needed lances to stand out. I did consider lance/axe… but I’d already implemented the sword sprite. Ultimately, given the weapon rework, I think they can make good use out of the full melee suite.
  • I considered a lancelocked defensively focused enemy-only T1 armour class, using the animation the armour in Do5 use. Ultimately this was rejected.
  • Scouts from HC were going to return, but ultimately got squeezed out. They just didn’t really find a niche in this setup.
  • I tried to avoid having any particularly sticky Spd/Def class, which tend to be the most annoying enemies to fight.
  • Magic swords pulling from Resistance is going to return, which meant that classes with truly good resistance had to be swordless; mostly, this means Wind Riders. I did throw Duelists a little bone, though, mostly for the sake of enemies.
  • I wanted to move from Archer → Sniper into Hunter → Marksman, a little less defence on enemies, but there’s also a separate Elite Archer promoted class (using Sniper animations) which does not get crit, allowing Marksmen… to get crit, and allowing the Hunter promotion to not feel like the ugly duckling on promotion, and allowing for more longbow units in general without reusing mapsprites.
  • Grunts were a great success in HC and return. Looters being enemy-only means they can have 5 move for the purposes of pacing, and will just be item pinatas. Also no player Revenants, Dire Spiders, Clerics or Soulless.
  • Terrain tiers are more streamlined now, less weirdness like ‘Warriors move a little better in hills and a little worse in forests’ which I’m not convinced anyone remembers anyway.
  • Above all, I tried to iron out inconsistencies in base vs. growth stuff. Being fully consistent will drive you insane, especially when promoted stats are just unpromoted + promo gains, but… it’s close enough to keep me sane.
  • Defenses are generally pretty high to give an even feeling, like having FE12 statspreads where armour have better speed than defence is just weird to me. But this is counteracted by largely high damage on weapons.
  • I want stickier enemies than HC had, but with one-shotting still being viable. We’ll only see through gameplay if the balance is right, but early signs are good.
  • DoR is going all in on LeoLink animations this time for whatever reason.

I’ll probably talk about this more later, but there’s a lot to get through today.

WEAPONS

This one took a lot of thought, and a lot of scribbling mad notes on paper until I finally found a system that worked for me. As ever, a really useful exercise remains kicking out what you envision as a core pillar. In this case, after a lot of flow-charts, the pillar was ‘an iron sword and an iron axe should have different stats’. With HC’s stronger weapon triangle making a comeback, you’ll still have big swings in practice, and with a larger focus on unique weaponry, I feel as though the different weapon types will feel more different than ever.

Putting together a coherent set of weapons and stats that didn’t have internal consistency motivated me to write down my internal logic as I went, so here are my stream-of-consciousness notes.

  • in the money game, your E-weapons are terrible, but really cheap. a significant bonus for arcana is having a pretty okay E-weapon that they can use very well even if it lacks punch
  • if you want consistency between figures, The Issue is that you’re never quite going to find consistency. +3 weight on slims doesn’t matter. +1 might on effectives becomes disproportionate. You can either live with this and the consequences (me previously, particularly in Do5), fudge the numbers (vanilla), or sweep the board.
  • weapons as basically colours from MTG. every colour can sort of do everything, but not always as well or using the same keywords
  • swords in part get rogue’s edge because swordmasters get avoid and they can lean into that some more
  • minor D cycle: a slightly more expensive low-grade weapon that’s still leaning into what the weapon type’s good at. fivefinger can quad and fish for crits, pike hits hard but at destructive weight, cleaver has shaky hit and… i’m buffing it slightly to 16 might and 13 weight
  • minor B cycles: edge, warding, sweeping all about damage mitigation. swords avoid, warding just blocks damage, axes simply skip it
  • minor A cycle: maximising killing power in the most on-brand way possible. crits for swords, big might for axes, and what’s more reliable for spears than ignoring defence?
  • each weapon gets an A weapon that leans into their strengths, as well as a brave weapon that riffs on their usual strength and takes it to extremes (so the sword can quad, the axe has immense damage potential, and the lance is reliable).
  • ultimately looking at it they all needed a generically good silver equivalent, but these do deviate slightly. bastard/barbed/battle all linked by ‘b’, except that yew bows break that.
  • ‘shortspear’ looks a lot better than ‘shortlance’
  • ranged weapons all offer something the melee weapons don’t; pure power for lances, accuracy for axes (i mean, look at the respective animations), res hitting for swords.
  • shortbows hit a little softer than longbows but have much better hit and weight. again, longbow archers probably only fish into shortbows when they have to, and there are no shortbow-only classes. but the options to punch up into cranequin (their A-weapon in the vorpal/lethal/brutal cycle) gives shortbow-users some texture
  • more hit on shortbows is redundant, so they just pick up the bow D-weapon. again, it makes sense to me.
  • horn recurve: worst of both worlds as far as ridersbane might and hammer hit goes, and can’t counter fliers. but they’re more versatile as a whole, obviously
  • knocking composite bow down to 100 hit because 100 being the highest hit is pleasing to me.
  • the class fantasy of arcana users is that they have all the answers… but you’re only equipping 4-5 of them at a time. an arcana guy with free supply would be cracked and involve a lot of micromanagement. And they do have a relationship of Ice getting more damage and worse weight, Fire getting better damage and worse hit, and Wind getting better weight and worse damage; it’s fine here that that creates better and worse relationships, because they’re still split by range. Ice gets the numbers fudged in its favour because… melee.
  • dark was originally a bit more tiered but got chopped back down over time, though I’ve left the spaces clear in case I go back on that. again, a focus on weird esoteric shit in general and anti-magic in particular
  • light isn’t a core type, but there also won’t be the mage Prfs of HC (though a couple of those Prfs are set to come back as one-offs)
  • lumi would not forgive me if i removed the runesword
  • Not included here: S-ranks are not going to be a clear set of 7-8. The idea will be more legendary weapons rather than boosting a particular set with similar bonuses (currently you pick up Kreshnikeve, Agovanje and maybe Lacplesis, but probably not the rest of the originals; Judita in particular would kind of be redundant, but tentatively you pick up Joyeuse)
  • Happily, I’ve managed to put this all in order, avoiding the scuffed convoy ordering of prior campaigns and, indeed, vanilla

INTRODUCING [TACT] LINDAUER

Last post, I said what I would do. Now I’ve started to actually implement. And things basically work as I’d hoped! I’ve mentioned the broad strokes already. You get a choice of twelve names and zero choice of one surname / face / class, and the person Lindauer is is largely set in stone. She’s always intelligent, articulate, measured… with an arrogant streak and an uptight manner. She will always be the woman plucked from obscurity to learn in Covenant, and that will always teach her the same set of lessons, shape her into broadly the same person. This is the person written of in the Stars. It’s just those moments that could have gone either way that it comes down to. Lindauer is always Lindauer… but Elva can be your Elva.

That aside: my favourite genre of RPG protagonist is the kind of person who is not a big power, but holds just enough to stand above the people she generally talks to. Great examples include:

  • The Imperial Agent from vanilla SWTOR. You’re a cog in the secret police in a fascist state, and most questgivers you talk to are acutely aware you could have them disappeared at any moment… but you’re still beholden to Sith at any moment, and have to dance on eggshells and work around their whims.
    • MMO stories are denigrated for good reason but a free trial of SWTOR genuinely gives you seven RPGs ranging from solid enough to genuinely strong, and Jedi Knight is also a class you can play.
  • The Shaper from Geneforge. You wash up in an island backwater, where you’re regarded with reverence / fear / hate, in large part because you’re assumed to be extremely powerful… when in reality, you’re a shipwrecked apprentice who never received their training, and have to build up your power so you aren’t swallowed whole.
  • And (sigh) the Fatebinder from (sigh.) Tyranny, a game that fails on all merits beyond ‘having really interesting ideas’. You theoretically hold supreme authority, but the Big Lads of the realm know the law is a farce and are not intimidated. Your superpower is also to gradually learn the law is a farce and to bludgeon people into submission by interpreting it as conveniently for yourself as you can, until you have the power to murder and subjugate your enemies.
    • This isn’t even the first time I’ve taken inspiration from Tyranny, whose shitbag rebels who only wanted to overthrow the state to re-establish the old status quo were a direct inspiration for the Exiles.
      • (Guess who make their inglorious return 23 years later?)

So as part of a general philosophy of leaving it all on the table in my final custom campaign as lead designer, this is the sort of figure Lindauer is. Initially merely Acting Magistrate, she holds a huge amount of power and authority in theory, but enforcing it is a different prospect. Her powerful and influential patron is dead, her retinue consists of one guy and some hangers-on, everyone is looking to her to resolve the turmoil… and she has an election to win!

You get a set of three branching choices establishing significant flashpoints during her education. These activate global flags. I haven’t decided what those global flags do yet, but it’s not going to be ‘change your starting stats / gear / party’.

Now, there is one time where technology has let me down… but that’s probably going to save me effort in the long run, and we might have had a moment where necessity is the mother of invention. See, the special route menu thing (which I use for name selection above) has to be reinserted every time you fuck around with it. Okay, so I could presumably use text switching to lead to a different outcome… but that would also need constant reinsertion. Either way, the dialogue trees I’d envisioned just aren’t practical.

That’s fine.

Did any of you play the The Bard’s Tale reboot for the PS2, inexplicably starring Cary Elwes? I don’t know if that game’s actually any good – I suspect not – but it does stick with me for one reason or another. It’s referenced precisely once in DoW or Do5 in an R-text somewhere, I don’t even remember which. And it came to mind for one particular reason. See, as part of the streamlining into an ARPG, you didn’t get dialogue trees either… just, sometimes the game would prompt you to be either Nice or Snarky (it was 2003.), and Cary Elwes would raspily take it from there.

Introducing the Iron Fist // Velvet Glove system.

Lindauer is a theoretically powerful woman. She wields the Senate’s authority, she speaks with the Senate’s voice, she is First Among Equals in most interactions with her fellow citizens. Among her powers is… discretion. Sometimes, actually, it is best not to act as the distant unfeeling face of the Confederation.

Well, let’s see how simply allowing your minion to introduce you and giving these vigilantes a paper chit works out.

Okay, so Ulrike doesn’t take kindly to the high-handed approach, but she’s stuck with you all the same. There’s no mechanical difference here… though she might bring it up flintily down the line. Other times, though, bulldozing someone by wielding your rank as a sledgehammer is going to be more productive than trying to reason with them. Some people aren’t worth compromising with. Some people need you to pick your battles; it’s probably not going to be productive to tell the Exiles their Gods are fake and their ways of life are backward and savage, not when you’re looking to recruit their cavalry for the Cause (and their knowledge of mountain passes), but you do need to hold firm when they question your authority. And I’ve just now realised I forgot to extend Asger’s portrait

Obviously the ultimate form of this is going to be The Ransom System. Execute or press-gang the deserter? And so on. Unlike DoW, this system does not come at you from the word ‘go’. Instead, it’s a slightly slower buildup before taking over as a core mechanic in the early midgame, or maybe a little earlier. Right now, it’s looking like Chapter 7. In the current blueprint, you get all your tier 1 units and a couple of others, before leaving your power base, entering Rijesca and having to live off the land, where almost all of your money will come from the meat market and pretty much all your recruits, too.

CHAPTER 1: The second chapter in the ROM

So C1 is playable from tip to tail. Let’s talk about that.

DoR, as you’ve seen, has a pretty heavily overhauled weapon system. There’s some things to get used to, and throwing the player directly into the deep end wouldn’t be fully appropriate. At the same time, it’s a custom campaign. You’re supposed to have played vanilla GBAFE already. And DoW, and statistically if you’ve played DoW you’ve probably played Do5. Hey, if you haven’t played Do5, go play Do5. If you haven’t played DoW, go play DoW. Either way, play HC.

Cerulean Crescent opens with a neat little tutorial these days showing your starting forces doing what they’re supposed to be doing, which is cute, but I don’t need to go to those extremes for these kinds of statblocks. I was inspired by Absolution, which has a first chapter where you’re basically guided into 100% reliable matchups and failing to hit them was 100% going to fuck you up. But… you have four guys, funnelled into a split of two guys per flank in a pretty short map. Finding the ‘correct’ solution is not exactly arduous.

Wow it’s just like I deliberately made this matchup happen woooow

So I wanted a Chapter 1 that was sort of like that. Four guys against four guys in a fairly tidy matchup, setting up for an enemy phase where an enemy archer bounces off your ironclad and a myrmidon dies. Turn 2 is also pretty tight, and then on Turn 3, another squad of six guys rocks up, each with A Guy To Kill of their own. Then you converge and roll through the rest of the map. So, some amount of variables (through ‘the rest of the map’), but at the same time there’s also other, less optimal ways to force through a victory, and your guys aren’t about to be one-rounded for the most part, so you can weather a misplay. I wanted to make sure a loss of tempo wasn’t fatal, which was an issue with the DoW prologue.

It also sends a particular message. Hey, you can get one-rounds using your decent weapons. If you try and beat this map cheaping out with Crude weapons, you’ll eat shit and die! Use your tools!

Chapter 2, then, will take off the handrails and just let you push on (like C1 in DoW or HC), assuming you have a handle on things. You know Ulrike hard-counters enemy mages; you know Triss dices up low-defence units on player phase; you know you have a dog. We’ll know more about it all plays when I, uh… get there.

Really, I knew what snippet would create the most hype.

Next time: The Cast, Probably???

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i’d like to comment on something specific but honestly im just overall really hyped… cant wait for more info!

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It is a pleasure to read such a thread after a long discussion with my supervisor.

And now I find, even water sleeps,but Parr & Lumi know no rest.

Having viewed these tables, I’m wondering that whether the Arcana user will perform better this time…? I have some guesses, but still too little known. Looking forward to next month’s post…

(Btw, no rest is a joke. Rest is necessary.)

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Damn that means I can’t have an even more dogshit thief than Pavel.. How will thief bros ever recover from this

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Of course you can! Just use Ramond! image