Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Since there a lot of interesting Fire Emblem hacks to be found here, I figured it’s worthwhile to make a separate topic for them. I’ve been working on a test run of 2 of them so far, though they’re mostly for fun and not overly serious projects. =============== FE Tactics Universe =============== Patch (use on Fire Emblem (U) rom) Progress: Chapter 6 Complete Chapter 1-6 Vbm Link to video Notes Prologue to Chapter 2: None Chapter 3: The chapter goal is falsely stated as a rout map, when in fact the goal of the map is to seize. I lose 2 turns at the end as a result. Since this is a test run I will let this mistake go. Chapter 4: Once again the objective is falsely advertised as “defeat all of the enemy units”, when in fact the goal is to kill the boss. Fortunately I caught on this time. On turn 2 I kill a bunch of nomads I didn’t need to because at the time I thought I was going to drop Siegfried somewhere else. Chapter 5: On the second to last turn I have Siegfried attack a troubadour with a javelin instead of 1HKOing the boss. This is to prevent the troubadour from blocking the seize square next turn. I also forego a critical on the troubadour since I need to break a javelin in order for Siegfried to equip a suitable weapon for the boss counter. Chapter 6: I rescue-drop Siegfried on turn 1 in order to get him the required positioning for a 3 turn seize. There are a couple of other mini-exploits I use here as well. ====== FE Girls ====== Patch (use on Fire Emblem Sacred Stones (J) rom) Progress: Chapter 11 Complete Chapter 1-11 Vbm Link to video Comments Prologue: There's no room anywhere to manipulate the RNG on turn 1, hence the lack of criticals. Probably should've gotten Eirika str on her level-up. Chapter 1: Nothing much to say... Chapter 2: As you can tell Clarine is a terrible combat unit in this chapter, but I need her to gain exp for future chapters. Chapter 3: I should've sent Priscilla to the left (or not used her at all) and not bothered to recruit Sonya since I get a thief automatically the very next chapter. Chapter 4: I have Eirika and Limstella run away from the enemies. It might be faster to face some of them. Also, dancing Clarine doesn't affect when she reaches the boss, hence why Ninian isn't deployed. Chapter 5: It might've been faster to dance Clarine on turn 1. Also, Eirika would've been so much better off against the boss with 1 or 2 extra points of strength. Unfortunately for me, I had to manipulate 4 crits in a row (2 on each phase) for an exact bosskill. Chapter 5x: I despise this chapter. Orson doesn’t take a stat penalty when rescuing Lyn, not much else to say. Chapter 6: This chapter’s clearly inspired by FE10 3-7. I use the 12 turns to raise Clarine, Priscilla and Eirika. Chapter 7: It’s necessary for Clarine to clear the way for Eirika before she seizes. Also, Clarine is a complete powerhouse now :) Chapter 8: Extremely sloppy strat, but this chapter is so long and boring I hardly care. Fortunately, I’ve managed to turn Priscilla into a monster :) Chapter 9: It seems paladins in general don't have a stat penalty when rescuing someone, which is how Priscilla's able to carry Lyn throughout the chapter. Had I been more clever I could've taken out one of the sleep staffers with a jav attack through the wall. I could've also saved a turn by dropping Lyn earlier, but with her paltry base stats it would've required intense manipulation just to get her to survive. What's cool is that once Clarine hit lv 8, her stat caps increased :D Chapter 10: This chapter's a remarkably detailed recreation of FE9 C11. Pretty straightforward boss rush strat. Chapter 11: For some reason Clarine's movement is limited by the fog, so a torch might save time here (didn't test it). Chapter 12 is an incredibly long and repetitive Clarine solo, so I'll stop here for now unless anyone's interested in the rest of the game being TASed.
Post subject: Re: Fire Emblem Hacks
Rolanmen1
He/Him
Experienced player (765)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
Vykan12 wrote:
Chapter 9: It seems paladins in general don't have a stat penalty when rescuing someone, which is how Priscilla's able to carry Lyn throughout the chapter.
Full Guide. There is a skill guide wich will answer the question above. Also this may be outdated.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
This isn't really a hack, but still pointless enough to put here :P FE6 Trial Map TAS Vbm (Animations On, 100% Crits, SM/Berskerer/Nomad Only) Someone at serenes forest wants to see the Tactics Universe TAS continued, so I'll probably work on that some more in the near future.
Former player
Joined: 5/29/2006
Posts: 200
Those are some weird restrictions.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
New mini-project that may or may not get completed :O ============= FE Dream of Five ============= Patch (use on Fire Emblem (U) rom) Prologue-Chapter 2 Vbm Link to video Prologue Turn 2: I settled for 2 crits here, though having Renair land all 3 isn’t out of the question. Furetchen’s crit rate is only 1% unfortunately. Turn 4: I have Renair visit the village in case I need the money, and Kolbane gets an optional kill just in case he’s useful later on. Chapter 1 Overall notes: Not much to say, just a total crit party. It’s possible I could save a turn by ferrying Furetchen to the boss, but that would probably compromise my team’s offence too much. Chapter 2 Turn 3: The thief moves onto a spot where he blocks a reinforcement from spawning. I’m stopping here for now because I need to buy some hand axes for Furetchen in C2.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Found this awesome mini-hack recently :D The dialogue is hilarious. =============== FE Zombie Apocalypse =============== Patch (use on Fire Emblem (U) rom) Chapters 1-4 (Full Demo) Vbm Link to video Prologue Yes, that is, in fact, a bird shooting lasers from its mouth :) Chapter 1 Turn 1: Budgie moves towards some upcoming reinforcements. Chapter 2 Turn 6: Pile up all my units onto one square for the lulz. Overall notes: It’s not possible to create a chokepoint to clog up the enemies because of the constant stream of overpowered reinforcements virtually every turn. Chapter 3 Turn 1: I have Kiro rescue the tent, which allows me to move the tent 3 spaces on subsequent turns. By keeping the tent alive, I get a (crappy) award of 3 items at the end. In retrospect I should’ve just let the tent bite the dust :/ Turn 3: The set-up should be obvious- An unarmed Budgie and Dath act as avoid tanks while the remaining units are safely tucked away in a corner. Turns 4-11: Utterly boring, feel free to skip. Overall notes: I’m kind of wondering if it would’ve been faster to take an aggressive approach to this chapter. For some reason the enemy phases take forever despite at most 3 enemies attacking per turn. Chapter 4 Just a shopping chapter, no reason to buy anything since it’s the end of the patch :O