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  1. Based on the description here (Translated from original YouTube comment) Hello I have attempted to recreate the layout of the Defeat Bandits map from FE6, which is one of the four lost trial maps. The reconstruction is far from perfect, since I have little experience with FEBuilder (Which I used to make the recreation), but I did my best to recreate it based on the alleged known details provided for the map. You are free to use this as much as you wish, as long as you do not claim it as your own. P.S. This is a fan-made reconstruction based on unconfirmed information, and therefore may not be accurate. Please do not treat this as official in any way.
  2. Hello! I'm Saint Rubenio. With my first hack more or less finished, I began to feel the itch to make something again. After some deliberation, I remembered the FE5 boss recruitment hack, and I thought I'd try and do something similar for FE6, a game whose array of throwaway bossmen I've always been fond of for nebulous reasons. I decided to go one step further and rewrite the story as well. Then it got all sorts of out of hand. The end result is a sort of soft overhaul of FE6's mechanics and maps with a brand new cast and story. Basically, this hack answers the age-long question: What if Narcian hadn't been around to ruin everything for Zephiel? Features: - Every single playable character from the game has been replaced by a boss. Hurray. - The story has been rewritten in its entirety. Follow Zephiel and his jolly cadre of war criminals as they conquer the entirety of Elibe in a tale that is sometimes humorous, sometimes dead serious. I may or may not have gone too far in a few places. The way I treated Eirika in my other hack pales in comparison to what I've done to our boi. - To fill out the roster, I threw in some NPCs, as well as a few surprise additions from other games to top off the roster. Every game gets a rep. They will put your bossman knowledge to the test. There's even a secret character! See if you can figure out how to get them. - Conversely, every boss is now a former Elibean playable or ally. Hope it won't be too heartbreaking taking the fight to them. - Certain characters have had their classes changed or tweaked to avoid having 10 identical generals and zerkers. Don't worry, though, there's still a lot of generals and zerkers. A couple of new classes have also been thrown into the mix. You would be surprised if some of them weren't already visible in other screenshots. - A bunch of QoL changes, ranging from small to medium. Don't expect massive, game-changing modifications - this is still intended to be a similar experience to base FE6, just with a few of the more annoying aspects hopefully polished out. This includes: Ambush reinforcements and hard mode bonuses have been removed, seize tile bonuses have been reduced, weapon experience has been increased to 2 when killing an enemy, staves give more experience when used, accuracy has been increased slightly across the board, light magic has been buffed, certain maps have been tweaked slightly (primarily to make them a little less linear or cut down on the amount of boring walking a bit), enemy pegasi have been somewhat improved so Ilia is hopefully less of a joke, supports are faster (but weaker) and the main character promotes sooner. That's right - this hack is another FE6 rebalance in disguise. I tricked you, I bamboozled you. What are you going to do about it? - While supports can be obtained, I was unable to write support conversations due to unexpected technical difficulties. To compensate, sprinkled throughout the game are a number of optional conversations that will hopefully give the characters a sufficient amount of characterization. The game will let you know when they start to pop up, and which ones you can get on each chapter. You can also see a list of the conversations in the guide. - Speaking of the guide, I made a seriously in-depth guide! Check out them spreadsheets. Aren't they beautiful? You might find something... unexpected in there. - Roy is in this hack. See? There he is. Download: https://www.dropbox.com/scl/fi/aurlp4zdwevu25iu6fmwz/Eckesachs.zip?rlkey=k6gw7m0ob84u3zyvbaiposoer&dl=0 Apply patch to a vanilla FE6 ROM. Inside the ZIP file, you will find the following contents: - Two patches. The standard one has all UI colors swapped from blue to red and viceversa for flavor (you are playing as the bad guys, after all). However, I know a lot of people hate when hacks do that, as it can be difficult to get rid of the "blue good, red bad" muscle memory from regular FE. Therefore, for those of you who prefer convenience over flavor, I've also included an alternate version of the patch that maintains vanilla's overworld sprite palettes and battle forecast colors. - The guide. Self-explanatory enough. - A folder with screenshots of all the character endings, in case any issues occur or you simply want to bypass FE6's annoying "only the units in the final chapter get full endings" gimmick. Obviously spoilers both here and in the guide, if you care about that. - Readme. Basically just the three sections below, but in a text file. Things to note: - Units will start to disappear when you have more than 52 recruited characters! I got a bit carried away adding characters, you see. Don't fret, the game will warn you when you get there, as well as tell you how to minimize losses and be able to continue the Zephiel experience unimpeded. I made the warning unskippable, so don't worry about a thing. - Some reinforcements are still ambush reinforcements because they work with magic and I can't edit magic. That's hacking FE6 for you. Watch out for the lower room reinforcements nobody ever triggers in chapter 6, all chapter 21 reinforcements and the manakete reinforcements in the final two chapters. Nothing I can do, I'm really sorry. - The animations of playable manaketes don't play the fancy transformation enemy manaketes do. It's the best I could do - simply using the same animations causes playable manaketes to turn into disembodied heads. - Disregard the ending text crawls. I made an attempt to edit them and only succeeded in glitching them out. Since glitches aside they do not reflect the different story, I decided to leave the glitch in because it's funnier that way. Still, it looks pretty sloppy. I wish I knew how to remove them outright. - The new water affinity slightly glitches the stat screens of units that have it. It's not a major bug, merely a cosmetic one. I suggest you just ignore the hearts. - Remember that useless village in Sacae's first chapter that was incredibly difficult to save, and then rewarded you with an eclipse tome of all things? Yeah, it has a better reward now. Much, much better. Consider that when picking your route. - I urge you to yell at me about any issues you encounter - if there's something I learned in my first hacking experience, it's that no matter how clean you think your hack is, someone else will always end up finding something you overlooked. The hack has been playtested in mGBA, VBA and John GBA. Tier list maker: (Obviously contains spoilers for the playable cast, if you care about that) https://tiermaker.com/create/fire-emblem-eckesachs-fe6-but-with-the-bad-guys-tier-list-16617653 Special thanks to @Shaky Jones for the original round of playtesting, as well as tons of feedback and suggestions. The hack wouldn't be where it is without him. @Jotari, @Pengaius, @ranger016 and @Bad_At_Fire_Emblem for the final round of playtesting, where they uncovered a myriad issues I never would've noticed, and provided some more feedback and suggestions. Shuusuke the Fool at the FEUniverse discord for helping me to fix Sommie's animation. Vesley at the FEUniverse discord for helping me to fix the "enemy talks to Zephiel to recruit themself" recruitment event. 7743 for creating FEBuilder, without which making hacks would be a far, far more difficult undertaking. Thank you so much, you are so cool. Gringe, for his awesome FE6 localization, which I've played more times than I can count and used as a base for my hack. All the awesome folks in the FE community, credited below, for their gracious contributions in art assets and the like. Credit where credit is due: Chain sword general by Knabepicer F Warrior Reskin Repal by Temp F Warrior map sprites by FEGirls Short haired F fighter by Black Mage F Fighter map sprites by Alusk Axe and Handaxe wyvern rider by Mikey Seregon, Alfred Kamon Axe and Handaxe wyvern lord by TheBlindArcher Player dragon animations by SHYUTERz Units that do not apply hard boost patch by Tequila FE6 battle stats with anims off patch by Phanfan (original by Tequila) Insert a contiunation judgment in battle BGM by 7743 Playable Demon Dragon animations by SHYUTERz Fixed FE7 fem sage by Shin19 Anything not listed here, including all custom portraits and Sommie's animation, was made by me. I'm no big-shot artist, so please excuse the quality of these. I just enjoy making portraits from time to time.
  3. I said I was going to make this thread like a year ago, but it had completely slipped my mind, and I had set out on looking into FE9, getting burned out, and then getting everything back together again to actually make things happen. In any case, here's the link to the repo for Yune. Link Latest Release: 0.9.3 The downloads can be found in the releases section. The readme also goes over how all of the options work and what they do. As the randomizer is written in Java, the only requirement is that you need a somewhat recent JRE installed to be able to run the randomizer. It has been compiled for Windows (32-bit or 64-bit), MacOS, and Linux (GTK). Supported titles: Fire Emblem 4: Genealogy of the Holy War - Requires JP ROM (headered or unheadered) or Pre-patched ROM with Project Naga translation patch. Fire Emblem 6: Binding Blade - Requires JP ROM or Pre-patched ROM with the Redux translation patch. Fire Emblem 7: Blazing Sword - Requires US ROM Fire Emblem 8: Sacred Stones - Requires US ROM Fire Emblem 9: Path of Radiance - Requires US ISO (Note that there is a good chance of an out of memory error when using a 32-bit JRE for FE9 randomization). I trust FE4 and the GBAFEs to be fairly stable, but FE9 is a bit shaky (and likely quite buggy, if you enable too many options that I haven't had the chance to test simultaneously), because it's not quite up to the standard I would have liked for it to be. I'm still trying to figure a lot of things out for how FE9 actually works and the next step is one that will likely take a long time because it involves chapter scripting. Rather than hold it for that long, I'd rather have people able to test it and start finding bugs that need to be addressed, as well as solicit information if anybody has anything that might help with FE9 quirks. Those bugs could also help give me other ideas on how FE9 might actually work under the covers. Please file any bugs you find in the GitHub repository directly in the Issues section so that I can track them, alongside any suggestions that could help me improve Yune. EDIT: 0.9.1 is now available. Changelog: EDIT: 0.9.2 is now available! Changelog: EDIT: 0.9.3 is now available! Changelog:
  4. Hello, my name is AMH9000 and I suddenly got an idea for a romhack to make every playable unit in Binding Blade spawn as a promoted unit. https://www.dropbox.com/s/6mejlm5ttsgytu3/FE6 Doubled Growths Promoted.ups?dl=0 Idiot me forgot to say to apply this to a fresh FE6 rom So what exactly does this hack do? All units growth rates are doubled. (except for Fae, Karel, and Yoder) Unpromoted units have been promoted, this decreases exp gain immensely, so you have to deal with your character's bases for a while (luckily they got their promo gains) All units have had their level adjusted so that they only can get half of their levels. (except for Fae, Karel, and Yoder) So why did I make this? Lots of FE6 runs, especially on hard mode, are pretty RNG dependent on any character's levels to get through the early game because each unit's stats are very low (with the exception of Marcus, the christmas cavs, Rutger, and Jerrot). With higher growths and less levels, units will much more reliably get the stats that they need in order to kill units or survive against others. The average stats will barely change (except for units like Treck who have an odd amount of levels to gain normally, they had their level rounded down), but the variance is severely lowered (a lot of HP growths are over 100% now, and other notable growths are very close to 90%) and some other growths or outright removed (for example, Lugh will always have 39 HP at level 20 since his HP growth is now 100% and he has 19 levels to gain, where as normally Lugh has a... astronomically low chance of naturally getting 58 HP at level 20/20, or inversely 20 HP at level 20/20)
  5. FE6: Repaletted! Click to download! It was always a pet peeve of mine that only like five bosses in FE6 had their own color palettes, and everyone else used generic enemy colors. For all four of you out there who have always wanted this, your dream is now a reality. There are palettes in the game itself for a few early bosses (Damas, Ruud, Slater, Erik, Dory and Debias), but in a display of sheer brilliance by the developers, they're assigned to the characters' promoted versions (which, of course, are never seen, as they're all unpromoted bosses when fought). This small mod properly implements those palettes and adds some original ones for bosses that don't have any. It also modifies a bunch of player character palettes to better fit their portraits or to address oddities. For those who play with animations off, this mod also replaces the earlygame music that inexplicably returns in chapters 15, 16 and 17A. Chapters 15 and 16 now have the Western Isles music, and chapter 17A has the Ilia / Sacae music. This mod makes no changes to the gameplay. Apply the patch to a clean FE6 ROM with NUPS or a similar program. Other than that, please let me know if the mod breaks horribly or if I've missed a palette somewhere or anything else. This is my first (and probably only) mod, and while I'm fairly certain that it should work well, I haven't played through the entire game. BUGS: - IMPORTANT the preparations screen doesn't come up in chapters 15, 16 and 17A. I don't know how to fix it, so I suggest this: keep a ROM with just Gringe's translation handy. Import your save file from the ROM with my mod to that one. Do your preparations in the "unmodded" ROM, start the chapter, and suspend. Then go back to the modded ROM and import the save with the preparations done. Keep a save state at the start of the chapter so you don't have to do it all over again should you have to reset. DON'T just save in the preparations screen and then import the save, that'll mess with the initial formation. The whole process shouldn't take more than five minutes each time. I wish I could solve this issue, but with my very limited knowledge, this quickfix is the best I can do. Not anymore! - Minor visual glitches with the portraits of Scott, Guerrero, Maggie, Rose and one of the generic villagers. I have no idea where they come from, but it's nothing too big. Fixed! NOTES: - Due to space limitations, Sigune and Guerrero use palettes belonging to playable units (Shanna and Garret, respectively). They suit them very well. Not anymore! - Wagner and Peres have the same palette, as do Erik and Roberts and Kel and Maggie. For the first two pairs, this doesn't cause any problems, but Maggie's sprite has some very minor glitches. Nothing too horrible or distracting, and the palette fits his portrait otherwise. Not anymore! EDIT: I've updated the patch, for all four of you out there who care about it! I wasn't satisfied with the palettes I made. They felt a little too dark and dim, compared to FE6's bright, high-contrast palettes. I've remade all of them, comparing them to ingame palettes to try and make them as faithful to the game's style as possible. If you liked the old ones better, though, the first patch is still up for download. EDIT: Third update! I'm hoping this is the last one. I've made some minor changes to a few of the palettes, and added one for Scollan, after I discovered that Slater and Debias's palettes are identical, so I could use one of their slots for Scollan. Now the only boss that could use a personal palette is Maggie. I've played around with a few ideas, but I can't really think of anything, so the brown outline will stay. Eh, I think it's a pretty good result. EDIT: Fourth update! Okay, now for real, last update. I just made a few tweaks to a few palettes that didn't quite satisfy me. Now that I've played through the game, I think I can safely say that all the palettes are to my liking. Expect no more updates. Thank you, all four of you following this. EDIT: Fifth update! Scroll down for details. EDIT: Sixth update! EDIT: Yeah seven. EDIT: I have eight, do I have nine? EDIT: Yeah, I do. EDIT: Big ten, baby! EDIT: This really has to be the end, c'mon. EDIT: Yeah pretty sure this is it. Version 1 Version 2 Version 3 Version 4 Version 5 Version 6 Version 7 Version 8 Version 9 Version 10 Version 11
  6. Hi, everybody. I already made a post on FEUniverse, but I thought I should make it here as well. This patch exists in order to bring some of the amazing changes in the hacking community to the base games of Fire Emblems 6, 7, & 8 as well as fixing bugs/localization issues. The idea is to attempt to create a hack that doesn’t create an alternate experience to the base game but, instead, an enhanced one. Major changes include: QOL fixes like HP bars, toggling animations with L, viewing the danger zone with Select, fast unit/text speed by default, etc. (FE7 & 8 only) Casual mode added All difficulty modes available at start in FE6 & FE7 along with a fully unlocked support viewer and sound room for FE7 & FE8 Errors brought on by localization fixed (FE7 & FE8) Option to remove localization changes (especially in FE8) in order to bring the games more in line with the Japanese versions or add additions made in the Numbers patch (FE6) Check out the READme for more info. Thanks for checking this out. Let me know if there are any issues/feedback you want to give. Hope you enjoy! NOTE: I'm tired of editing the link here and on FEUniverse. Please check out FEUniverse for the link in the future.
  7. Items are underlined while names and in-game terms are simply Capitalized. In the first few Chapters, you need to switch between both Roy and Lance. Prioritize Lances over Swords when it comes to Lance. Your other units have Vulenaries that you can sort out between the two. It would not hurt to build at least 2 Support Levels, as later on in the game, Lance will normally fail to defeat his enemies, even with Follow-Up Attacks because he lacks the necessary Attack, even when at a Weapon Triangle Advantage. Give Maltet to either him, Shanna, or Milady, and give the majority of your stat-boosters to Roy. When you recruit Dieck and the rest of his crew, you should immediately start to build Supports between the two of them. Before Promotion, Dieck can weather and dodge the blows of Enemy Soldiers and Cavaliers, so he can be leveled up quite easily in the first few Chapters. Dieck should be the one who wields Armads. This will take tons of investment in his Axe Skill, but is possible. This saves a slot for what would normally be for Gonzalez. Seeing how the Hit Rate for Gonzalez' attacks is quite bad, this saves room for a Skill Book too, as it can be given to someone else. Although Fir can be good to use alongside Rutger, that only calls for more training. She lacks only slightly in Avoid rate and overall Strength, but still has the Speed to make up for it. Rutger should still be used to hold Durandal, and giving Fir a Wyrmslayer is not a bad idea as well. The second (or third) one you get is in the chapter you encounter Zepheil in one of the chests you find on the right side of the map. She is easy to train in the first few Chapters you have her in because of an abundance of Axe-Wielding Enemy Units. Later on, she can easily take down many Infantry Units with her high Critical rate and can even surpass Rutger in some situations. Leave the brawn to Rutger and the Criticals to Fir. They work good as a team. Once you encounter Rutger and Saul, use them immediately. Rutger has bad Defense but high Speed, making him great for common foot-soldiers, though his bad Resistance means that you must keep him out of Enemy range. When holding a Slim Sword, he can launch enough Criticals to make up for his flaws. When you finally Promote him, use a Skill Book to make up for the lack of Criticals he fails to land. On the other hand, with Saul, Healing staves are very common in this game, so make sure to always use Heal or Mend on your other units to quickly level him up, but it most likely won't be until you fight Narcian when you're at that point to finally Promote Saul. Since he Promotes so late, it is best to use him whenever possible to quickly get his Light Magic Skill rank to S. Dieck is also a good candidate for holding Durandal, although, if your Supports with Shanna are high enough, as well as his his Strength and Critical rates, giving him a Wyrmslayer would not be a bad choice. Lilina has awful Defense, and Speed, but once fully leveled, makes up for this with excellent Attack, Resistance, and Skill (when fully Supported with Roy.) Just like with Dieck and Shanna, having Roy and Lilina in close vicinity powers them both up. When you fully level her up, she loses the traits of having such bad Defense, and when paired with Roy, her Speed is perfect for taking down Cavaliers, Fliers, and any Axe-Wielding unit. She is the one who you should give Forblaze to, but to properly train her without casualties means that you must weaken Enemy Units first, and finish them off with Lilina. Her great EXP growth rates make up for this. While Lilina is a great Mage to use, Hugh is also quite good. His stats are much higher and he is already close enough to level 20 to fully utilize his Promotion. Even with slightly lower Speed compared to his allies, he can still easily take down Cavaliers and Fliers, making him perfect for the Ilia and Sacae Chapters. When fully leveled, even without Promotion, he can easily weaken or take down the Fire Dragons with Elfire or Aircalibur. In the Chapter introducing him, it is best to use Silence or Sleep on him to easily approach him. But, if you run into trouble with Douglas, simply use Sleep on him instead. There is an Enemy Bishop who attacks with Purge, and although you can affect it with Sleep, the exact next turn, it would go back to Normal Status. If you are simply trying to make it through the Chapter with Hugh, send Roy on the second path, avoiding or dispatching the Enemy Mage which uses Bolting. Douglas will most likely attack Roy since the rest of your Units (aside from Milady) are far quicker than Roy. Give Roy either a Slim Sword or Iron Sword. When Douglass attacks, Roy won't do any damage to him when Counterattacking. Bring the Units who will be facing Narcian on this path as well. If you want to access the Secret Shop, you need to take Roy on the second path far enough that Hugh's AI heads in that direction. Take either Lance, Percival, or Sue along to speed up the process. Take Milady on the first path, being wary of the Enemy Bishop. Properly position and maneuver her around Douglas. Raigh can be recruited pretty early in the game, and although it will be some time until you get your hands on Flux, Nosferatu does have a high enough power to defeat weakened enemies. Give him a Speedwing to help with his mediocre Speed. He is your go-to with Apocalypse. Niime joins too late, and Sophia is horrible. Although her EXP rates are good, all her other skills are awful. Although, by the Endgame, Lance should have high enough Speed to do Follow-Up Attacks, Percival is still good to use, as his Speed is high enough to do Follow-Up Attacks with ease. Percival is good to use as an obstruction sided by Lance against many Mounted, Flying, and Infantry Units. In the Final Chapter, though, it is suggested not to bring him along, as you would practically have 4 units using the same weapon. Milady is perfect when fully leveled. She has immense Speed, Strength, and Defense, allowing her to weather several shots from Archers, although it is not advised to put her in their sight unless needed. Once promoted, she can hold Steel Lances and Silver Lances easily allowing Follow-Up Attacks on Knights, Mounted Units, and several Infantry Units aside from the Swordmaster, Hero, and Nomad Trooper. She can also tank Fire Dragon attacks and follow up with Silver Lances. Sue should be trained immediately when you get her, and is perfect against Soldiers. Although her Strength can be lacking, she makes up for it in Speed. She should be the one to use Mulagir. To make recruiting her easy, defeat the Enemies already on the Map, and then the Reinforcements. Already heading in that direction should be Roy and Chad.
  8. Context: I'm working on a video essay that is kinda like a retrospective on the Elibe duology as well as a "What If" ideal remake off the two games (FE Echoes: Embers of Elibe sort of 2-in-1 kinda deal). This isn't part of a script or anything as I'm mainly trying to run through core changes I think would have to be made to improve the games (in the case of this post specifically 6). I'm asking here and Sernes Forest for feedback because my no one in my social circle has any experience with FE, except for one who only played 3 Houses and 3 Hopes and doesn't hold the any games prior in high regard, to put it nicely. So if I pitch something to them they can't really give me effective feedback on whether it would actually work in excution while sounding nice in concept. (Edited: added 2/13/23 5:11 am) Gonna clarify a few things before I get into it: - This 2-in-1 what if implies that you'd play 7 and then go into 6 so you'd have a 7 file to load from. - I'm trying to keep from changing the original games mechanics. So I could obviously just have universal promotion items or npc Merlinus but the original game didn't so I'm trying to improve those original ideas since I don't think they are inherently bad things to have (though convoy is Roy, not Merlinus). Taking notes from other entries or modern FE titles are gonna be used to flesh out or add content, not to take away or replace. So yeah. Sorry in advance for the long post. This post is mainly addressing common conplaints I've seen about FE6 in regards to the roster viability, Roy's late promotion and the promotion system in general. Thanks in advance. A lot of the issues with the promotion system come from the fact that the knight/hero crests, orion bolt, guiding ring, and elysian whip can either be very common or rare depending on what run you're on and the kind of army you're trying to build. For example, FE6 gives you: - 6 units who need a knight crest (with 8 chances to obtain; steal from enemy in Ch. 19A or Murdock in Ch. 21, chests in Ch. 8 and Ch. 16, village visit in Ch. 21, a Percival event in either Ch. 13 or Ch. 15, and Secret Shops in Ch. 16/21) - 8 units who need the hero crest (with 6 chances to obtain one; a chest in Ch. 16, a village visit in Ch. 7, an end of chapter event if all villages survive in either Ch. 11A/Ch. 10B, Secret Shops in Ch. 16/21, and from stealing from Zephiel in Ch. 22/Endgame) - 4 units who need the elysian whip (with 7 chances to obtain; 1 through stealing, 1 through a Thea event at the end of either Ch. 10B or 11A, 1 from secret shops in Ch. 16/ 21, and 1 from a chest from Ch. 8/Ch. 12) - 6 who need the guiding ring (with 7 chances to obtain; Steal from Brunya in Ch. 23, chest in Ch. 8 and Ch. 20B, village visit in Ch. 18A, Secret Shop in Ch. 16/21, and a sand spot that requires Sophia to land on it in Ch. 14) - 3 who need the Orion's Bolt (with 6 chances to obtain; Steal from enemy in Ch. 20B, village visits in Ch. 11A and Ch. 10B, Klein events at the end of either Ch. 11A or Ch. 10B, and through Secret Shops in Ch. 16/21) The big issues with this is the fact that the quantity is fine, it's the difficulty around getting these items. For example, getting the Guiding Ring in Ch. 14 is incredibly annoying as it is a hidden spot in a sand movement Fog of War map that requires Sophia, a unit who is notoriously mediocre at best when she's first usable. Or the Hero Crest in Ch. 22 which may be the last chapter for several players. Or the possibly difficult situations around Ch. 11A/10B as it requires you to recruit Klein/Thea and all the ally units to survive, or the villages in the same chapter to not be destroyed to get the Hero Crest with brigands spawning very close (granted, part of that issue with saving villages is partially a fault of the map design is FE6 to be spotty). Then there is the location of secret shops such as Ch. 21 where you must have a flier go to a mountain locked spot on the map while having not sign of that being the proper location, only to only realistically be able to buy 2 crests as they are 10000 each. This awkward/abitrary resource location leads to the player possibly going several chapters without access to these items leading to many units becoming irrelevant or unusable due to level cap (natural lvl 20 or a pseudo one from difficulty curve) or underwhelming stats/growths as the story goes on, such as Lance, Wendy or Thea for example. These issues are worsened by FE6's notorious hit rate and reinforcement system which seems to miss a decent amount at high rates in the 70%-80% range and hit on lower ones such as 30%-40% or get swept by sudden reinforcements that get to move the moment they appear. Leading to you possible not even having characters left with a high enough level to promote or good enough stats to warrant it. Outside of addressing obvious issues like the infamous hit rate and fixing the base stats of certain characters to be reasonably viable upon introduction (Wendy and Sophia for example), I have a few ways to address these issues: 1. Give Merlinus a purpose Merlinus was a character who I thought felt like a waste in terms of gameplay. I feel a way to fix frequency/price issues with these promotion items could be tied to Merlinus. Giving him a combat role as a convoy/archer could lead to his level ups being less about battle utility and more focused his core purpose of item management. For example, feeding Merlinus fodder exp from lower level enemies who may not benefit your core army could lead to him exclaiming "I found a wonderful deal in the shop!" and rare items being up for purchase in between battles. From armorslayers to berserk staves to Hero Crests, based on Merlinus's level/progress in the story, your RnG based selection of items would change in between every battle. Sometimes you may get something you need, sometimes you may not, but the chance is always there and it gets higher as Merlinus levels up. So a lvl 5 Merlinus guarantees 1 weapon, 1 staff and 1 cosumable of varying quality while lvl 10 is 2 weapons, 2 staves, and 2 cosumables of "rare and above" items, and lvl 20 is 3 of each, "5 star quality". This is all with the note that Merlinus, whose focus as a unit is not necessarily combat, while gain a greater amount of exp from a fodder unit who may only granted 10 exp to any other unit so leveling him up isn't super tedious. 2. Take a note from the Tellius Saga, have the promotional items be optional. Simply put, have units automatically promote upon reaching the level 20 cap and the items be there in case you want to promote a unit early and the remaining levels may not be worth the wait. I feel like it's an easy way to keep the items around but still keep pre promote units usable without them. For possible added depth to the items, you could also have them act as unique reclassing options for lvl 10+ units. Need a 2nd flier earlier than Ch. 10B? Make Sue a unique flier at level 10. Because of her being bow locked before reclass, her flier class could have unique access to bows and her promoted class could as well with adjust weapon values of course (For example, Pegasus Knight Sue could A rank bows and C rank Lances, while Falcon Knight Sue could D rank swords, A rank lances and S rank bows). 3. In line with some modern FE, impliment ways to gain exp outside of story battles on the world map. As someone who isn't a fan of grinding, yet isn't opposed to it either, I think this is fine as long as it's not done without the balance of the game in mind. Like, I wouldn't want to take from Gaiden/Echoes and implement dungeon crawling as that felt unique to those games and would feel cheap to just do it again for FE6. I think having map exploration would be fine as that has been fairly common in modern FE. I think you could easily have it change as the story goes on so it's not an easily abused grind fest like Awakening. For example, during each in between battle there is a few random events that Roy can choose to take part in. Such as when in the Western Isles you can choose to liberate miners with map goals being survive for a turn count, defend an area, allow ally units to escape, route enemy, etc. But once you finish that part of the story and you start marching toward Bern through Sacae/Ilia you're select becomes protect sacaen villages, keep Ilian mercenaries alive, push back Bern (push back to reinforcement spawn points and cover them all, then route enemy), defeat commander and liberate town. This could easily fit in line with the story so you aren't bolting across the map multiple times before tackling a map while still being something entirely optional. It could operate similarly to how Echoes/Awakenings Maps did where if you return after not playing for a while, complete any story/dlc/spotpass type battles the options in the world map would change/respawn. 4. Again, a note from Tellius. Bonus Exp. Pretty self explainatory. Gain a set amount of bonus exp by finishing a story chapter in less than a set amount of turns, or in situations like Chapter 10B/11A, complete certain objectives, that you can then dish out as you see fit to units in between battles. In 10B/11A, if you recruit Thea and all her allies survive, you get an Elysian Whip. If you recruit Klein and all his allies survive, you get an Orion's Bolt. Finally if you keep all the villages from being destroyed, you get a Hero Crest. Three separate objectives that don't necessarily require the others to be successful to complete. But if you complete all 3 of them, you get all 3 of those rewards and some bonus exp. Finally, the lion in the room. 5. Roy (edit: 2/13/23 - 9:24 am) For Roy, adjusting base stats and growths only help him so much as the core of his issues is his late promotion. My fix to this may break him stat wise but it's two options and I'm open to other options. First, you could either make Roy function similar to Marth Lodestar class where he doesn't promote (of course til the story required bit in Roy's case) and he's balanced to be viable up to that point. My personal favourite way comes with the note that the game would be balanced around this and would be involving FE7. As this is a 2-in-1 "What If" remake, a lot of units in 7 would be married by the end of that title and their kids would be a decent bit of the roster in 6 (Roy, Sue, Lugh/Raigh, Lilina, Fir, Wolt, Clarine/Klein and Hugh. Ignere maybe, I don't remember if you can really pair Hawkeye up with anyone). This, of course, only helps a select few, but I think most of them need it. In regards to Roy specifically, this could act as a way tk effect a traditional promotion for him. For example, if Eliwood isn't supported with anyone by the end of 7, Roy will function basically the same during 6. But if you were to get Eliwood and Ninian together, Roy would start as a Lord, and upon reaching lvl 20 or giving Roy a specific promotional item, he could become a some Roy only class, like a Fafnir Knight. A class I wrote out for this "what if" that uses dragonstones and swords. The dragonstone gained through merlinus or something far earlier than after Ch. 21/21x, such as a paralogue that becomes open once Roy promotes. Visually it could operate in a similar vein to Corrin's partially transformed crit animations, except as regular attacks and the crit animation is a full transformation with the FE7 Fire Dragon/Ninian Dragon appearance on display. Or if Lyn is his mother he gains access to bows and swords, something reminiscent to Lyn's Blade Lord class from 7. (Edit 2/13/21 - 9:29 am) Of course not every single pairing would lead to a VISUALLY unique class for characters like Lilina who isn't locked to a single weapon like Roy, but would still be a viable option depending on how you want to use a character (glass cannon Roy, Tank Lilina, berserk spam Lugh, just weird shit). U̶p̶o̶n̶ ̶g̶a̶i̶n̶i̶n̶g̶ ̶t̶h̶e̶ ̶B̶i̶n̶d̶i̶n̶g̶ ̶B̶l̶a̶d̶e̶ ̶a̶f̶t̶e̶r̶ ̶C̶h̶a̶p̶t̶e̶r̶ ̶2̶1̶/̶2̶1̶x̶,̶ ̶R̶o̶y̶ ̶w̶o̶u̶l̶d̶ ̶p̶r̶o̶m̶o̶t̶e̶ ̶a̶ ̶s̶e̶c̶o̶n̶d̶ ̶t̶i̶m̶e̶,̶ ̶a̶k̶i̶n̶ ̶t̶o̶ ̶R̶a̶d̶i̶a̶n̶t̶ ̶D̶a̶w̶n̶ ̶o̶r̶ ̶E̶c̶h̶o̶e̶s̶,̶ ̶w̶h̶e̶r̶e̶ ̶h̶e̶ ̶k̶e̶e̶p̶s̶ ̶a̶c̶c̶e̶s̶s̶ ̶t̶o̶ ̶s̶w̶o̶r̶d̶s̶ ̶a̶n̶d̶ ̶w̶h̶a̶t̶e̶v̶e̶r̶ ̶s̶e̶c̶o̶n̶d̶a̶r̶y̶ ̶w̶e̶a̶p̶o̶n̶ ̶h̶e̶ ̶h̶a̶d̶,̶ ̶w̶h̶i̶l̶e̶ ̶g̶a̶i̶n̶i̶n̶g̶ ̶s̶o̶m̶e̶ ̶t̶h̶i̶r̶d̶ ̶w̶e̶a̶p̶o̶n̶ ̶(̶D̶ ̶t̶o̶ ̶B̶ ̶r̶a̶n̶k̶ ̶i̶n̶ ̶a̶n̶i̶m̶a̶ ̶M̶a̶g̶i̶c̶ ̶i̶n̶ ̶r̶e̶f̶e̶r̶e̶n̶c̶e̶ ̶t̶o̶ ̶h̶i̶s̶ ̶t̶r̶a̶i̶n̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶C̶e̶c̶i̶l̶i̶a̶)̶ ̶a̶n̶d̶ ̶c̶o̶u̶l̶d̶ ̶b̶e̶ ̶c̶a̶l̶l̶e̶d̶ ̶s̶o̶m̶e̶t̶h̶i̶n̶g̶ ̶i̶n̶ ̶r̶e̶f̶e̶r̶e̶n̶c̶e̶ ̶t̶o̶ ̶R̶o̶y̶'̶s̶ ̶"̶y̶o̶u̶n̶g̶ ̶l̶i̶o̶n̶"̶ ̶m̶o̶t̶i̶f̶,̶ ̶l̶i̶k̶e̶ ̶B̶l̶a̶z̶i̶n̶g̶ ̶L̶i̶o̶n̶ ̶(̶L̶i̶k̶e̶ ̶L̶e̶g̶e̶n̶d̶a̶r̶y̶ ̶R̶o̶y̶ ̶i̶n̶ ̶H̶e̶r̶o̶e̶s̶)̶ ̶o̶r̶ ̶s̶o̶m̶e̶t̶h̶i̶n̶g̶.̶ T̶h̶i̶s̶ ̶t̶h̶i̶r̶d̶ ̶t̶i̶e̶r̶ ̶c̶l̶a̶s̶s̶ ̶w̶o̶u̶l̶d̶n̶'̶t̶ ̶b̶e̶ ̶l̶o̶c̶k̶e̶d̶ ̶t̶o̶ ̶R̶o̶y̶ ̶o̶f̶ ̶c̶o̶u̶r̶s̶e̶ ̶a̶s̶ ̶I̶ ̶w̶o̶u̶l̶d̶ ̶t̶h̶i̶n̶k̶ ̶c̶h̶a̶r̶a̶c̶t̶e̶r̶s̶ ̶l̶i̶k̶e̶ ̶L̶i̶l̶i̶a̶n̶a̶ ̶w̶o̶u̶l̶d̶ ̶h̶a̶v̶e̶ ̶a̶n̶ ̶e̶x̶c̶l̶u̶s̶i̶v̶e̶ ̶c̶l̶a̶s̶s̶ ̶(̶s̶h̶e̶ ̶n̶e̶e̶d̶s̶ ̶t̶o̶ ̶w̶i̶e̶l̶d̶ ̶A̶r̶m̶a̶d̶s̶ ̶s̶o̶m̶e̶h̶o̶w̶)̶ ̶a̶n̶d̶ ̶p̶o̶s̶s̶i̶b̶l̶y̶ ̶G̶u̶i̶n̶e̶v̶e̶r̶e̶.̶ The promotion for Roy would be decoupled from the Binding Blade as to not make Roy a broken unit considering the massive buff that is the BB. There may still be third tier promotion dlc like in SoV but dlc isn't super high on my bullet point list. This is really it for what I needed feedback on. The Roy promotion bit at the end is mainly focused on him since I haven't fleshed out a balanced way to do that for more specific characters/general classes like Liliana or a standard third tier for a Sage unit. I would think character specific ones would have paralogues to add more content and character development. If this is interesting I might post more questions for feedback once I have more done, but these issues were at the top of my list of things to fix for FE6 so I addressed them first End added notes: - Streamline supports somehow. They add so much character to units like Roy in base FE6 but are such as slog to get to cause of turn count. - In the "What If" remake, I'm open to any feedback on "what if" dlc. I'd like to avoid any like 3H as felt that was incredibly disappointing. Mainly gameplay and character specific, like how Fernand in Echoes got a dlc story, maybe give one to Idunn, Zephiel/Murdock/Brunya and Lyn/Eliwood/Hector post 7 but pre 6. - I have notes for how this what if would need to include older characters somehow, like Eliwood is a late pre promote unit in Ch. 23 and Lyn is like a Paralogue if you go Sacae route. Get parent supports with it would be cool. - To address any comments about IS not bundling these games as 1 because of profit, I think with remakes they are kinda grading them on a different metric as they've been spotty in terms of success. Hopefully they don't, or at least they shouldn't, expect 3H level sales. Even with a really safe option like FE7, the first title for the west and FE6, the game with Roy so it should have fairly casual audience pull thanks to his history is Smash. So while there isn't a 100% chance they'd be bundled together, it's one I could realistically see more than 4/5 or even 9/10 (that one purely because of how fresh those games are in comparison and Roy's standing in Smash as a JP only character carries him a surprising amount) (Edited 2/13/23 - 9:05 am) Thanks again and sorry, again, for the length.
  9. This is my rebalance patch of Fe6. REBD is an abbreviation of my username Red Eyes Black Dragon. This rebalance is mostly preferred from the author only, hence the title, I could make it even harder or any changes that I think it's cool for me. MediafireLink patches: * unlocked hard mode * enabled battle anim for berserked units * limitless trading * ai prevents healing full health units * faster unit movements * prep shop in hard mode * minimum poison damage increased to 15 character changes: none class changes: * Great Lord mov 6 ==> 7 item changes: * Elixir uses 3 ==> 1 * Angelic robe uses 1 ==> 3 & increased points 7 ==> 5 * Secret book uses 1 ==> 3 & increased points 2 ==> 1 * Dragonshield uses " " * Energy ring uses " " * Speedwings uses " " * Talisman uses " " * Body ring uses " " * Goddess icon uses 1 ==> 3 * Boots uses 1 ==> 2 weapon & stave changes: * Dragon stones range changed from 1 ==> 1-2 * Rapier, Halberd and Horseslayer are now effective to Nomads, Troubadours, Valkyries * Rapier uses 25 ==> 40 * restore staff gives 3 res * status staves usage increased from 3 ==> 5 * status staves gives 2 res * rescue staff gives 5 spd & 4 def * Aircalibur 10 crit * Thunder now effective to Dragons * Light effective to Shamans, Druids and Demon dragon * Dark effective to Paladins, Clerics, Priests, Bishops, Troubadours, Valkyries * Ballista damage 8 ==> 15 & 70 hit * Iron ballista damage 13 ==> 20 & 70 hit * Killer ballista 75 hit * Legendary weapons are now unbreakable however has +10 weight map changes: none terrain changes: * villages & houses give 10 healing * Gates & Thrones give 30 healing weapon triangle changes: * weapon advantages are increased by 20 accuracy & 3 damage * every melee weapon has disadvantage to bow by 10 accuracy & 1 damage * every melee weapon has advantage to tomes by 10 accuracy & 1 damage * staves has advantage to tomes by 10 accuracy & 1 damage
  10. Hello FE Players, I'm new to Serenes and was curious if anyone would like to do a draft run of FE6 Hard Mode. I'm okay with anywhere between 2-4 people counting myself, looking to check-in on Tuesdays, and mostly wanna spice up my next run. If you have Discord my contact is Blackmist390#0305, otherwise I'll check tomorrow and next Tuesday 🙂 - Mist
  11. Hello. Person who was responsible for writing the FE6 promo trial maps article on LMW here.Just now, I saw a comment on Filbertian's Youtube video about the maps (here) written by taketokinoko who claimed to have participated in the Ranking Contest where the "Defeat Bandits" cartridge could be obtained. This person claims that they still have the cartridge, though judging from what the translation says, it apparently doesn't work anymore, and so are all other cartridges that have the rest of the trial maps.Here's the full comment translated in DeepL, which includes the data of the "Defeat Bandits" map according to them.: I participated in the ranking that took place on the official Sword of the Seal website. At that time, I sent a GBA cartridge to Nintendo and received a trial map for "Defeat the Bandits". I still have that cartridge. However, 20 years later, I can't load the "Banditry" map, probably because the battery in the cartridge ran out. Probably all of the existing cartridges that received the trial map are in the same state. So, I cannot speak about the exact data. If I were to speak from my memory at the time, it would look something like this (this is just an image in my memory): Map size was about 24 wide and 20 high. Your units are initially placed on the left side of the map. The area of "high mountains" is spread out in a diamond shape in the center of the map. The length of the diagonal of the rhombus is about 16 (width) and 14 (height). In the center of the "high mountain" area, there are 3 squares of "flat land" and "fortress", where there are wise men with "Thunder Storm" and "Reserve". Berserkers and dragon masters are scattered throughout the map. Infantry classes such as snipers, heroes, and wisemen are placed along the path. Enemy castles are on the right side of the map. Castles are control points. It is worth noting that this is the only map where enemy units use "reserve". The "reserve" does not appear during the main part of the Sword of the Seal, and is only possessed by Brunya, who is added in the trial map. Since the enemy mobs are equipped with such a rare item, it left quite an impression on me at the time. So, if anything of what taketokinoko said is true regarding the fate of these cartridges, then maybe the promo trial maps are gone forever, though I still have hope that working cartridges are out there. At least we know what the "Defeat Bandits" map is all about, based on what they remembered. Please lmk if there's any inaccuracies about what is translated. Again, I used Google Translate to figure out what they said about the lost FE6 trial maps.
  12. I made dis. I don't know if people still play this but if you have ideas to improve it, or find any bugs or it's hard to use tell me. Requires Cheat Engine, VBAM (or similar), any FE GBA ROM (all regions seem to work). 1. Open Rom 2. Load chapter 3. Open CE and attach to vbam (the glowing icon) 4. Load table 5. Start enabling things with mouse or space and open submenus with arrow keys, space or mouse. With the help of: https://gamefaqs.gamespot.com/gba/563015-fire-emblem-fuuin-no-tsurugi/faqs/35138 https://gamefaqs.gamespot.com/gba/468480-fire-emblem/faqs/31542 https://gamefaqs.gamespot.com/gba/921183-fire-emblem-the-sacred-stones/faqs/36978 https://serenesforest.net/binding-blade/ https://serenesforest.net/blazing-sword/ https://serenesforest.net/the-sacred-stones/ FE6.7z FE7.7z FE8.7z
  13. I've said FE6 is a good game many times in the past, and I stand by that opinion. It's been subject to a bevy of rebalance patches, but I never thought the game was as broken as the fandom at large seemed to. However, my resentment of a "fixing what isn't broken" mindset is outweighed by desire to produce cheap, low-effort internet content for superficial engagement with strangers. Besides, as much as I like it, I think FE6 could benefit from a few small changes, so I booted up FEBuilder and threw this together in three days. It's barely been tested and may remain so forever, but if you're willing to give some feedback (either design feedback or bug reports), that'd be lovely. This patch is based off an older translation patch, which has upsides and downsides. On one hand, I prefer "Zelots" to "Jerrot" (and "Zealot" to both of them). On the other hand, I'm glad the thief isn't named "Astolfo". This link will take you to the location of the patch and a description of all the changes: https://drive.google.com/drive/folders/16BIKEihPI9gnwy3RmyiZqYC1YCVoXXl5?usp=sharing For best results, apply the patch to a clean, unmodified copy of FE6, Japanese text and all. Screenshots:
  14. After an emotional conclusion to Fe7, I REALLY wanted to see the continuation of the Elibe storyline!! Here is my blind playthrough to The Binding Blade, LIVE NOW!! Or as I like to call it, The BLINDing Blade!! Hehehehehhe:
  15. Project "Not Thracia" - A Novice's Attempt at Reworking FE6 Overview Let's be honest...Roy's never felt great to use. He moves very slowly, has a late promotion, and doesn't offer value at the vanguard. Oh, and FE6 hit rates? Ugh! So, inspired by Leif and a few Thracia things, it occurred to a few friends and me that we might be able to change some of that. With nothing more than a misplaced sense of optimism and some faint memories of learning x86 ASM in college, I began this FE6 rework: Project "Not Thracia." Notes: This was designed & tested exclusively on FE6 HM. No custom animations/sprites were added; this is a basic hack with minimal ASM. Uses gringe's translation patch. Patching Instructions Install a UPS patcher from (http://www.feshrine.net/hacking/patchers.php). Apply .ups patch. You'll want to check the "ignore" box for errors! Enjoy! Gameplay Changes I personally love FE6 HM; it's my second favorite difficulty from FE4-SoV, right behind FE12 H4. With that in mind, we set out to try to make a few adjustments while not messing with how the base game plays too much. Here's a few high-level categories we identified: For a complete list of changes made, see this README. Leadership System This was the biggest change to the game I made, and it takes two things into account: FE6 support grinding is slow and tedious for the efficient player. FE6 hit rates can be janky. Unit Calibration Here are some of the more interesting changes that have been made and a brief discussion of the thought processes behind them. There are a few that I didn't bother to go into detail here, see the README for the full list. Weapon Calibration Some weapons have atrocious hit rates, but buffing these also powers up enemies that use them. For example, I wanted to make Short Bows a little scarier/useful, so they've got +5 to hit from vanilla. Other weapons, like the Steel Bow, are rarely enemy-equipped, but are important for the player (e.g. Steel Bow for Sue), so that has a +5 to hit as well. See the README for the complete list! Links [v2 Patch download] [v2: README + changelog + credits] A big thanks to the folks on the HMNG discord and the FEU discord for helping make this foolish dream of mine come true. FAQ (gathered from Reddit thread) Q: Will you be making any additional changes to this hack? A: If the hack is received enthusiastically, then, yes! Q: Will you be supporting the other translation patch? A: If interest leads to another iteration, I could look into rebuilding these changes onto the other patch, but it's tedious work. I'd need motivated testers to make sure the build is stable and bug-free. That being said, every change and both ASM routines are accessible and documented on Github. There's nothing stopping anyone with the right skills from rebuilding the patch. I'd be happy to support anyone who'd want to take the initiative to do that. Q: How can I support the hack? A: If you like what you see and/or you're interested in helping tune a next iteration, the best thing you can do is give the hack a playthrough and get in touch with me. I don't plan on working on this anymore, besides emergency bugfixes, but enough interest could change my mind. Naga bless, and have fun! Q: Is this compatible with Leafy's FE6 Recolor project? A: Yes, it is! When patching, you'll want to check the "ignore" box. Q: Which translation patch does this hack support? A: gringe's!
  16. A while back, I created a small hack for FE6 that replaces every promotional item in the game with a Master Seal, which can promote any unpromoted unit regardless of class (except Roy). That's right, now you can use any combination of units you want, without having to worry about late promotions! Download! RHDN Page Apply on a clean Japanese ROM. The English translation made by Gringe is also applied with the patch.
  17. Hello everyone, so I've recently been working on a remake of fe6. Basically fe6 ported to fe8. I'd like to think your opinion about it. This project will include; -Better text -QoF patch (even though I'd love to have more mechanics like a strength and magic split) -Display all weapons patch -more weapons (like Noble Rapier etc.) -Blinking frames for the portraits and recoloured and lastly! -nothing here have some screenshots
  18. Catherine and shamir count as jaegans for the purpose of this discussion. Also, Imma go with frederick for the sole reason being lunatic+ and Lunatic are impossible without him.
  19. Since some people enjoyed my last little post I made I figured I'd post some more stuff I have :)! I'm not exactly sure if sharing strictly original character content here is allowed (and if it isn't I'll delete the thread) but I wanted to share my little lass Iko just for fun! If this does nicely I may post more things relating to my original FE story, I'd also love feedback and ideas! Her story takes place during the events of Binding Blade Iko is a young half-manakete who fled the Nabata Desert in fear of the increasing threats from Bern. She escapes to different country where my story takes place but its still in progress so I don't have much story aside from that. Now time for her design origins and powers! Even though these kind of dragons don't exist in canon I thought it'd be interesting for her to be powered by the moon or have some sort of affiliation with it, it also explains why she has a similar appearance to a bat. Shes half-manakete so she ages normally (shes probably around 14-15) Here are some of my favorite drawings I've done of her (Yes that is my icon on the right :)!) I honestly just really wanted to share her because she is one of my favorite characters I own and I hope you all enjoy ^^
  20. This is a modified version of gringe's FE6 localization patch detailed here: The dialogue and story/script remain unchanged. All this patch does is update the names of all the characters in both data and script to match those localized in the Fire Emblem Heroes Choose Your Legends event. So now Allen is Alen, Wendy is Gwendolyn, etc. As always, let me know if there are any bugs and errors past the first chapter, and enjoy! EDIT: Thite is now Thea, and you can apply this patch onto a clean FE6 rom. FE6 Name Patch v2.1.zip
  21. Lets begin by explain what this Lets play will be. First it is a succession game where one player will play through 2 chapters pass, then pass on the save to the next player, and do a writeup on their experience. Additionally it is an ironman run, where losing a unit doesn't warrant a reset. Finally we will be playing Fire Emblem 6: The Binding Blade on Hard Mode, as it was tied with FE7 on the old poll, and a brand new LP of FE7 was just posted, and I wouldn't want to step on any toes. Now let me set down the ground rules of the run: 1. Those who wish to play must inform me either by messaging me, or responding in this forum (or the old forum post about this but the other two options are preferred). As people inform me of their interest they will be added to a list of players, which will be the order of play. 2. Each player will play through 2 chapters and have 1 week to complete them before passing the save on. I will start playing through the first 2 chapters today and pass it on next Wednesday. For precision regarding time zones consider Wednesday to be 6:00 pm PST. Each subsequent player will have to complete their chapters and pass the save before the Wednesday following the Wednesday they were scheduled to start playing. 3. Player have until the Wednesday after they passed on the save to complete a writeup of their experience with the game. 4. Assuming the system consistently lets me update the opening post, each Wednesday I will list the player that still has writing time, the player scheduled to play their chapter that week, the player scheduled to play next week (I will refer to this as The Heir), and the player scheduled to play the week after (I will refer to this as The Spare). If the system does not I will post a reply on the forum instead. 5. Once every player has had a chance to play, we will cycle back through players. If a new player shows interest in joining after we have cycled back they will be scheduled as The Spare on the next Wednesday's schedule. 6. When players pass on the save file they will do so by either posting it publicly on this forum with the next player's name using the @ symbol to inform them, or passing it onto me so that I can post it publicly, either by updating this post, or making a new response (This way those watching at home can join in by playing along if they wanted to, and it allows me to archive old saves so that if anything goes wrong we have backup saves) 7. If anyone anticipates a schedule conflict please inform me so that I can update the schedule of players. 8. Each player will agree that the only time they will reset is when they get a game over, and they will not intentionally try to get a game over. No penalty will be applied for resets, but it is on your honor to follow the spirit of this rule, and remember deaths will cause the use of interesting units, and be more interesting to those reading this. 9. Players will not intentionally try to sabotage the playthrough. Older saves will be stored and distributed if people believe someone has tried to intentionally sabotage the run. With that out of the way I will end things off with some small suggestion for the writing portion of this Let's Play. These aren't official rules because I would much rather have player join in the fun, than have us all follow a consistent style. First it was suggested by @Alastor15243 when I first brought this idea up that each writeup be the journal/chronicle of the various tacticians that have taken over command (reminiscent of the classic Dwarf Fortress Succession game called Boatmurdered), and that is the style of writing I will use, and suggest other players do so as well. Second is to have their writeup be a screenshot LP. As an additional warning, the save was started on the most recent translation patch (https://forums.serenesforest.net/index.php?/topic/41095-fe6-localization-patch-v10-seriously-we-did-something/) which does not play well with older translation patches (as Garlyle reported, and I have confirmed using an older translation patch I had at hand) Completed Save: Fire Emblem - The Binding Blade.sav List of current players Links to entries: Opening (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/&do=findComment&comment=5525143 Capter1 & Chapter 2 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/&do=findComment&comment=5525880 Chapter 3 (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/&do=findComment&comment=5526637 Chapter 4 (Eclipse):https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/&do=findComment&comment=5527032 Chapter 5 (Garlyle): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/2/&do=findComment&comment=5533762 Chapter 6 (Garlyle): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/2/&do=findComment&comment=5535167 Chapter 7 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/2/&do=findComment&comment=5538483 Chapter 8 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/2/&do=findComment&comment=5539374 Chapter 8x (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/2/&do=findComment&comment=5541901 Chapter 9 (Eclipse):https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/2/&do=findComment&comment=5541945 Chapter 10&11 (Dayni): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/5/&do=findComment&comment=5586348 Chapter 12 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/3/&do=findComment&comment=5550197 Chapter 12x (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/4/&do=findComment&comment=5550237 Chapter 13 (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/4/&do=findComment&comment=5555443 Chapter 14 (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/4/&do=findComment&comment=5555448 Chapter 14x (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/4/&do=findComment&comment=5576347 Chapter 15 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/5/&do=findComment&comment=5577848 Chapter 16 part 1 (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/5/&do=findComment&comment=5587482 Chapter 16 part 2 (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/5/&do=findComment&comment=5587488 Chapter 16x (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/5/&do=findComment&comment=5587498 Chapter 17 part 1 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/6/&do=findComment&comment=5588606 Chapter 17 part 2 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/6/&do=findComment&comment=5588618 Chapter 18 part 1 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/6/&do=findComment&comment=5592918 Chapter 18 part 2 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/6/&do=findComment&comment=5593161 Chapter 19 (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/7/&do=findComment&comment=5612324 Chapter 20 (Eclipse): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/7/&do=findComment&comment=5612350 Chapter 20x part 1 (Benice): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/7/&do=findComment&comment=5614697 Chapter 20x part 2 (Benice): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/7/&do=findComment&comment=5620179 Chapter 21 part 1 (Benice): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/7/&do=findComment&comment=5625528 Chapter 21 part 2 (Benice): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/7/&do=findComment&comment=5625585 Chapter 21x (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/7/&do=findComment&comment=5629304 Chapter 22 part 1 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/8/&do=findComment&comment=5631970 Chapter 22 part 2 (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/8/&do=findComment&comment=5631982 Chapter 23 (Benice): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/8/&do=findComment&comment=5661943 Chapter 24 (Benice): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/8/&do=findComment&comment=5667374 Finale (EltosianKadath): https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game/page/8/&do=findComment&comment=5671161 Epilogue Benice: https://forums.serenesforest.net/index.php?/topic/89699-fire-emblem-6-ironman-succession-game-complete/page/8/&do=findComment&comment=5671166
  22. Yes. This is a real thing I'm doing. For my first ever true draft run, I'm doing a 5-man FE6 draft. And the rules are really, REALLY basic. There's only one rule- use your units, or pay 4 turns. That's four turns for every time those units fight, support, or open stuff, and meatshielding counts as fighting. Okay, so there's more rules than that. You've gotta beat Idunn for it to count. And undrafted Thieves can be used to get otherwise-ungettable yet necessarry promotion items. Also, we won't be drafting off Roy, Marcus, Merlinus, the dancers, and Fae. That enough? Still no? Okay, then, three units go undrafted. And NO WARP STAFF. Using the Warp Staff entails a very, very special twenty turn penalty. Sound fair? For the record, I'm using SB.'s ruleset. You could probably gather all of this just from reading that. So... Who wants in? oh yeah. And it's a SOYO DRAFT! Ahaha, this is going to be so much fun! Turn order will be forward, then backward. And I'm shuffling who picks when. I need at least four other contenders though. And you CAN'T force someone to draft two units who are incompatible (basically, drafting Juno for someone means you can't give them Dayan on the last lap).
  23. Hello there folks, I'm playing FE6 again just for fun, so,and I wish a could have a infinite binding blade to make roy a solo chapter god, but 20 uses makes me cry, so, is there any way I can cheat the game to give the binding blade infinite uses? I've played some romhacks that make some weapons infinite, but i need to hack a FE6 rom to make the binding blade infinite or i can do it other way? If anyone knows, please, teach me.
  24. I am wondering if it is possible to add new letters into the game, and how it is done. I am primarily thinking about the letters æ, ø and å. edit: nvm, found out of it
  25. Which mainline Fire Emblem game do you feel hard the hardest soldiers and why?
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