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Fire Emblem: Fires of War


Vaporox
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So, I've had this idea going in circles around my head for several weeks now, and I've finally decided to start working on it. Most location names are still works in progress. Here goes nothing.

The continent of Agravaal is a land of constant dispute. Borders are pushed and changed by the year, with most villagers spending their lives under at least three different banners. The landlocked kingdom of Barathal (replacing Renais) is arguably the most feared nation in the present day, with infiltration units scattered across the continent, and a respectable front-line army. Rothval (replacing Frelia) specializes in prolonged pitched battles, with a much higher number of armored units and healers than the other lands. Revagas (replacing Grado) is the foremost power in direct confrontation, with more soldiers than any of the other nation, though they may be lacking in training and skill. To the East lies Arrakis (yes, I know some Dune lore, replaces Jehanna), a desert land known for its Pegasus and Wyvern units, and a larger-than-average population of magic users. Furthest to the north lies Jorroheim (Rausten, use a Nordic pronunciation), a mountainous land home to arcane groups who worship arcane beings and offer counsel to any who seek it, as long as the coin purse is big enough. Then, there are The Lost Lands (Carcino), a land of un-claimable hell, home to the most vile of criminals and mercenaries, and the only region to have set borders for more than 50 years.

The player will follow the tale of Elric (Ephraim), the commander of a small Barathalian special operations force, and his role in the latest round of open warfare, in which something is different...

[spoiler= Planned Changes]

Playable cast changed from 33 to 26

Weapon uses increased, and all shops will be removed

Will have classes inspired by classes from other games, like the Mage Fighter (promotion for Mercenary and Mage, replaces Ranger for Merc and Sage for Mage)

Dark Rider (replaces Summoner, mounted unit that uses swords and Dark)

Baron (replaces Druid, uses Swords, Dark, and Staves, basically General with magic)

General will now have Bows along with everything else

Wyvern Lord gets Axes instead of swords to make it more a more competitive choice compared to Wyvern Knight

Pegasus Knights will have their second option changed from Wyvern Knight to Pegasus Warrior, which uses Bows and Lances instead of Bows and Swords

Mage promotes to Mage Knight (Anima and Lances, mounted) or Mage Fighter (Anima and Swords, foot soldier)

Sage replaced with Holy Flier (Sage on a Pegasus)

Valkyrie gets Swords in addition to Light and Staves

Female Myrmidon will promote to Hero or Swordmaster, instead of Assassin

Priest promo options: Bishop (unchanged) and War Priest (Axes and Staves)

Fighter promo options: Warrior (unchanged) and War Priest

Knight gets Swords in addition to Lances

There will be three types of Cavaliers and three types of Paladins (all will still be able to promote to Great Knight)

Blade Cavalier (Swords and Axes), Blade Paladin (same)

Lance Cavalier (Lances), Lance Paladin (Vanilla FE8 Paladin)

Axe Cavalier (Axes), Axe Paladin (Axes and Bows)

Rouges will get a class-exclusive Light spell.

Ephraim Lord renamed to Commando.

Ephraim Great Lord renamed to Duke.

Duke unlocks swords.

[spoiler=Chapter Names]

Prolouge: Ambush!

1: Escorting the King

2: Initial Forays

3: In Enemy Territory

4: Woodland Nights

5: Urban Warfare

5x: Price of War

6: Open Confrontation

7: Storming the Fort

8: Surrounded

Interlude (Route Split does not change main character, only the path. All units will still be uinlockable).

9A: Holding the Line

10A: Through the Lost Lands

11A: Mountainside Battle

12A: In the Valley

13A: Paving the Way

14A: The Strike

9B: The First Blow

10B: Securing Passage

11B: Battle at Sea

12B: Evading an Army

13B: First the Heart...

14B: ...Then the Head

15: Duel in the Sands

16: Retaking the Throne

17: Headed North (Unlock all Holy weapons upon completion)

18: Traitors' due

19: Divine Rights

20: To Kill A King

Final: EscapeI

Let me know what you guys think. I look forward to hearing from you guys!

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A lot of these changes seems a bit tokenistic. What you'll find, changing these classes around, is that it will actually have very little impact on how the game is played, if the gameplay isn't very different. Not to mention, it seems that you'll be needing a lot of resources like battle animations and such. I'm sure you have some cool ideas in mind but I'd love to see more than just a vague plot outline. Is this a reskin? Or a full-fledged hack? More details!

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A lot of these changes seems a bit tokenistic. What you'll find, changing these classes around, is that it will actually have very little impact on how the game is played, if the gameplay isn't very different. Not to mention, it seems that you'll be needing a lot of resources like battle animations and such. I'm sure you have some cool ideas in mind but I'd love to see more than just a vague plot outline. Is this a reskin? Or a full-fledged hack? More details!

This is full-fledged, and most of the changes are mainly to change some things I disliked about Sacred Stones vanilla. Too few promotions had a real sense of choice to me, so I'm trying to change that.

A lot is going to change. The countries are very different than the vanilla ones, the atmosphere's different, the main "lord" is the leader of a special ops group, not a nobleman, there will be no early pre-promoted unit (the closest you will get is a character at level 5 rather than level 1, and most of the plot elements will be different).

This doesn't start out with some random out-of-left-field attack from a close ally, this is a commonplace event with some odd elements to it, and you're sent to find out what the crappoloni is going on. More details as I iron them out.

DETAILS THAT I IRONED OUT:

So, with all of the background info contained in the OP, the main character Elric is a platoon commander in the 3rd Special Operations Battalion, the most elite unit of the Barathal army. While attending a meeting with the king, he and his second-in-command, Mustang, are given a new assignment. On their way out through a back door, they encounter some suspicious figures wandering the halls. Upon further investigation, they are identified as infiltrators from Revagas, a highly unusual event. After dispatching the intruders (which will be the gameplay of the Prologue), they go to report the incident to the king, only to watch him dispatch the last of the attackers in the throne room. Priorities are changed, and Elric's assignment is scrapped, and he is given a new new one, and the plot takes off from there.

EDIT: Agro, after consulting my (very scatterbrained) notebook which contains all of my ideas, I need fewer animations than initially thought.

I need Baron animations (General with tomes).

I need animations for the Dark Rider (mounted shaman (male only) with dark, swords, and disarmed.).

I need animations for the Holy Flier (Falcoknight with tomes).

I need the Mage Knight with lances.

I need a War Priest animation (probably gonna use Hector Great Lord, but who knows?). I do. Gonna do that.

I need a Mage Fighter class (blend of Hero and Sage, uses Swords and Anima). Probably gonna use this class to make my first original custom animation.

I need animations for a Paladin with bows.

And last but not least, I need an animation for a rogue with light magic.

That's not too horribly long a list. I think.

Yet another edit: I also need Falcoknight with bows.

Edited by Vaporox
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Going to double-post since this is a different topic, but I'm going to have the Prologue done soon. PM me in the next 3-5 days if you would like to test it out so that I can get a list of who to send the first patch to.

EDIT: Gonna have to put this on EXTREME hold. School just decided to flip me the bird and I may have a minor addiction to Fallout 4 (As in I just started my third character last night, somebody save me).

Edited by Vaporox
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