Miacis Posted May 17 Share Posted May 17 Fire Emblem 5 PVP is a pretty simple mod of Fire Emblem 5 where the enemies (and sometimes the NPCs) are controllable, allowing you to play against a friend, whether that friend is sharing a couch with you, or a broadband internet connection. This mod is based on the Lil’ Manster patch and, aside from making enemies and NPCs controllable, most of the changes are for balancing purposes. The goal was to allow enemy units to do things they usually wouldn’t be able to, but without going too far (like denying 90 % of villages to the player side on turn 1). This mod is balanced under the assumption that enemies with Guard AI cannot move, so it’s recommended (but not mandatory) to use Hidden Data setting 2 or 3. If you want to add a bit of spice by moving bosses off their throne without having to rescue them, simply set Hidden Data to 0 or 1. Download here Patching instructions PDF of the changelog Our Discord server for updates, help, FE5 hacking, and FE5 talk MAIN CHANGES TO THE GAME General: Spoiler Fog of war is disabled entirely (enemy units cannot be selected otherwise). Individual, small fixes to chapters 4, 4x, 8, 9, 18 and 19 for fairness. Structural changes to make the arena portion of chapter 5 functional. Some plot-important characters are temporarily given 20 Con to avoid event-breaking rescues. On the enemy side: Spoiler Only enemy units who have a village-destroying AI can destroy villages. Those units are marked with a unique name and a different sprite (when possible). Related tutorial dialogue added in chapter 1 if trying to vist a village as an enemy. Enemies set to enter fleeing AI are (usually) removed from the map instead. On the NPC side: Spoiler NPC units are playable only when there is something interesting for them to do. (Running from one point to another isn’t interesting.) Units with the Noncombattant skill now have Miracle+ instead. I may have gone a bit overboard with the ch24 kids. Known issues for enemy units: - Using the Release command completely deletes the player unit. - Using a long-range staff like Physic or Warp has a moderate chance of softlocking the game. This can be avoided by holding a direction during the animation. - Visiting the arena has a moderate chance of softlocking the game. This can be avoided by not visiting the Arena. Thanks and Acknowledgments: Hacking by Miacis Based on Zane Avernathy's disassembly of the game and created with his tools. Special thanks to Lord Louie for providing helpful feedback, and Mekkah for inspiring me to make this mod. Quote Link to comment Share on other sites More sharing options...
MuteMousou Posted May 17 Share Posted May 17 Neat, thanks for making this! I might try to find someone to play it with soon. Quote Link to comment Share on other sites More sharing options...
Frames Posted May 22 Share Posted May 22 The discord invite link for the FE5 hacking server is no longer working. Possible to get a new link? Quote Link to comment Share on other sites More sharing options...
Noodle_Nevarez Posted May 22 Share Posted May 22 (edited) Been loving the mod so far! Only slight problem I have is that it's possible to capture and release civilians which causes them the die. And also, enemy units can rescue and drop other enemy units without losing their turn which makes the match up completely unfair. Haven't played all the maps yet but will continue to test! Great work 🙂 Edited June 15 by Noodle_Nevarez Quote Link to comment Share on other sites More sharing options...
Aisriri Posted June 15 Share Posted June 15 On 5/21/2024 at 11:56 PM, Noodle_Nevarez said: Been loving the mod so far! Only slight problem I have is that it's possible to capture and release civilians which causes them the die. And also, enemy units can rescue and drop other enemy units without losing their turn which makes some maps unfair. Haven't played all the maps yet but will continue to test! Great work 🙂 Hi I'm the dumbass that played against him blind. The enemy unit rescue/capture mechanics breaks the balance a bit too much. one suggestion to balance it would be to increase immobile units to 20 con or make an exclusive skill for enemies so they can't be rescued. Doing this so they cannot be picked up and transport meteor tome mages sending them 10 spaces in any direction giving them effectively range of 20 would balance things out close enough to not wipe someone completely by chapter 6 when they are play as optimal as possible. Quote Link to comment Share on other sites More sharing options...
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