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Fire Emblem IV: Inheritors of the Crusade (v0.1.3 released)


SquareRootOfPi
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Hello, everyone. Somehow, it is already April and time for another update, which comes with good news and bad news. First, the bad news: I don't actually have much material ready for a public update. The good news is that the reason for that is that I've been focusing my efforts on getting 4-1 into shape; I've been slowly refining the gameplay and map design this year. To get an idea of how much it's evolved, I'll post the map drafts I made:

hmw47qb.png

This is the original map I made at the time I made the last update in October. As you can see, the map is quite large (an even older version was even larger and causing crashes in the game) to balance the fact that player has a lot of mounted units. In comparison, here's the map as it stands in the current testing:

xvPgiYn.png

Aside from being smaller, you'll notice that the flow is changed, and a bit more subtle is the number of playable units is reduced. I still need to decide the right pacing for the reinforcements and rebalance the exact enemy numbers, and I might also need to implement some new staff ideas I had in mind so that might make it into the October update. I might also have future ideas to reduce the size of the map as well.

With that, I must unfortunately end today's update. Hopefully I'll have started significant work on the Silesia maps by October, or have some more interesting content for an update. Until then, stay safe.

On 12/18/2019 at 12:21 PM, BobbyYukitsuki said:

So, uh... did Best Lord Clement just get completely cut from the game? O.o

For now, yes. He may appear in a few cutscenes as I add some additional dialogue to Chapter 2.

On 3/24/2020 at 8:46 PM, AlienBread said:

when will this be finished?

It is very difficult for me to actually predict this, so I can't give any reasonable guesses.

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  • 3 weeks later...

Ok, So it seems this project is still going on, such a relief, so i'm gonna ask : do you need help with this ?, because with a friend we are doing an fe4 hack, so instead of straight up doing the same thing and having 2 project too close to each others, we can help you speed up the thing, I'm able to do the animations that you might need. If you want our help you can make an account on Fire Emblem Universe, a forum that have a lot of people willing to help and give feedbacks, there is also a discord. If you want to contact me I go by Leo_link on FeUniverse and @Jim_leo on discord, I'll be glad to help you, because i fell this project can become something awesome. I hope you luck in your project ^^.

 

Edit : wait I know you, you are Pi, damn I'm such a moron, I still want to help though

Edited by Leo_link
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  • 2 months later...

Hey, I've been playing along like 2 chaps or so, and you really re-imagined the FE4, new maps, new levels, it is good.... I would like to say something better, but I think you've lack of tools, help (and time maybe?)... I loved some of your remade portraits, also hated a lot of them too xD but I would like to ask you for help in my remaking of this game, using Lex Talionis Engine and some resources from FEuniverse.us... I'm about to finish chapter 1, just fixing up some FE4-engines stuff to make it as accurate as possible but it has taken me a lot of time to do it alone, would you help me??

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  • 3 months later...

Hello, it is once again time for another update. Since the last update, I've mainly been working on artistic endeavours, so unfortunately there wasn't much work done on the project for most of the time. However, I did manage to make some time on Halloween to get 4-1 out of alpha and into a beta state, so this update will show off a few things from it.

The first major milestone of note is that all playable Generation 1 characters finally have a placeholder portrait, since 4-1 is the chapter where you recruit the last one. As such, here are the statscreens showing off Brigid and Tailtiu to give you a sense of their stats:

DfucvpK.pngEgZP7yZ.png

My sense of balance has rusted since I last seriously playtested this, so these numbers are unlikely to be the final ones, but the stats will have a similar curve.

The next update of note I have is a major gameplay addition, adding the Runic Staff to the list of staves:

2KNmeaP.pngXtSGRDz.png

As you might suspect, this is a Light Rune that's been edited so that staff users can use it at range. The reason for adding this is partly due to the chapter; as the first screenshot suggests, there's a survival element at the start of the chapter where you have to judiciously use the staff in order to protect Claude and Tailtiu from incoming enemies. You can try fighting them all head-on, but their numbers will overwhelm them. The other reason I've added the Runic Staff is that I am currently experimenting with a revamp of the staff system. I can't share any further details at the moment but there are plans for a few new staves, and if the experiments pans out I'll be happy to share more information about them.

In any case, with the Runic Staff added, 4-1 is now completely playable. I've done a few playtests and I'm very happy with how it plays out, so the next step now is to start drafting and testing the long overdue Silesia chapters. To wrap up this update, I've also been able to finish Oifaye and Shanan's portraits, so I will show them off as the final update content:

wdeGJI3.png

Thank you for reading and following this topic despite the long hibernation, and stay safe in these trying times.

On 7/10/2020 at 9:41 PM, axelloid said:

Hey, I've been playing along like 2 chaps or so, and you really re-imagined the FE4, new maps, new levels, it is good.... I would like to say something better, but I think you've lack of tools, help (and time maybe?)... I loved some of your remade portraits, also hated a lot of them too xD but I would like to ask you for help in my remaking of this game, using Lex Talionis Engine and some resources from FEuniverse.us... I'm about to finish chapter 1, just fixing up some FE4-engines stuff to make it as accurate as possible but it has taken me a lot of time to do it alone, would you help me??

The only major obstacle at the moment is just time, so it's unlikely I will be able to contribute anything on other projects..

Edited by SquareRootOfPi
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  • 1 month later...

Hey, was just poking around to check for the yearly-or-so update. Glad to know you've managed to stay safe so far, and I hope you continue to do so brother.

Everything in the update looks solid, obviously I'll need to go out there and experience the numbers themselves but the map design and overarching concepts seem good and faithful translations of, if nothing else, the intent behind similar areas of the maps in FE4 proper. Either way, I'm just happy to see an update. Every day is another day closer to Johan and the Substitutes.

I was just gonna grab the patch to go for another playthrough, for shits 'n giggles and what have you, and then I noticed that DisgruntledFerret is a playtester for this, which is cute. It's weird how small the immeasurably vast internet can feel sometimes, I love MSPaint Masterpieces. 

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  • 3 months later...

Hey, it's time for the usual April update. March was unexpectedly busy, so I apologize for the slightly delayed update. The majority of the time spent on this project lately was getting more work done on the gameplay, so I am happy to say that 4-1 is in good shape; it has all the key events added in with some placeholder dialogue to remind me of what to write when I get back to it, and the gameplay for it is at a point where any changes would be balancing for pacing. As such, work for the Silesia portion of the game has started, although unfortunately the draft map I made for it turned out to be too big (which is a common issue when I draft maps) so there's a lot of prototyping happening to get it into better shape.

Unfortunately, since this update was focused on gameplay, there aren't many useful screenshots I can post. I don't think I've actually introduced the last (new to the hack) playable character, so I may as well do it now:

dnKmFRd.png

As you can see, the new unit is a pirate named Rusla (name subject to change if I find a better one). Also, If you look up the origin of that name you'll find out that contrary to the sprite, Rusla is a woman, as I've been considering adding some axe wielding children to the second generation as well.

That's it for this update, so thanks for reading and continue to stay safe!

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  • 1 year later...

Hey, it's been quite a while, especially since I missed the usual Halloween update, but here's an update on the hack progress. First, regarding the missed update, October has started being an especially busy month for me due to several projects lining up with a Halloween due date. I also didn't have a huge hacking output by that time, so I decided to skip the update and save it for now so I'd have more content. With that out of the way, let's cover the updates for this year, with three major points. The first is some portrait work, with cleanups for Midir, Dew, Macbeth and Shagall. You can see the comparison between the old and current versions here:

update.png.b5add67fdab4187853b29afea6cf1be5.png

The next update is some UI work, which I've been putting off for a while, but I finally got around to laying the groundwork to change the info boxes:

uiupdate.PNG.948ae15662511f73ec9fa470fbd2bc0f.PNG

Finally, the last update to report is that 4-2's events have been sketched out, with the key enemies and reinforcements placed. I still need to playtest it more thoroughly, but due to 4-1 not being complete as well as needing to add several changes to the early game, and then replaying the entire game from scratch to get a better save, I'll be deferring that until the rest of Chapter 4 is done at the earliest. I've included a image of the current version of 4-2 below if you're curious about how it's coming along:

chapter11-3.png.52ae156a46ec4651e255136cb489c6b1.png

As for future updates, I may have to skip Halloween updates, but I'll still be making an effort to try and get work done for those, since these updates are the main reason work continues on this project, as slow as it is. If you've managed to read this far, thanks for keeping up with the project for so long and I hope you'll continue to check in!

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  • 4 months later...
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  • 6 months later...
Howdy, it's once again time for an update on the project. Unsurprisingly, if you check the dates, I've needed to skip the Halloween update once again. For this update I've focused on getting more gameplay done, finishing up the core events for two chapters. Let's start with the first one:
Puga8OD.png
This chapter's gameplay is a pretty straightforward one, and if you're familiar with how this section goes in the original game, you may be surprised to learn I've removed a certain event involving Dew, since as far as I can tell, it's not interesting mechanically and doesn't seem to have any story relevance. The second chapter, on the other hand, proved to be quite the logistical challenge:
deAonho.png
If you're unfamiliar with the original game, at this point of the game, there are two major gameplay events that happen, which are hard to incorporate with the traditional chapter structure I'm using for the hack. First, there's a major NPC battle scene that is critical to the story, so I have to include it in some form, and at the same time there's a pseudo-escort element that occurs shortly afterwards. The problem with this is that the enemy NPCs have to stay around (unlike in the original game, where they leave the area), so I had to do a bit of juggling to make sure they wouldn't create problem with the escort portion of the map. I won't go into details of what happens, but you might figure it out based on the draft for the chapter.

That's it for this update, thanks once again for tuning in!
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