Overview
This patch is a romhack aimed at providing new play to players who are accustomed to trial-and-error gameplay in vanilla FE5, by modifying the system and scenario.
The gist of the scenario is "what if" story that starts with what if Ishtore is in Manster. The last boss is Blume. This is for Leif, who wanted to defeat King Blume with his own hands if possible. (That doesn't guarantee that Leif will charge and win him.)
There is also a reconstruction of events that were not implemented in the original. The total amount of text is more than double that of the original (including branching events, etc.). I also started getting weird results when I did weird things that I wouldn't normally do. Depending on the result of your actions, you may be able to recruit people who are not usually your companions.
Download link
Please refer to FE Uploader 4. And search with file names starting with "fe5x". Since the difference is provided in the ips patch format, the original ROM is required to play.
Precautions for use
About what to patch
- Please apply a patch to the "ROM version" FE5 with header (size: 4,194,816 bytes). The NP (Nintendo Power) version does not work properly because the internal configuration is different.
- The ROM version refers to the ROM Cartridge version released in 2000. In the game, it can be distinguished by the year notation on the title screen being "1996, 1999, 2000".
- The NP version refers to the one written to a rewritable cartridge "SF memory cassette". This includes the pre-light version released in 1999. In the game, it can be distinguished by the year number notation on the title screen being "1996, 1999". Do not apply the patch to this version.
- For ROM files without headers, use TASH or a web tool to add a header before applying the patch.
- When it can be patched correctly, it will get "checksum ok" when loaded with Snes9X. If you are unsure whether the patch is done correctly, please use this method to check.
- Avoid using it with other patches, and apply it to an unmodified ROM. There are many places where the internal layout has changed, so there is a possibility of unexpected behavior.
Recommended environment
Since the ROM is extended, it will not work unless the emulator supports ExLoROM. Operation has been confirmed with the following emulators.
- Snes9X v1.57 for Windows
- snesgtx (SNESGT ver0.230 beta 7 + SNESGT ExLoROM support patch)
The following emulator can be started, but is not recommended due to unstable operation.
- Snes9x EX+ (Android)
Major changes
Scenario
- It's a "what if" story that begins with what would happen if Ishtore was in Manster.
- Along with the change in the story, some of the units that join will also change.
- There is also the implementation of events that were unused in the original work. A large portion of the conversations that had been buried unused in the rom were incorporated as events that could actually be viewed.
- The total amount of text is about twice that of the original (including branching events, etc.). However, since I make text diffs according to the situation, you can't see all the text in one playthrough.
- I started getting weird results when you did weird things that you wouldn't normally do. Depending on the content of the action, you can also recruit people who are not usually allies (alternative units).
- For additional events in each chapter, you can refer to each chapter from the list of strategy guide articles. Please be careful when browsing as there are many articles that contain spoilers in the link destinations of the list.
- Since settings such as reincarnation in another world and summoning are not included, people unrelated to the Jugdral continent do not appear.
System overview
- Added Hard mode. In hard mode, each action fatigues your units. The strength of the enemy will not change, but it will be more difficult because it will be difficult for allies to become stronger because they will get tired quickly.
- Added Maniac mode, in maniac mode, Leif also gets fatigued. There is also the experience value obtained decreases with the passage of turns, making it even more difficult to earn than hard mode, will be more difficult.
- Added Casual mode. As in FE12 and later.
- Changed specifications for Mount/Unmount., your units can execute "Mount" and "Unmount" as many times as you like before moving.
- Changed the specification of fatigue, it is now possible to sortie even in fatigued state. However, when fatigue accumulates, Hit, avoidance, etc. will go down.
- Added a save function for each turn, this save data can be loaded any number of times.
- Added a simplified display to the Combat forecast window (GBA FE-like. The number of attacks is displayed as AC, means Attack chances.)
- The Critical rate and the attack chances (the number of attacks) have been added to the real battle animation's stats display. Making it easier to predict damage during battle. This is primarily beneficial in the arena.
- The specifications of the arena have been changed, and even if HP becomes 0 in the arena, it will no longer be lost.
- When judging hits, random numbers are generated twice like GBA FE, and the average value is used for judging (by 2 RN Patch).
- The Follow-up Critical Multiplier has been abolished. Instead, each unit's unique value is added directly to the critical value.
- When leveling up or class changing in real combat animation, the addition or subtraction display of ability values will remain without disappearing (processing ported from Lil-Manster).
About Elite (Paragon) Mode
Changed how to enter Elite Mode. For details, please refer to How to enter each game mode and difficulty level.
About difficulty
It's adjusted based on normal/classic, but it's possible to clear even in hard/classic within the range of normal play. I do not assume that you will have to redo the game until you get a hit with the state save.
For more information, please refer to About the game balance, How to Enter Each Game Mode, and Difficulty Levels.
About the unit
About enemy invincibility (death avoidance) settings
- Due to the circumstances of the scenario, it is unhealthy for the game to have units that cannot be defeated due to mask data, so I have eliminated them as much as possible. Instead, I have added events when defeating.
- This applies to Olwen and Fred (Chapter 10), Amalda (Chapter 15), Blume and Ishtar (Chapter 19), Bharat (Chapter 20), etc.
- Some enemies, such as Eliu (Chapter 1), Blume and Ishtar (Chapter 19), will be treated as retreats even if defeated.
- Allies (Eyvel up to chapter 5, Tanya in chapter 8, etc.) will have situations where you can't do anything if you cancel invincibility, so the basics are as they are.
- Amalda (Chapter 15) is an ally but she can die.
About items
- Some items have been discontinued and new items have been implemented instead.
- The might and weight of each weapon were increased overall.
- Unit's Attack Power has been changed to a value that adds [Strength/2] or [Magic Power/2] to Weapon's Might. Weapon's Might became a more important factor.
- Changed weight reducing from Build to [Strength/2].
- It is now possible to offset the weight of tomes.
- The overall number of times the staff can be used has been reduced.
- Heal, Mend, Recover, and Restore have been changed so that they can be used on allied NPCs. Physic and Fortify are not applicable.
- Unable to use staff when in "Tired 2" state (fatigue >= current HP x 2) (ally only).
- Stats booster sales have been discontinued.
- Scrolls of Crusaders concentrated all negative corrections into HP.
- Added non-exchangeable items (can be moved in Preparation).
- Changed the specification of broken weapons, all unequippable, and the selling price is 1G.
- Weapon type "Arch" (ballista) is newly established, separated from the bow.
About skills
Some skills have been abolished and new skills have been implemented instead. There are also composite skills (such as an ambush with a short-range counterattack effect). Please refer to the skill list for details.
About the map
- Depending on the chapter, there are places where the terrain has changed, but there are no major changes because it is a policy to make use of the original.
- Except for Side story maps where the number of players is limited in the story, all members can sortie.
- You don't necessarily need to raise all of them just because you can send them all out on a sortie. However, there are scenes where the minimum number of sortie members is extremely high on maps where there is no escape in the storyline, so it will be easier if you train all of them.
- More arenas have been added.
- More secret shops have been added.
Other detailed specifications
- Changes related to the operation method
- Change list of options screen
- List of fixed vanilla bugs
- Various formulas
- About the total rank of the ending score
For bug reports, etc.
Please refer to the link for known bugs and issues.
If there are bugs other than known defects, please contact on Twitter, or Topic in FEU.
Also, if you know how to fix a known bug, it would be greatly appreciated if you could provide that information. Known bugs are mostly neglected due to lack of technical skills, and cooperation is always welcome.
Acknowledgments
This patch uses many patch programs for FE5 created by others. thank you. Please see the credit title for the patch program for FE5 used.
I would also like to thank once again the following individuals.
- Everyone in the FE binary thread: Your input, test play and bug reports have been very helpful.
- Mr. flair2200: He had a test play on a live YouTube broadcast. In addition to bug extraction, it was very helpful to hear the raw impressions when playing.