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Please Read All Information Disclosed Below : Project Ember: A Fire Emblem 6 Graphics and Gameplay Overhaul

This document provides an overview of the significant modifications and additions made in the Project Ember Fire Emblem 6 graphics and gameplay overhaul hack. Key changes include alterations to character bases, growths, and classes, modification of weapon stats and functionality, addition of new classes, units, maps, and objectives to improve balance and difficulty progression. It also notes use of new sprites, portraits, and other visual enhancements.
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0% found this document useful (0 votes)
1K views4 pages

Please Read All Information Disclosed Below : Project Ember: A Fire Emblem 6 Graphics and Gameplay Overhaul

This document provides an overview of the significant modifications and additions made in the Project Ember Fire Emblem 6 graphics and gameplay overhaul hack. Key changes include alterations to character bases, growths, and classes, modification of weapon stats and functionality, addition of new classes, units, maps, and objectives to improve balance and difficulty progression. It also notes use of new sprites, portraits, and other visual enhancements.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Project Ember: A Fire Emblem 6 Graphics and Gameplay overhaul

~~PLEASE READ ALL INFORMATION DISCLOSED BELOW~~

>All characters have had their bases, weapon ranks, and growths modified.
Please read the included documents in the care package for details

>All melee weapons have had their stats modified to some degree. Weapon rank
requirements have also been changed for a few
>Tomes have been tweaked to feel more balanced overall. Dark Magic and Light
magic have received some much needed tune-ups to put them on par with Anima
>Lilina has her own promoted class called the Marquess, which can use both
Light and Anima.
>Bows have 2-3 range, with short bows having 2 range but high accuracy and
Longbows having 3-10 range while operating as a siege tome for the weapon
type.
>Instances of enemies using status staves like Berserk or Sleep have been
reduced to alleviate player frustration without totally trivializing the game.
>Certain maps have received some changes that aim to make them more engaging,
such as chapter 8 where you now have Ogier and co. starting from Turn 1 as
they face a group of enemies.
>Enemy growths are altered to promote a more aggressive playstyle akin to New
Mystery of The Emblem, resulting in a general decrease in bulk but an increase
in offense (with some exceptions).
>Roy starts off with 7 mov and promotes into a mounted lord like Eliwood in
Blazing Sword (complete with lance access and effective weapons weakness) via
a knight’s crest, and Armor Knights/Generals move at the same pace as every
other foot unit.
>All three armor of the classic FE6 knights have their own weapon spreads.
Bors uses swords and lances, Barth uses axes and lances, and Wendy uses Bows
and lances. Upon promotion, each one gains access to all physical weapon
types, which includes Bows.
>There are two different variations of the Cavalier class, with one using
axes/lances and the other using swords/lances. The enemy growths for them are
slightly modified for the sake of differentiation between the two.
>Thracia/Mystery-style trading
>Paladins no longer use axes to reflect their later incarnations.
>Great Knights have been added into the game, with their own promotion gains,
enemy growths, and animations.
>There are a few more promoted units than there would normally be in the late
early-midgame chapters, moreso to create an organic progression of difficulty.
>Poison weapons and antitoxins are entirely absent, and have been replaced
with more useful equipment.

>Enemy class growths are modified to give each of them an offensive spread in
their stat lines, while lowering a fair chunk of their bulk as a result. This
results in a game where units die faster and also incentivizes an aggressive
playstyle.
>Bosses have zero base luck. Classes also have 0% luck growth to help improve
consistency of hit rates.

>Thieves can promote into Rogues, complete with their own promotion gains and
caps.
>Character and enemy inventories have been edited for the sake of spicing up
some slower chapters and keeping the player on their toes.
>Ogier has his own version of the Mercenary line, complete with its own set of
animations and different promo gains. Promotes via a Hero Crest.
>WEXP is gained at an increment of 2 instead of 1. Staff users gain 15 base
EXP when healing.
>The weapon triangle has been boosted, giving a 15 avoid/2 damage bonus.
>On top of this, weapons in general have received an increase in accuracy,
which assists in the design of the overall experience.
>Promotion items appear more often, giving the player more wiggle room in how
they want to build their army.
>Shop/Armory inventories have been modified to sell more exotic gear as the
game goes on
>Multiple new background CGs for cutscenes.
>Supports build more quickly, with some either having their growth doubled or
increased by a flat +2.
>QoL such as the ability to see total enemy range has been added into the
game. Currently this is the only way of seeing enemy ranges that also accounts
for their set AI.
>Thieves have a throwing knife that is exclusive to them for long-range chip
damage.
>New personal weapons for various characters.
>Several classes have new/modified animations.

The following are used:


- Baron cape + weapons (Leo_link, nuramon, Iscaneus)
- FE6-Style Male Sage With Boots (tristan_hollow, Greentea)
- FE7/8 Mercenary (IS)
- Redone Archer (Male) (Flasuban, DerTheVaporeon)
- Yetizerker (IS, BwdYeti, ShadowofChaos)
- Roy-Style Phoenix Wright RF (Blaze)
- Female Marksman (Nuramon)
- Armored Mercenary (Alusq, Maiser6)
- Echidna custom (Red Bean, Zelix)
- Team SALVAGED Paladin, Knight, and Cavalier sprites
- Knight Lord Roy (SurfingKyogre)
- Armored Hero (Nuramon)
- FE7 Hero Armor/Coat Hybrid with modded shield (Swain, Ltranc)
- Priest/Cleric Improved repalette (flasuban, Eldritch Abomination)
- FE6 Sages with boots (tristan_hollow, Greentea)
- Armored Wyvern Lord (Nuramon)
- Gold Knight (Nuramon)
- Archsage Lilina (Red Bean, Shin19)
- Archsage Brunnya (Luerock, Pikmin1211)
- Female/Male Nomads: Sacaean Repalette (Pikmin1211, Maiser6)
- Male[FE7]/Female Nomad Trooper Repalette (Pikmin1211, Maiser6
- Improved Falcoknight (flasuban)
- Fighter 2.0 (Leo_Link)
- Fir Myrmidon (Red Bean, Zelix)
- DSFE Pirate (DerTheVaporeon)
- Matthew Sprite Repalette w/daggers (Pikmin1211, Maiser6, Skitty,
GabrielKnight)
- FE10-Style Soldier 2.0 (flasuban, Nuramon, Leo_link)
- Sniper Wil (Greentea)
- Karel Swordmaster Repalette (Ltranc, Greentea, RobertFPY)
- Fir Swordmaster (Red Bean, Marlon0024)
- Zelgius animation (Nuramon)
- Nuramon’s Armored Hero (Nuramon)
- Der Bandana [Female] (DerTheVaporeon)
- George Reds’ unpromoted Roy edit (George Reds, Brunhilda)
- Female Bishop Repalette (Eldritch Abomination)
- Lilina Mage Repalette (Zelix)

>This hack uses recolored/shaded portraits and palettes that are more
reminiscent of the cast's offical artwork. Credit goes to Ltranc for most, if
not all of them. Some portraits also use Obsidian Daddy’s remastered portraits
as a base, so they are deserving of credit as well. Characters like Noah and
Cath even have completely new ones. Credits go to Redbean for the Cath
portrait and Bwan for the base used to make Noah portrait. Were it not for
them we wouldn’t have the Cath and Noah included in the hack today.

>Almost every map tileset has had its palette altered, the exceptions being
Arcadia and a few of the Gaidens. This is to add more visual variety as you
experience Roy’s adventure.

>Several new characters are now playable, namely Lowen from Fire Emblem:
Blazing Blade. The others include Eliwood, Guinevere, and others. One of these
is a secret!

>All four menu colors have brown borders like they did in the FE7 recolor
patch
>Sacae yields far greater rewards than it did in the original, giving the
player an incentive to take that route as they will miss out on exclusive
items that will be incredibly helpful in the late game.

>Introducing: REINFORCE! After completing a special objective in 16x, you will


gain access to the reinforce ability. By talking to Douglas with Roy, a group
of green units will spawn to assist the player in the battles to come. They
auto-level and change over the course of the mid/late game, offering different
forms of assistance depending on the chapter (please note these reinforcements
have set spawn points near the player’s starting position, so it’s recommended
you talk from the first couple of turns).

>Introducing MANIAC mode. This mode aims to fully realize the DSFE style of
player-enemy combat and test your tactical skills more than ever before. Are
you brave enough to handle the challenge?

>New support conversations written by FE6 Enthusiast Krashboombang. We’ve


taken great care to make sure they fit along with the rest of the supports in
the original.

>Valkyries use primarily Light Magic (though Cecilia keeps her anima rank as
is befitting of the Mage General)

>This hack features Weapon icons by the following: FEier, Tristan_hollow,


Erishkigal, SacredStones, Lisandra Brave, Snakey1, Zane, LordGlenn, Zelix,
Purple Mage, Camtech05, and more

>Crit formula is changed, with it being calculated as Skl-10


>Certain maps have had their objectives modified, mostly to help certain
chapters go by faster.
>An entirely new approach to the existing endgame maps. We’ve taken care to
find ways of making the lategame as a whole much more engaging for the player.

PLEASE NOTE THAT FROM CHAPTER 23 ONWARD, IT IS ADVISED THAT YOU DO NOT
HARD RESET OR CLOSE THE EMULATOR, AS THERE IS CURRENTLY AN ISSUE WHERE
UNITS MAY DISAPPEAR FROM THE PREP SCREEN AFTER DOING SUCH THINGS. THIS
IS CAUSED BY FE6 HAVING AN ARMY CAP OF 52 UNITS. WE ARE CURRENTLY
LOOKING INTO THE MATTER IN ORDER TO RESOLVE THIS. THANK YOU FOR
UNDERSTANDING.

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