Fire Emblem - Vision Quest ROM

Fire Emblem - Vision Quest rom
When focusing on the main objectives, Fire Emblem - Vision Quest is about 40 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 50 Hours to obtain 100% completion.

Fire Emblem - Vision Quest is a GBA ROM Hack by Pandan based on Fire Emblem in English.  Fire Emblem - Vision Quest is a hack of Fire Emblem: The Sacred Stones by Pandan and his friends. It was created using FEBuilder, and it is 34 chapters long with 9 additional gaidens. Normal mode is recommended for a first run of the game and is what it is balanced around.

You can download the Fire Emblem - Vision Quest rom on this page and to play the game you need to download the Visualboy Advance Emulator here.

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For detailed instructions per device, view below.

Download the official Fire Emblem – Vision Quest ROM in the (USA) version for the Game Boy Advance handheld consoles. To fully utilize a GBA ROM game, use our Cheats, Rom Hacks and GBA Roms sections. You can open the Fire Emblem – Vision Quest ROM or GBA file by Installing VisualBoyAdvance on Windows, MAC, Linux, Android or IOS/iphone.

Additional Information

Fire Emblem – Vision Quest is a GBA ROM Hack by Pandan based on Fire Emblem in English. It was last updated on November 13, 2022.

Also, be sure to check out Super Mario – The Last GBA Quest.

Description

The continent of Yaska is home to six nations, but the largest and most powerful is Nevan, an Empire composed of states that swear allegiance to the Emperor. In the rural state of Belaro, Lord Gradin, head of state, imposes cruel taxes on the people and jails those who cannot pay. A young farmer, Storch, along with his hometown friends, fears the worst. Seeking to protect themselves and their families, they look to procure funds through less than savory means.

Conflicted, the group begins their plunge into banditry in hopes of a better tomorrow. Vision Quest is a hack of Fire Emblem: The Sacred Stones by Pandan and his friends. It was created using FEBuilder, and it is 34 chapters long with 9 additional gaidens. Normal mode is recommended for a first run of the game and is what it is balanced around.

Features

  • The story is set on a new continent, Yaska.
  • 43 chapters
  • 62 playable characters
  • Concept known as ‘inverse branched promotions’ (ie, there’s an unpromoted Axe Fighter and Bow Fighter class, then they promote into Warrior and gain the weapon they couldn’t use unpromoted.)
  • Custom weapons​ (and rehashes of Kaga-era weapons)​
  • Early game Warp & Rescue.
  • Generic female enemies.
  • Armor knights with 5 moves. (because Pandan wants you to use them)
  • Pared down skills to give units a niche without making anything wonky
  • Each class gets a skill at level 15 unpromoted, mono-weapon infantry get a crit bonus at level 5 promoted. Thieves come with Steal/cunning, and rogues get Steal+ at level 5.
  • Universal promotion items
  • Stronger bows (and no 1 range BS).
  • Fog of War
  • FE5 style trading
  • New (and old) tracks
  • Escape maps with spooky bosses.
  • Tellius style supports
  • Convoy Combine feature – can merge used items into a single item.

Known Bugs

  • 1-3’s end event can cause the game to freeze; skipping the event avoids this problem.
  • Some of the transitions are a little buggy-looking. These will be fixed in a future release, and it should not affect gameplay.
  • Storch’s promoted animation hangs against heroes wielding axes in some occasions. Please be mindful of this, not sure what the deal is.
  • The “R: Info” button shows up in the prep armory. This is a known visual glitch caused by the convoy combine feature.
  • The guide menu tends to break in random chapters. This is a side effect from an older patch used to expand save data. This likely will not be fixed anytime soon.
  • You cannot canto after supports. While you can complete other actions, like a talk, trade, or attack, the game does not work nicely with canto after supporting. Plan accordingly.
  • The prep screen and support viewer cannot handle showing all of the unique map sprites at once, and as such, will appear glitchy. This has no bearing on gameplay.
  • Map sprite OAM limit gets hit in a few places, and so sometimes units won’t appear properly on the map – this will be fixed in a future update.
  • List function doesn’t work properly after 4-1 due to the convoy split setup. All of your items will still be there and functional on units or in the convoy itself.

Changelog

V3.0

General gameplay changes/fixes

  • Fenrir, Arcfire and Swordslayer no longer have 5 crit.
  • Destroyed villages can no longer be visited.
  • Great Chief (Waluyo) now has the same terrain data as Forrest Knights (can cross rivers).
  • Generic sword scouts have had their bulk growths gutted (hp 90 -> 75, def 25 -> 10, res 35 -> 10). These guys were much tankier than cavs, even when disregarding their resistance to being doubled.
  • Generic promoted armour classes have had their speed growths gutted (general 15 -> 5, great knight 25 -> 10). These guys get enough speed from their class and unit bases already.
  • Fixed certain characters being able to equip personal weapons that didn’t belong to them.
  • Ketut is no longer a game over unit. Waluyo is still unable to achieve an A support with anyone else even if she “dies”. To achieve this, his support growths had to be tweaked; his C supports (the most important in gameplay) unlock at the same time they normally did, but his B supports now take a few more chapters to unlock than before.

General transparency changes

  • Corrected Steal+’s description to reflect the actual behaviour of the skill: you can steal things that weigh less than OR equal to your Con, not only less like the original description said.
  • Shamshir and Wo Dao now mention in their description that Storch can use them.
  • Updated objective displays for consistency. Status screen will now always display the time limit if there is one.
  • Finding one of the hidden S rank weapons now triggers a pointless monologue. Stop assuming these weapons are bugs. Please.
  • Fake Slagzwaard is now twice as expensive. Stop theorizing how to afford it. Please.

General stability fixes

  • Fixed various game over events (mostly time limits) that used an incorrect game over call that would crash the game upon restarting the chapter.
  • Fixed various freezes that could result from blocking the spawns of units who talk in cutscenes, usually recruitable units or bosses (they can no longer be blocked).
  • Fixed game freezing when unpromoted Kir uses the Toss Axe at range.

General aesthetic changes/fixes

  • Removed a bunch of unnecessary and jarring fades to black/fades to map during dialogue, reinforcement spawns, and chapter intros/outros.
  • Fixed text spillage in the guide.
  • Fixed various maps not having animated rivers.
  • Fixed some missing outline on Onisim’s mug.
  • Fixed some rogue pixels in the blink/talk frames of Borst, Dreyfus, Michael and Javora.
  • Sword Scouts, Bow Fighters, Pirates and female generics now have appropriate class cards.
  • Morke and Cornhusker now have sacred weapon flashes.
  • Vaspasian, promoted Arckady, generic female bow scouts/paladins/monks, and supply tents all no longer have “vanilla” palettes.
  • Fixed inconsistency between male/female palettes for generic Soldiers. They now both look like the female (grey armour, teal hair/clothes/trim/weapon)
  • Fixed corner palette display with female paladins.
  • Fixed promoted Arckady’s palette.
  • Replaced various map sprites that used RAM inefficiently with more efficient ones, to make it far less likely that RAM overflow will occur in part 4 preps.
  • Tweaked numerous playable character mugs to use their smiling or non-smiling frames in UI (e.g. stat screen, trade screen) based on their personality instead of seemingly being decided at random (and in some cases being inconsistent between different screens). Vagelis no longer smiles in UI for instance, and Ruslan who used to smile in every screen except the stat screen now smiles there too.
  • Fixed animation glitches that could occur when using the Toss Axe or Kasuyu at melee range.
  • Fixed movement sounds for mounted units.
  • Endings are now ordered vanilla style (recruitment order but with the lords at the end) instead of being ordered arbitrarily.
  • Fixed Timmonen missing his solo ending.
  • Updated animations for female mercenaries and female snipers for consistency with the male ones.
  • Fixed various character-specific boss dialogues that had lower priority than the generic boss dialogues.
  • Fixed Bow Fighter, Bow Scout and Halberdier missing unarmed animations.
  • Great Chief (Waluyo) has a new animation courtesy of Levin64, and map sprite courtesy of Levin64 and Pushwall. In addition to being more representative of his portrait, the animation also lacks the jankiness and glitchiness of the old one.
  • Changed a few unit palettes whose colour schemes were very different from what their mug portrayed.
  • Added personal animations (like in FE7) for a bunch of characters, distinguishing them further from enemy generics and from each other. Nearly half of the playable cast now has a personal animation either in their unpromoted state, promoted, or both. Some bosses have them as well.

Useful Links

FE universe

Romhacking

Serenes Forest

Recruitment Documentation

File Name

Fire Emblem - Vision Quest

File Size

13.4MB

Version

3.0

Release Date

World: November 13, 2022

Genre

Tactical RPG

Developer

Platform

Game Boy Advance

Region

World

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