Destiny of an Emperor— Downloads
Download Destiny of an Emperor Ludmeister's Remix
- Destiny of an Emperor for NES— Ludmeister's Remix version 2.0, Rev. 2 (138 KB) — *New version* Released November 20th, 2011, updated November 21st, 2011 and most recently January 19th, 2012.
- Destiny of an Emperor for NES— Ludmeister's Remix version 1.1 (18.0 KB) — Released November 1st, 2011.
- Destiny of an Emperor for NES— Ludmeister's Remix version 1.0 (15.6 KB) — Released May 5th, 2011.
Destiny of an Emperor Ludmeister's Remix— Log of Modifications
Purposes and Aims
This mod aims to improve the gameplay of Destiny of an Emperor. Battles are designed to be more decisive, tipping in favor of the more powerful/smarter army much faster. Tactician heavy armies are designed to be more viable (and more necessary) over a long march. Difficulty is increased slightly, though several castle battles are designed to be rather nasty.
This mod offers a significantly different experience than either of the v1.x Ludmeister mods. I have meticulously retooled various game variables, in an effort to pace the game perfectly.
Credits, appreciation, and kudos are to due to all these individuals for their work on Destiny of an Emperor, without whom the current iteration of Ludmeister's Remix would never have existed.
Version 2.0, Rev. 2 Changes
- The Haste tactic can increase the number of agility-based bonus strikes executed by a general, and protect against being struck multiple times by opposing generals.
- Fixed a typo or two.

Version 2.0, Rev. 1 Changes
- Fixed an issue with auto-equipped items in the beginning the game not also giving attack and defensive values.
Version 2.0 Changes
- Officers can have 8 tactics in their repertoire!
- Tactics have been meticulously rebalanced (who learns them, when they are learned, etc.). No tactic is learned at levels 7, 17, 19, 29, and 34, and the final tactic is learned at level 36. Check out the list of version 2.0 tactics.
- It now requires 150 INT to learn tactics in Liu Bei's army, and all users of tactics can be tactician.
- Every officer brings their own set of tactics to battle, and *not* the strategist's! This will make the make-up of your fighting party more important, and make your choice of tactician less important (as they only provide the TP to power your officer's skills).
- If an officer has less than 150 INT, they will not be able to use tactics in battle. No more uber-powerful Zhang Fei healing tactics...
- Agility is now every bit as primary a statistic as Strength and Intelligence. It provides the possibility of granting bonus attacks against forces that are slower than the attacker. If the difference is significant enough, the attacker may make two or more extra attacks! As the game progresses, having a low Agility will definitely be detrimental to your health...
- Many officers (about 50) level up, and almost all of them have their own progression. There are 6 starting values for these progressions (80, 100, 125, 160, 200, and 250).
- Many officers have all new (well, sorta) portraits, taken from Capcom's excellent sequel, Destiny of an Emperor 2.
- Numerous battle messages have been shortened or made more punchy, meaning you won't have to mash the "A" button much as the round of battle progresses. It also means that if you're wanting to direct a battle via savestate... you'll generally to do it a round of battle at a time.
- Subtle changes were made to the experience curve, as well as the amount of experience and gold gained per battle.
- Fixed a bug (unintended feature?) in Version 1.0 and 1.1 that leveled your army from 50 to 53 if you saved the Ji Zhou priest's free level up until your army couldn't level up anymore. The maximum level is now 51 again, as Capcom originally intended.
- Fixed a few textual anomalies that were present in Version 1.0 and 1.1.
- Fixed the map slightly south of Yuan castle, where there was a place where you could meet Wei officers during Yuan Shu's campaign (getting attacked there means Instant Death for anyone unfortunate enough to not be able to get away). That portion of the map has been edited away.
Version 2.0 Screenshots
Version 1.1 Changes
- Edited the tactic's learning order and priorities. This makes endgame battles much more interesting as any tactician having 210+ Intelligence features useful tactics that provide viable attack strategies (though higher Intelligence generally yields more surefire strategies).
Version 1.0 Changes
- A general's status screen shows their AGI, and not T.P. If you want to know if they can be a tactician, they will have Tactics listed (after Level 1, of course).
- Soldier graphs in battle are improved (Full length of green bar depicts about 64000 soldiers).
- The palette for Character sprites have been tweaked slightly. I'm not a fan of pink
. - All tactics have been given an English name. I wouldn't call them "translations" because I don't know Chinese... I merely described the tactic in English. In addition, the names of several weapons and armors have been edited.
- Item disappearing bug is fixed.
- Many more generals gain soldiers at army level up. Many Generals have different stats.
- Liu Bei can recruit Yuan Shao during chapter 4 (where Zhou Cang was recruited). Zhou Cang is recruited at Luo Yang, in place of Wang Gui. Yuan Shang is the nemesis for Chapter 4. Doesn't make sense... I know. I just wanted Yuan Shao to be recruitable, okay?!
- Can recruit Lu Meng after fighting Sun Quan, and Zhang He after defeating Cao Pei at Ru Nan.
- Unbilletable generals Zhuge Liang, Lu Bu, Zhang Bao, and Guan Xing are now billetable.
- Food is consumed a bit slower now (x/1600, min. 1)
- All Items (excepting elixirs) cost more.
- Attack damage is much more randomized. Critical hits are more devastating.
- Power of Weapons/Armor/Tactics are heavily modified. Water tactic #2 attacks whole party.
- Gain 5-8 TP per level. TP cost for most tactics reduced. Regularly using Tactics is a viable strategy now, and sometimes essential!
- Attack damage calculation is heavily modified. Specifically, the size of an officer's army is much more important in determining casualties inflicted. Before, a general's effective Strength was determined by calculating: Strength * (digits(army size) ^ 2). In other words, if a 250 STR general with 500 soldiers attacked, his effective Strength would have been 2250 (250 * 9). Ludmeister's Remix calculates the Strength multiplier differently, based on a stair-step approach, as shown below.
| Army size (soldiers) | Strength multiplier (x = army size) | ||
| 1 | — | 255 | (x / 32) + 1 |
| 256 | — | 2047 | (x / 128) + 7 |
| 2048 | — | 8191 | (x / 256) + 15 |
| 8192 | — | max | (x / 1024) + 39 |
Hence, when outnumbered, using brute force will likely result in the good guys getting routed. At times like that, Intellect and the correct tactics will be very important to victory.
Version 1.0/1.1 Screenshots
Installation instructions
The following applies this and all future releases of the Ludmeister's Remix Destiny of an Emperor mod.
- First of all, you will need to obtain a clean NES ROM of Destiny of an Emperor. You are on your own for this step, as it is illegal to provide ROMs of copyrighted material. There are sites that do provide this ROM though, and you should be able to obtain it.
- When you get it, make a backup of it if you would want to play the vanilla version (or, in case I post an updated version of the mod here... I am not going to make version 1.0 to "version whatever" patches for my mods, for instance).
- Download the Ludmeister's Remix mod.
- You will find an .exe file in the .zip file. This is the patch for your Destiny of an Emperor ROM. Apply it.
- I hope you enjoy it!
Copyright notice
Destiny of an Emperor is copyright 1989 by its creators, produced by Capcom Co. Inc. and Capcom U.S.A., and licensed by Nintendo of America.






