[FE8] Hetja's Quest (v0.8.03.000 - 10/31/2025)

Hello! I have been working on v0.8.03. The update is not ready for release yet, but enough has been finished that I can give a couple sneak peeks now. Also, happy 3 year anniversary of the first publicly released patch! I had a post drafted up where I would have compared the original release to the newest in-progress update, but the more I played v0.7, the more embarrassed I became at the state I originally released the hack in.


DIFFICULTY REWORK - RUN MODIFIERS, DENSITY, AND LABYRINTH TENDENCY

A dissatisfaction with typical “bullet sponge” difficulty scaling + a desire to uncouple certain game mechanics from specific difficulties has inspired a rework of how difficulty modes are determined and what those difficulty modes provide.

The traditional Easy/Normal/Hard modes have been replaced with a player configurable system of advantages and disadvantages, called Run Modifiers, that determine which difficulty mode, called Labyrinth Tendency, to be placed in. Each Run Modifier has a corresponding Density value, with advantageous Run Modifiers decreasing the Density and disadvantageous Run Modifiers increasing the Density.

Run Modifiers previously existed as singular modifiers that could not be combined. This system was reworked to allow combining any number of modifiers at once.

If the sum of all activated Run Modifiers is a negative number, you play on Light Labyrinth Tendency (essentially Easy mode). If the sum of all activated Run Modifiers is a positive number, you play on Dark Labyrinth Tendency (essentially Hard mode). If the sum of all activated Run Modifiers is 0, you play on Harmony Labyrinth Tendency (essentially Normal mode).

Light Labyrinth Tendency 
+ At the start of each run, choose an advantage from three options
Includes things like learning a skill/getting an item/getting a dancer status for an amount of turns
- .5x gold from Labyrinth progress post run
- Detrimental Run Modifiers do not give gold upon victory post run
- Cannot access Endless Mode


Harmony Labyrinth Tendency
+ At the start of each run, the deployed unit may expend stats to learn 1 of 3 beneficial skills
+ Detrimental Run Modifiers give gold upon victory post run
/ 1x gold from Labyrinth progress post run
- Cannot access endless mode

Dark Labyrinth Tendency
+ 2x gold from Labyrinth progress post run
+ Detrimental Run Modifiers give gold upon victory post run
+ Can access Endless Mode
- At the start of each run, forced to choose a disadvantage from three options
- No post-run gold reward until reaching Chapter 5
- Additional Mid Boss fight at the end of Chapter 15
- Final Boss is Lv 30 and has reinforcements

Some examples of Run Modifiers include;

++ Beneficial ++
Tactician (Density -2)
"Recruits are controllable during battles, gain experience from participating in battles, and can learn Skills from Skill Scrolls."
One of the inspirations for the difficulty rework. Now you can control your NPC Village recruits no matter what Tendency you're playing on, if that is something you want to do.

Metronome (Density -1)
"Mid Bosses and Final Bosses have QTE opportunities to increase dealt damage and reduce incoming damage."
The Hetja mains out there might recognize what is happening. The Timed Hits mechanic, normally exclusive to Hetja, can now be used by anyone (in limited form). Press "A" just as attacks connect to deal a bit more damage to bosses or take a bit less damage from bosses.

Baby Mode (Density -200)
"Deployed unit gets a Growth Ring trinket (+20% to all growth rates while held) as well as +2 Strength, Magic, Skill, Speed, Defense, and Resistance (at the start of every run)."
For those who complain that they can't (easily) start every run with Aptitude, and then when they do, they complain that the game is too easy. Do you have the mental fortitude to play the game the way that you want to play it at the cost of activating something that implies that you are a baby?

// Neutral //
Continuity (Density 0)
"The amount of previous runs won and lost influence Labyrinth Tendency."
Applied at the end of Labyrinth Tendency calculation. Wins decrease density + losses increase density. For those who think this difficulty system isn't complicated enough.

No Masters (Density 0)
"The Final Boss that appears at the end of Ch 20 is not influenced by the Mid Boss beaten at the end of Ch 10/15."
There were various changes made to node generation, including the most recent Mid Boss you defeated influencing which Final Boss will spawn. For example, if you defeat a Mid Boss from FE8 (like Seth or Carlyle) then there is a high chance the Final Boss that spawns will be from FE8 (like Lyon or Morva). This applies to all Mid Bosses that share a game with a Final Boss. If you don't like that change, you can turn it off with this modifier, making the Final Boss completely random.

-- Detrimental --
The Real Thing (Density +4)
"Runs end at the end of Chapter 20, after defeating the Final Boss. Necessary to access Endless Mode."
This is in response to those looking for shorter runs. The default run now ends at the end at Chapter 10, after beating the Mid Boss. Anyone looking to experience full runs or access Endless Mode can activate this modifier.

Only What You Need (Density +2)
"Deployed unit learns Light Weight Skill (When holding three or less items, attack speed +3). In battle, if the deployed unit has more than 3 items in their inventory, deployed unit gets Sleep until their next turn."
For those looking for even more inventory management shenanigans. Units are unable to counterattack while under Sleep.

Forgetful (Density +1)
"The deployed unit's weapon experience is reset at the beginning and end of each run."
For those looking for a more "-like" than "-lite" rogue experience. Can be combined with Peckish (Consumed meta healing items have no effect) to remove most of the meta advantages.

Shifting toward this sort of adaptive difficulty, despite the wide variety in run influence, has made it easier (in my opinion) for me to balance things. I am able to craft the game that I want to make, while also providing enough customization for the player to play the game in the ways that they want to play it. This difficulty system is a work in progress and far from perfect, but it is easily expandable and (in my opinion) feels a lot more “fun” than just giving enemies extra levels/stats.


ORIGINAL CHARACTERS - WAIT, THIS GAME HAS A STORY?

The next update introduces a handful of new units. These units replace some of the generic NPC Village recruits, attempt to expand on the current lore, and feature portrait art by Garytop and Glaceo. I will go over 3 of the characters now, but there are additional characters already implemented (and more on the way).

layla
(Portrait by Garytop)

Layla, the Lyrist
"Modest lyre plucker
Transforms sorrow into song
Loves to play the role"

The type of person that cares deeply about their friends. Uses music as a tool to gain a deeper understanding of who they are. Travels the Labyrinth in search of her fellow RPG Club members.

Can refresh units with their song. Their ability “Song Writing” allows them to spend 7 HP to write a random song (get a “dancer ring” item).

yuki
(Portraits by Glaceo)

Yukimichi, the Apprentice
"Mischievous scoundrel
Quixotic philosopher
Values time alone"

Lost both of their parents in a war conflict at a young age. Was then turned over to the church. Grew up as part of a religion that values self deprecation. Each perceived sin is met with a mandatory piercing, indicating at a glace to those around you that you are sinful. Their story branches in two, with one path attempting to usurp those in religious power, while the other leads to escaping the church and living a quiet hermit life away from society. These two paths are reflected in their portrait, which changes depending on the promotion path taken.

The type of person that is too in their own head. Prefers to spend their time bouncing ideas off of their Shadow Clone.

Can promote to either Mage or Shaman at Lv 10. Their ability “Shadow Clone” allows them to spend an amount of HP to spawn a controllable duplicate of themself for a single battle.

angelandgnarpy
(Portraits by Glaceo)

Angel, the Choco Rider
"Reticent recluse
Apprehensive neurotic
Friend of the forest"

Was part of the in-power Royal Guard due to nepotism, but deserted their post to avoid responsibility. Generally dislikes spending time with other people. Has an innate kinship with wild animals.

Can promote to either Red Choco Rider or Black Choco Rider. Their ability “Treasure Hunt” allows them to dig up treasure tiles once per Chapter, if they end their turn on a treasure tile. The treasure tile is randomly chosen at the start of each Chapter (or upon recruitment) and is indistinguishable from normal tiles. If Angel ends their turn within 2 tiles of the treasure tile, a popup is shown indicating that they are close. Quality of found treasure improves the more treasures you find during your run.

Once I have more characters done, I’d like to include a simplified version of supports to help expand on the lore.


COLAB WAVE 2 - ARE YOU DEAD? DO YOU WANT TO BE?

I had initially planned to attach one of those FEH style silhouette teaser pictures here, but what the heck, let’s just talk about the upcoming colab characters.

Colab character #1 is Gecko from Rivian’s hack Cerulean Crescent. I think that CC is a phenomenal romhack overflowing with creativity. It’s the kind of hack that inspires you with each passing chapter, with each new party member, and with each flavorful description text. For that, I am eternally grateful to be able to include a little piece of that world within my own. CC may not be a roguelike, but it is more than deserving of recognition.

(Also Rivian was the first one to leave feedback after HQ’s initial release, so they will always and forever be the GOAT in my eyes)

Colab character #2 is Lyra from Zero Sun Games’ game Astral Throne (available on Steam, go check it out!). Being a fan of turn-based tactical strategy and roguelikes (go figure), I spent probably a little too much time playing AT since its release. As the self appointed “person who shills other FE roguelikes within their own FE roguelike”, reaching out to include Lyra was a no brainer.

(Has there ever been an official collaboration between a real released game and an FE romhack before? I am not informed enough to say that this is the first time it has ever happened.)


There are even more changes implemented than talked about here, I suppose you’ll just have to wait for the update to learn more.

I intend to release this update before the end of the summer, if I can get everything done that I need to get done.

In the meantime, check out the newest update to Astral Throne. Hetja has escaped from the confines of your GBA, now free to ruin your RNG in a new game.

19 Likes