Idk i see like a good feature if the player wants to get skills that are better or useful
Continued playing a bit more. Still on Yabai mode.
Here are my thoughts on Chapters 7, 8 and 9.
CHAPTER 7
- Iām not sure if I triggered things properly, because nothing spawned after killing the top Overwatch. The left Overwatch triggered reinforcements properly.
- The ??? boss appearing on Turn 15 is a good incentive to not take too much time.
CHAPTER 8
I understand the logic behind the Blizzard blocking vision completely, but with Fog-of-War maps already being stressful, having a map with worse-than-fog visibility is even more stressful. It could work, but the issue are the Sleep-staff Bishop reinforcements during the blizzard, who have perfect accuracy.
Here is what I would suggest.
Make Risu forced-deployed. It will serve 2 purposes.
- Risu is a Scholar in HoloEmblem, and since Ayundaās lore is a powerful witch, itās believable that she would have the ability to sense changes in the environment and weather. Then, 1 turn before it starts snowing, have Risu say that sheās sensing a snowstorm approaching. Then, once it starts snowing, 1 turn before it becomes a Blizzard, have a small conversation between Risu and Amelia. Risu informs the snow is about to get worse, and Amelia says to be careful of the forts as enemies might be hidden. That way, the player has a heads-up on both the weather condition and the reinforcements. Similarly, 1 turn before the Blizzard stops, have Risu mention it. Repeat the Risu-warning every time itās about to snow again.
- You recruit AZKi in this map, who wants to use magic and who auto-reclasses into either Mage or Shaman in the next chapter if she levels up. Risu uses both Anima and Dark magic, which Mage/Shaman use respectively. There could be a map-dialogue between AZKi and Risu, where AZKi takes interest in Risuās magic and, seeing a live example, is inspired to turn into a magic class using one of Risuās magic types.
CHAPTER 9
The map feels good overall. However, when the ??? boss appears, the enemies have 20 Stars, which is a horrible feel for the player, itās too much. Please consider either removing stars from the Druid boss, or decreasing the Stars on the ??? boss (at least for this map).
Here are my thoughts on Chapter 10.
Apologies in advance for the long post and negative thoughts.
I am sorry, but this is the among the worst-designed Fire Emblem maps Iāve ever played.
- The reinforcements are ridiculous. Iām all for a good challenge, but this is painful and unfun. The onslaught of Spear Halberdiers, Longbow Archers and Luna Shamans is overwhelming, their stats are crazy high for that point in the game, and they last too long. To make things worse, some of them are ambush spawns with no heads-up. For example, on Turn 5, there are 3 halberdiers ambush spawns with Spears in the top left stairs, who can immediately attack your units from across the wall with 16-17 speed!!! Itās a horrible feel.
- Change the weapons of the Halberdiers (ex: Javelins, Short Spears, Steel Lances) and reduce their speed! Half my army was getting doubled and one-rounded by them.
- The balance around Longbows is for their users to be weaker to compensate for the 2-3 range. But these guys have very high strength AND 2-3 range. Either decrease the Strength of the Longbow Archers or lower the number of Longbow enemies (or both, honestly).
- The wave of Luna-wielding shamans is obnoxious. A few of them is fine (2 or 3), but there were too many here. It completely negates the niche of the few high-Res units you have. Give the others Flux, itās good enough.
- On top of all the powerful reinforcements and how long they last, your own army is unprepared for this. The idea of deploying every unit is good on paper, but the execution, in combination with how strong the enemies are, is horrible. At this point, you have 24 units:
- Miko, Luna and Lamy are healers: they cannot fight. Watame and Polka also cannot fight.
- Laplus is borderline unusable. Sora and AZKi are nowhere strong or fast enough to contest with the enemies.
- Roboco was good in Ch.6, but she falls off hard. Her only advantage is her armor-piercing Prf, but sheās slow and frail. Similarly, Botan is nowhere good enough to match the enemies here.
- Even though you have 24 playable units, 10 of them either cannot directly contribute to combat or are too weak to do anything. This gets worse if you have any other units who got stat-screwed.
- On top of that, the central room is filled with a bunch of random enemies placed without much thought or strategy. Despite them being weaker than the reinforcements, seeing another group of enemies after the hell I had just faced, it was demoralizing.
In short, Chapter 10 is awfully balanced. Reinforcements, especially Halberdiers, are nothing but unfun balls of stats that trample you, while youāre struggling just to survive. The stats-weapon combinations are unfair, several of your units are so much weaker than enemies that they canāt do anything, there arenāt any signals of the upcoming ambush-spawns, and the chapter lasts forever.
Obviously, the chapter is winnable, and Iām sure there are some ways to strategize, but as a first-time experience of this Rom, itās not satisfying at all. Not even Conquest Lunatic got that bad.
Even if I eventually won, I was forced to resort to save-scumming and RNG manipulation just to survive, and I still lost a unit by the end. This was mentally exhausting, soul-crushing, and felt like a punishment rather than a challenge. And from what I briefly saw from the Chapter 11 map, it also looks painful.
Iām putting the game on-hold, and I donāt know if Iām coming back as it is. It saddens me, because the concept of Hololive x FE is great, and the early-game was quite good and adequately-challenging for the most part.
Sorry again for the long post. I hope you can consider at least some changes.
These are all really neat ideas! It would also be great to expand her lore in game as well. Thank you for the suggestions!
Thank you for playing regardless! Chapter 10 is arguably the worst designed map in the game, no doubt about it. I do at some point want to try and rework it, but as iāve remarked a few times already on the thread, iām a bit close on space and iām a bit hesitant to make more large changes.
As iāve also said too, iām doing a full ground up version of S4S, with better portraits and (hopefully) and much smoother experience. I do apologize for the negative experience! Hopefully you can revisit the game again soon!
Hello, made an account to give you my gratitude for making this game! As a casual-veteran FE and Hololive fan, this is such a blast to play. I hope I donāt get raked over the coals for spamming save-scumming; I just want to enjoy the game my own way, not lose anyone, and see big numbers go bigger. Canāt wait for the more refined version, but even this one is so unique, fleshed out, and hilarious.
I was content just watching the thread and searching for answers with the search bar, but either there are too many entries or I did not see the answer, but I had a question about giving skill scrolls to units with full skill sets. It seems like skills gained through level up correctly prompt you to delete a skill if someone is full. I gave Laplus Glacies (questionable decision in hindsight) since she had a free slot, and when she gained Corona at level-up, I was prompted to delete a skill. (also is there supposed to be a skill pop up when she triggers Glacies, or do I assume the increased damage number I see is Glacies?)
My Ame has a full skill set except Bond, but when I try to give her Nihil, I am not asked to delete a skill. It just said I learned Nihil, and the item is used up. I also tried to give Swordfaire after that as a test, and the same pop up happened. Can I assume she has Nihil hidden in the back, or do I need to gain every level-up skill first before Iām prompted to delete skills?
(Chapter 19, Seiso difficulty)
Thanks again!
I believe the skill scroll has to be used in-map if the unit is full on skills already
That does make sense and aligns with what I saw with level-up skills. Thanks, will try it out.
Holy pekkers! Thank you for 5k Downloads!
Road to 10k here we come
Set sail, Marine was by far the best map for me
So, whenās the next update?
Hopefully sometime soon! Iāve been getting a bit busier but iāll try to push something out soon
is anyone else getting a freeze bug on chapter 8 after starting the map and moving any unit? ive tried different handhelds and emus and it still happens
This is a bug with the game on ARM Linux. The only solution is to downgrade to version 1.3, play through Chapter 8, then switch back to the latest build. 1.3 is the last version that worked. I keep two versions of the ROM on my handheld. One at v1.3, and one on the latest. I have them named the same, aside from adding the version number at the end. I then just remove the version number from the one I want to play. This way my save easily flip flops between them.
Not on this chapter. But later on she can, yes.
OKļ¼thank you.
The clearance condition is ārun,ā but waiting here does not end the game, and there is no āescapeā command.
have someone [Wait]