[FE8] HoloEmblem: The Search for Seiso (42 Chapters) [v.1.8.2]

FEE3 DEV UPDATE

HELLO S4S THREAD it is I Hatsuru

The FEE3 video for 2025 has finally been released! As you can see, I’ve spent most of my time dedicated to adding mechanics that were lost in the original release. Unfortunately that video was made months back, and was slightly barebones than what I was hoping to accomplish. So lets discuss more in detail what I’ve been doing as a whole.

Buildfiles are hard :frowning: , admittingly adapting to the new change has been extemely difficult to me but progress is seemingly starting to progress at a much faster pace! Of course, the rework aims to update and show off the original (and new) concepts that S4S sorely lacked originally. Of course, suffering from First Hack Syndrome, there were a lot of problems with that build. Problems that I hope to rectify in this new build.

Mechanics

I hope that S4S builds upon other Thracia-Likes and fully implements a greater experience that Thracia can offer. For this, I would like to add all significant mechanics from Thracia and include a… 4th? 5th? layer of depth that the GBA games lack.

Of course, as I harped on many times in the past, S4S was originally meant to have FATIGUE as a core mechanic in the game. Similar to Thracia, if your HP is less than the fatigue number, your unit cannot be deployed to the next chapter.

To hell with that! My version of fatigue still aims for something like-minded but with different characterRustics. For those unfamiliar with Fatigue, the mechanic makes units undeployable after you do certain amounts of actions that are equal or above your Max HP.

The debuffs are scary, right? With this version, units can still be deployable on maps, but they will suffer a staggering 75% debuff until they aren’t used for a chapter. The idea was that you could still Deploy units that you would like to use, but consistently relying on certain units to power through maps will be discouraging enough to utilize other units.

Fatigue in this sense is not meant to be a great limiter, but an encourager to plan out different scenarios with different units that you not have necessarily used. For this reason as well, fatigue will not be a mechanic you need to deal with early game. It will follow the same structure as its predecessor in Thracia. Take that as you will.

PCC works the exact same as it does in Thracia. Some units may be more combat orientated than others who are focused on utility and buffing. Therefore, some units with higher PCC might be good for boss killing or harder chapters where Amelia can INTERVENE and buff said units.
PCC also changes the critical damage given.

Movement Stars (Mars) give a 5% chance to move again. Mars will most likely be higher for thief-line units (Zeta, Korone, Pekora, etc) but also be balanced to supplement terrible basestats or growths. This is also my way of buffing ThighForce teams and allowing crazy plays for the player to use.

Staves are now going to be more impactful for units!
AGAINREWARP

Of course, there will be more staves for you to use, but I want to see how much BS you, the player, could LTC certain parts of the game or how you can plan around the resources given to you.
I should also mention, there will be specific staves that will be personal weapons, meaning that you will need to train certain units you want to invest in for their staves to be much more impactful.

And don’t be afraid to go all out, either, certain staves (and weapons/items) will Auto Refresh each chapter.

And, heeding the words of the masses, I have also allowed more diversity in game modes.

Of course, I will add more as time goes on, but for now, these will for sure be included for the forseeable future.

Units and Class Update

I should mention there will be greater nerfs for everyone to allow more growth.

Of couse, like I mentioned in the FEE3 video, to compensate the balance changes, im LIMITING skill emblem. Each unit will have a dedicated skill meant to boost each of their niches. Iroha for example is meant to take on large amounts of units when out-numbered.

Some skills planned (but not implemented as of writing this message) include:

Ayame: 
Demon Stance: If Ayame has both Rakshasa and Asura,
adds (Luck/2) to damage.

Moona:
Nova: At start of turn, skill% chance 
enemies within 2 tiles take 35% damage

Aki:
Dragoon: Hit +20, additional tiles moved
grants +5 hit.

Like the original, I was really happy with the flexibility on who to train as units. I still intend to keep skill emblem limited, but I will still allow A Support Skills/Buffs, along with Scrolls. Furthermore, Gaiden rewards will now allow Generation Skills, which in essence will buff those units specifically and or your whole team if they are all deployed. So completing gaidens is a great positive for units you want to favor or build.

Classes were a bit messy in the original game. They will be more or less fixed a bit to compensate for their quirky-nature. While some classes could have reached T3, others could not. Which is why I will ensure that all classes will be able to get T3 upgrades.
Transform
cough cough Thank you Nuramon.

Story Rework

I was really unhappy with the pacing of the original story and how easy it was to DESTROY another country who conquered the rest of the continent. Which is why the story will be focused on that whole dynamic, with of course borrowing some story points that Thracia has. After a lot of consideration, I have decided to completely rewrite the story from the ground up, with some minor elements from the original story sprinkled in where seen fit. So expect a new dynamic between certain characters, and (hopefully) much more depth to each one.


The MANSTER arc.

Of course, there was also a lot of problems with some of the maps that I had done. I will try to intend to make it more DYNAMIC, while also lowering the size globally along maps to reduce fatigue when playing. I have also heard of some people being softlocked in certain gaidens. To remedy this, Gaidens will now be completely optional once activated. However, if you do not complete gaidens, there may be certain things you may miss story and or character wise in-game. So I urge you to sincerely consider each situation when diving in.


I extend hope the map changes become more ENGAGING and fun to play on.


Like fixing the dreaded chapter 5 (this will be a mid-game chapter instead).

And of course, there will be more content that I will share in the future! Learning from everyone has been an experience, and like always, I am deeply grateful for the critique and feedback I have received.

I will DEFY my previous development cycle and rectify my mistakes from last time.

Which is why I am asking for help with portraits.


Here are all the portraits currently (and some stand-ins. unfinished still but you get the point).
Of course, this would all be volunteer work, as… real life tends to get harder. If anyone would like to help contribute by helping out with portraits, it would be greatly appreciated. You can reach me here in dms or by discord (Irohia)

And thats all I have for today. Thank you all for your continued support, and the Search for Seiso continues!

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