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

I got the rom to work!
Thank you so much Hatsuru!

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Of course :slight_smile:

I hope you enjoy the game!

Hello S4S Thread it is I Hatsuru

I some some good and bad news!

Bad news is some of the bugs that have been documented are due to the actual rom itself. While I could just let it slide, fixing the other small bugs in the process feels very backwards while letting things like enemies killing undeployed units slide.

This is not okay to me at all.

Good news is that because of these bugs, I am going to embark on the great rebuild.

… for the Nth time.

Thanks to everyone’s criticisms and playthroughs, I believe I can do even better with what we have currently. Which why i’m going to include things that were cut beforehand.

This will include fatigue, some stronger items and some major story rewrites.

I will most likely release a small patch soon that will act as the last current patch until further notice.

Here are some map changes that I’m planning, amongst other things.

Thank you everyone for sticking with the project, and the Search for Seiso continues!

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I am now much more hyped for future updates.

I notice the changes in Bae’s map, but Miko’s map I don’t notice the changes at first glance.

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Map is bigger vertically. Probably either more enemies or the enemies are more spread out

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Good luck with the rework! Excited to see the changes!

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the last thing i’d want to see in this hack is bigger early game maps, let alone the horrible mechanic of fatigue, unless to rework fixes alot of the problems, current patch is probably what I’ll stick with.

This is so electric. Just yesterday I was thinking for S4S “suffers” from the rare “problem” that there are so many units i want to use, I sometimes get unhappy at the start of a chapter because I have to choose among them :heart: I have always loved fatigue since first experiencing it in bells for byelen and the imposed focus on efficiency and chapter-to-chapter planning. I think it’ll feel quite natural to be included with this massive army size, especially given some earlygame high heath pool units that will soften the edges of this new challenge. Good luck with the development!

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One thing I think you should do while you’re reworking maps is to look at all of the variables and ask yourself: Does a player going in blind have time to react? And if they don’t, how punishing is it?

Assume worst case scenario. If there’s reinforcements, are they scary enough to one shot squishy/weakened units? There needs to be at least one player phase of time for the player to shift their army. (That’s why bosses will randomly bark out a request for reinforcements. To warn the player it’s coming, even if they don’t know exactly what.)

If there’s a map gimmick, what are the odds of it instantly causing a reset/unit death? If the answer is “More than zero” it needs to be reworked. (Like chapter 20. If any unit who has less than 30 defense or is carrying an important item happens to step on a teleporter, you just lose. Either life and death berserker crits or watchful rogues stealing something irreplaceable. Sure rescue is helpful, but what if they don’t have it? Or what if the unit in question is the one holding rescue?)

There’s also a few maps where information is hidden and I… really don’t get why. Sometimes it’s fog of war, sometimes it’s locked rooms, sometimes it’s the bulk of a map’s enemies being hidden until turn 2. If there isn’t a very specific reason for keeping something from the player, just tell them what’s going on. A lot of these maps are complicated enough without having to wander around in the dark because you underestimated how many torch staffs you would need.

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I really enjoyed this romhack, but if you’re going to have to redesign some maps, is it possible to get an arena in one or two of the levels? I really wanted a chance to level some units but found finding a chance to do so difficult. Also I know there are a lot of units but is there any chance of more units like the advent members. Anyways cheers thanks for the great hack and being the reason I jumped into hololive

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Yea I definitely feel like I failed on telegraphing certain things, something I’m hoping to rectify on the rework. I’ll take your suggestions to heart, thank you!

I’ll definitely consider it!

It’s it been already a month now, where guide?

Unless there’s a different guide planned, there’s a chapter guide in the downloads as a separate file it says what happens on the maps and how to recruit the characters

This post mentions the guide being released at the very top before the other changes/additions

How the HoloX map. That map has a big problem which is the invisible tiles, I just said it a while ago, there is an enemy in the upper right that is out of your reach with conventional methods and until you kill him you have no way of knowing that there is in that area and it can happen like me, I reached the end of the map and I could not advance because I could not kill that enemy, then I discovered that there was a door that you could open but the invisible had no way of knowing that there was one.

If you go to the download dropbox there’s a guide in there.

0 growths is a pathway to many abilities some consider to be unnatural…

for the curious this monstrosity was created just by feeding two asacocos and two magic rings to her, corona lets her unironically one shot everything what the fuck

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Luna’s low base HP allows her to have only 1 max HP when two Asacocos are used on her

Making her basically the eqvuialent of Shedinja

Though to make that accurate Luna would’ve need more resistance enough to tank magic attacks easily

Fun fact: Most enemy are HP prioritize AI, which means they will always prioritize any attack that can theoritically kill any unit, and if they have the option between killing either one of two units, they will go for which one they do more overkill damage to.

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While you are not wrong per se you’re ignoring Luna having Shade as a personal skill which skews the AI priority to go after someone else instead. On 0 growths she basically is in danger of getting ohko’d by like every enemy since her join so asacoco reducing bulk actually doesn’t matter when she doesn’t have any to begin with

On the flip side when your atk stat is unironically the amount of damage you will always do this makes figuring out damage lines very easy

Edit (scrolled up and saw ch 20 discourse):

The teleport tiles are actually very easy to cheese. Instead of thinking of it like a trap room, think of it as instead your best opportunity of merging your armies together instantly. So instead of having just one person trapped inside you just send your entire army into the room lmao

In fact this is the easiest way to beat the chapter because you can just funnel enemies into a death corridor by opening only one lane of the ‘trap’ room

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I thought for a moment the reinforcements on trap room on chapter 20 was spawning infinitely until I do something… wth?

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