[FE8] [IN PROGRESS] Host of the Dark 3.0 [The Third Overhaul] (20+3 gaiden Chapters)

300 downloads has been reached! Thank you to everyone who has decided to take time out of their day to play HotD! Here’s to a successful and sooner rather than later 1.0 release when that is finally finished!
Also 100+ posts too :tada::partying_face:

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Host of the Dark has finally been completed! It has been a wild ride getting to this point and I am grateful to everyone who has stuck around and supported this project’s development, it really means the world to me.

This little project began nearly two years ago now and, in that time, frame a lot has happened in my life that I won’t get into in this post, but Host of the Dark has helped me process everything that happened and my feelings about those events, seeing this project gain more and more traction has been surreal to say the least, the same little project that barely had any thought put into it is now something that I poured my heart and soul into and people are appreciating it.

Thank you to everyone who has ever downloaded Host of the Dark or talked about it even, I really do mean that.

Looking forward towards the future of Host of the Dark, the supports are obviously not yet completed and paired endings are not yet implemented so those will gradually be added in at my leisure. There will also doubtless be bugs and balancing issues to be worked out but right now, Host of the Dark is fully completable. As for future projects, I plan on giving Host of the Dark a full-on sequel, and although it’s still very early on in development and doesn’t even have a proper name, I hope I can show it off in a decent state soon enough.

Also be on the lookout for Host of the Dark at FEE3 when that rolls around!

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Congrats on the big release! I’ve been lurking and following this project since it’s inception 2 years ago and I can definitely say it’s been vastly improved upon and I can tell a lot more love has been poured into this. Can’t wait to fire this baby up and give it a proper go!

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Thank you very much for your kind words and support I’d love to hear how it goes!

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THE [COMPLETE]!

THE [COMPLETE] IS REAL!

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Congrats for the complete release, and wish you the best for the future HotD and your next project !
I hope that I will soon have the time to give the 1.0 version a try ! :pray:

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Wow 400 downloads already? The [complete] really does do numbers

Expect a bugfix patch soon btw doe some minor things already spotted

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Hey everyone just dropping a quick bugfix to allow Tmuran and Davey to be recruited together since previously they used the same temporary flag, other changes have been made and those can be found in the patch notes.

three minor things.

  1. female tricksters don’t have Crit Boost.
  2. Female Tricksters Staff animations have the wrong weapon set for the flag.
    3.Tatianna’s rogue form is level 19 whereas trickster is 5. (why?)

Thanks for the catches

Tatiana as a rogue is largely just meant to be utility only with good items in her inventory, so her level is set to be extremely high to make her use as a combat unit near useless.

Trickster is more combat oriented and is actually quite helpful in that role while keeping up fine.

that’s fair I suppose. just kinda seemed odd to get a second prepromote on the 3rd map of part 2 that is either your first healer or niime without any of the stats.

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So are the supports finished yet? In the description up there it said they wasn’t, but this is supposed to be the final version so…

You misunderstand.
It is complete, it is not the final version. Supports are not yet completed.

Aaaah I see. Same thing that happens with The Lonely Mirror then. Alright, I get it.

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EMERGENCY UPDATE
chapter 19 was previously incompletable!

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Ok, I try to hold off before I make comments like these but chapter 15 is way too strict in its current format due to how the enemies all have Recovery AI still and are ALL mounted. They can actually stall out the turn limit if you can’t catch them.

edit: other small thing I’ve noticed dicking around in the builder, the Nosferatu tome has the rescue staff use tied to it, which does nothing.

Hey thanks for taking the time to comment! Chapter 15 can be quite rough I agree, although most of the playtesters I had play it only needed one or two attempts, you may just need to split up your units better or rout the enemy before any reinforcements arrive.
The lower path is easiest to take out so just pushing one or two units down should be decent enough. The biggest issue is paying attention to the upper part of the map so try and focus on that upper part by staying near the upper two corners.

I’ll likely try turning off healing ai for most enemy units next patch to see how that plays.

The nosferatu thing is from an earlier build of the game and I appear to have forgotten to remove that thanks for the tip

Hope this helps!

Yeah, I will admit I slightly over estimated things. I honestly think, after mulling it over, it’s just the flood event happening at the start of player phase three was what got me. Since most events like those happen at the end of enemy phase three in applicable cases, I ended up with five units trapped on turn 3 as a result.

I still cleared it, but I think a better idea would be “survive” rather than “Rout” in this one case since it changes the water event to act as a “no exp for you if you didn’t bring the two fliers to rescue drop whoever got trapped” at best or “whelp, you’re semi softlocked” at worst.

Yeah I can understand that perspective

The intention behind the map is for it to be like a game of chicken, the chests take until both reinforcements spawn to get so it’s a test of whether you’re able to accurately assess if you can hold off on routing or not.

It would most definitely have to be reworked a fair bit to be turned into a survive map though since the enemies are relatively weaker, but I do want to be more clear about the center area flooding since getting softlocked never feels good

Well, the only real reasons I think it might work better as a survive map don’t really require the map to be changed all that much.

  1. The 8 turn limit is still fairly strict for the amount of enemies thrown at you.

  2. The water forces the player to move their units from the center if they actually want any exp on the map.

  3. A decent chunk of the player units actually struggle to one-round the enemies consistently causing a few cavs to flee wasting time the player might not have.

Ultimately though these are just my opinions due to how the map played out for me with what I had to work with at the time. If you don’t feel like the map needs changed then it’s fine.

Honestly sometimes my I just sorta vent my “in the moment” gripes with a map as they come, so you don’t need to take everything I gripe about too seriously unless it seems like something actually worth thinking about.

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