Tag: Eldigan

Tutorials Abound in Version 2.7.0

Tutorials Abound in Version 2.7.0

Another update has made its way to Fire Emblem Heroes. This one is relatively small and more focused on assisting players who are new to the game, but veteran players are able to reap some rewards too.

Thus I’m going to talk about this one all the same! Just don’t expect it to be a particularly long update. I’m still hot, tired and waiting in anticipation for the new summer units to drop.

Speaking of, get ready for that update tomorrow too. Should be fun!


Tactics Drills & Learning with Sharena

The major addition for Version 2.7.0 is Tactics Drills. In a sense these are advanced tutorials for players that go far deeper into the game’s mechanics than the cursory tutorial missions at the start of the story mode when you start the game up for the first time.

As you can see, they come in three tiers of difficulty. Each serves a slightly different purpose, but all offer the same bonuses for new and old players alike. Every five maps give players 300 Hero Feathers when they’re passed, and the sixth map will offer an orb for completion.

The small amounts don’t really build up to a lot in the end, but rewards are rewards and I can’t complain. Especially since supposedly there will be more added into the different tiers as time goes on.

So what do the tiers offer?

The “basics” tab offers challenges that showcase… Well… The basics of the game. There’s really no better way to put it.

These basics range from how different unit types move across the field to showcasing the benefits of certain strategies like baiting out enemies or teaching players how different weapons work.

They’re all pretty simple honestly, and the rewards are more worthwhile than the instruction in my personal attempts.

The “Skill Studies” tab… Again, just about does what the name implies.

Each map showcases a different skill archetype that exists in the game. Hone skills that improve stats, more attack-focused skills like Wraith, so on and so forth. If you don’t understand how certain strategies work, this will likely help you out. There are even a few toward the end that I haven’t been able to beat yet, as I find they’re a little more difficult.

The “Grandmaster” tab moves furthest away from being purely tutorial-based. Rather than teaching basic skills knowledge, Grandmaster challenges are simply that. Challenges.

The game throws you into a map with a pre-determined unit set and just has you go at it. I haven’t personally attempted these maps yet, though considering you need to have access to Book II of the story in order to even open these maps up, they’re clearly more difficult than the average challenge.

I only wish this meant they had better rewards too. But no, it’s still rather basic all things considered.

What’s interesting about all of these missions are that they’re purely for instruction and require no baseline units. The only real requirement to anything is the level cap for accessing Grandmaster tactics.

Every unit is provided based on the challenge. That means not only is everyone more open to the rewards, but newer players can see which units have great skills to utilize should they be lucky enough to summon them.

It’s a respectable idea all-and-all. I appreciate it.

You may have also noticed a fourth tab allowing people to “Learn with Sharena.” If any of you were wondering what that was:

It’s essentially a website with more in-depth tutorials on anything and everything in the game. Pretty much the same stuff you’ll get out of the Tactics Drills but spelled out in further detail.

They also include silly back-and-forth conversations between Sharena and Anna.

img_0304

Again, I think it’s a respectable addition to help improve the game’s accessibility for new players.

I’m just not personally very driven to go look at them without the allure of extra rewards. Sorry Intelligent Systems.


Weapon Refinery Update

img_0312.jpg

Ah yes, another four units have come up to the wringer. Has Intelligent Systems done their job in making these characters more useful than they were before?

For the most part… Not so much. From what I understand, anyway.

Katarina (known as the first scarf bae in my friend circle) essentially gained a refine to her tome that adds a Speed and Resistance Ploy skill on top of its owl effect. However, as Jonathan (owner of the bae) pointed out, her weapon’s might sticks at 14 rather than building up to 16 as we usually see. So… Yeah, that’s a thing.

Eldigan wasn’t given a straight upgrade so much as he was given an alternate path to success. His Mystletainn was already able to refine itself and have a built-in Fury skill, giving him a big boost across all stats at the cost of some health. The fact that he was able to have double the Fury was actually a great meme for a while there.

Now he can take on his son’s previously exclusive variant known as the Dark Mystletainn, which inherent accelerates Special Attack cooldown by one, then accelerates cooldown by two each time that attack triggers during combat. Honestly both are viable options, so it’s up to personal preference.

Titania probably got the worst of the upgrades in this batch. Her brand new Draconic Poleax keeps a Triangle Adept skill in-tact from her Emerald Axe, but has a much more beefy 16 might. When players refine the weapon, it apparently grants +6 resistance to units within two spaces.

I don’t use Titania, but honestly this upgrade doesn’t make me any more willing to do so. Sorry girl, better luck next time.

Conversely, Nephenee‘s upgrade from the Slaying Lance to the Dauntless Lance is a vast improvement and I couldn’t be happier. She has been a mainstay on my Water Blessing team for a long time, so I’m glad to have even more reasons to use her.

On top of cranking her might from 14 to 16 (leaving the base lance as powerful as her old one with a refinement), she also gains an inherent advantage against armored units. Zelgius and Black Knight be damned.

However, add onto that an additional refinement to the Dauntless Lance that gives her +4 Speed and Defense when she’s attacked and Nephenee becomes quite the monster in her own right.

It’s a little silly to say that she moved from being my chief lance infantry unit to being my chief lance infantry unit with even more regard. But hey, that’s what should be expected when you improve upon greatness.


Quest Progression

img_0315

I don’t exactly have a lot to say about this new feature in particular. In fact, I don’t fully understand why this standalone update was important enough to distinguish alongside new unit skills and the new game mode.

But someone decided it was important, so I’ll give it the time it demands.

Apparently when players complete quests, there will be a separate screen dedicated to showing off all of a player’s finished quests rather than having everything separated onto different pages.

I’m not sure who thought this was a significant problem that needed to be addressed, but I hope they’re happy with it. It seems a little superfluous when there was already an option to simply accept all of one’s finished quests… But oh well.


Additional Updates

As usual, there are a number of smaller things listed at the bottom of the 2.7.0 update page. They usually aren’t big enough to give a lot of time to, but I like to spread the word all the same:

img_0313

Things like new maps scrolling to the top are cool quality of life updates that always come with new versions of the game. They just don’t offer too much to talk about.

However, there are a few especially nice things in the ‘other improvements’ section this time around. Being able to set any music one wants underneath battles is something straight out of classic Fire Emblem games and is a greatly appreciated option in a title that features songs from every game in the series. Event text recaps are also a great addition for someone like me, who seriously enjoys little things like plot in silly games like this.

The most useful overall is the ability to restart ‘difficult’ maps without having to exit and reenter the battle over-and-over again. As someone who tries things like Grand Hero Battles repeatedly to earn all the orbs I can, I can assure you all that this is highly beneficial — even if you haven’t personally gotten to a point where it’s useful just yet.


Like I mentioned up top, none of the updates specifically included in Version 2.7.0 are groundbreaking. The tutorial missions that make up Tactics Drills are nice, though mostly for the rewards given how long I’ve been involved in the game. Nephenee getting stronger is also a plus, and I’m really glad I can restart missions that don’t require stamina at a faster pace.

If nothing else, even smaller moves forward like this show there’s always room for improvement in a constantly developing game like Fire Emblem Heroes.

That said, what sort of updates might you want to see come to the game in the future? Let me know in the comments down below!

In the meantime, I’ll see you all tomorrow when Sketchy Summer units arrive.

Those strange associations

After my biweekly Gladeo meeting this morning, Mom and I travelled out into the Wild, Wild West of Palos Verdes to take care of some chores.

Namely chores for my sister, who happens to still be in school and couldn’t make the trip out herself. But hey, what are siblings for if not to be a stand-in where extra hands are needed.

See my sister is a high school musician for those of you that haven’t seen me talk about her before.

Quite a good one too, I’d say.

She plays flute primarily, but also dabbles in a number of other instruments including saxophone, piccolo and keyboard. Today’s trip happened to be for the piccolo specifically, as she’s been renting the thing for so long that now she wanted to buy it from the music store.

It’s this place in a shopping center called the Promenade for anyone who lives local and might know what I’m talking about.

Pretty nice place, honestly.

The thing that has stood out about this trip in particular for me, however, is the fact that I thought this was going to be a brand new excursion when it turns out I’ve been here before.

Memory and how remembering things works has always been an interesting subject for me. Getting to learn about cool, underlying brain mechanisms is one of the reasons I like being a psychology minor at CSUF.

Video games have always been an excellent associative trigger for memories (because of course they are). Playing Pokémon Sapphire always brings me back to raising a Wingull named Lt. Sergeant in my grandparent’s house in Florida. That sort of thing.

Don’t ask me why that was the Wingull’s name, though. I had some strange thing about raising a Wingull army that I don’t remember the genesis of.

That said I’m getting way off topic.

Being back at this music store and the Good Stuff restaurant nearby that we also ate at last time we came over here:

Has triggered a very specific and more recent memory within me.

Summoning this big lug in Fire Emblem Heroes:

That’s right, I’m right back at the restaurant where I once wasted all kinds of orbs just to summon the Mystletainn master himself.

Whether that particular binge of orbs was worth it is questionable in hindsight, considering Sigurd came into the game a few weeks later and outclassed my cavalry swordsman…

But for the positive memory and emotional association alone, I think the summon was plenty worthwhile.

Trials of the Holy War

Trials of the Holy War

The time for Tempest Trials has come once again in Fire Emblem Heroes. Unlike the last go around, I wouldn’t say I’m needlessly exhausted and upset with the event. Perhaps the set of mini trials in between the main installments really were what did it for me. Who knows.

Whatever the reason was, I’m not expecting to take an angry spin on this one like last time. However… Part of that might be because I don’t have all that much to say about these Trials in the first place.

All things considered, beyond the different underlying motivations of the characters and the unlockable elements involved, the actual playtime involved has simply become somewhat monotonous and same-y. Not all that much to say about it overall.

So let’s just address some of the basics of what makes these Trials different than what we had in the past.


img_6422
The theme for this set of Tempest Trials is Fire Emblem: Genealogy of the Holy War. Like I said when we got new heroes from this older title, I have very little experience with anyone involved outside of whatever research I’ve done.

Granted that research has improved my attachment to a few of them and informed me enough to understand where the characters are coming from in the “plot” of these Trials, but still. I’m generally left without any comments on maps or music or anything of that nature like I would usually have.

I do think its worth mentioning that I’ve gotten my hands on both the characters I was really looking for out of the three added the other day:

They both came rather easy so I didn’t have to waste too many orbs, which was sweet.

If anything that means I can focus on the summoning banner for the Tempest Trials if I want… Though I’m sort of in the same boat as the general public in thinking that the whole approach taken here is a bit duplicitous.

img_6432
Rather than having this new character, Ayra, show up in a Grand Hero Battle or something along those lines, the developers at Intelligent System have put her in a totally separate summoning banner than the other Genealogy heroes. One that’s running at the same time as the other banner.

Plus, she’s a red unit in the same focus as another red unit, Eldigan. So the chances of getting her are cut, and if you want to even attempt to get there you have to deal with pulling time away from the other banner with Sigurd, Deirdre and Tailtiu.

It is a pretty lousy, orb-draining thing to do, arguably a strong attempt to force players to spend money on the game… But to be fair, I’m not sure Ayra is that worth getting in the first place outside of how cute she is. So I might not try too hard to go after her.

Possibly duplicitous practices aside, let’s talk about the Trials themselves.

The “plot” this time around boils down to Lucina encouraging Seliph to tackle the Tempest to protect Julia, as you can see above, while he has the chance to meet with his parents Sigurd and Deirdre so they can help him fight. Time and space shredding excuses around canonical timeline barriers abound.

img_6427
The main bonus allies are the four new heroes from Genealogy featured in the two summoning banners I talked about earlier.

Luckily, Sigurd fits my most powerful cavalry-based team remarkably well, so I immediately have a great advantage walking in. I’ve already swept through entire runs with just one team alone thanks to that team, and it’s an amazing feeling for sure.

The secondary bonus allies are Eldigan and his sister, who came in some time ago, Arvis from the current Grand Hero Battle, and Arden, one of the main rewards from these Trials.

img_6430
By rising in the ranks high enough, you can also earn three Sacred Seals from these trials:

  • Brash Assault: Unit automatically follows-up when attacking a foe that can Counter if they have less than 30 percent health.
  • Attack Smoke: Inflicts -3 Attack on all foes within 2 spaces of a selected attack target.
  • Guidance: Allows infantry and armored units to move to an ally with this seal that’s within two spaces and has full health.

It’s also worth noting that some of the rewards on certain tiers are Sacred Coins, which is something we were promised back in the update when we got the ability to upgrade our Sacred Seals. Pretty cool to see that coming to fruition.

My horse-based team makes this run of the Trials quite easy for me, like I mentioned before. I made it to the final map pretty quickly in fact, only to find that Julia is the main villain taking over… Whatever castle this is:

img_6428
Honestly this fight is pretty easy too, compared to most of the others in the past. She’s certainly no insane powerhouse like Hector or the Black Knight, that’s for sure.

I will say, even if the fight isn’t all that difficult, the scenery of the map you fight on does make it pretty worth to get there.

Seriously, these backgrounds are super pretty. Just saying.


Well, that’s all I have to say about this run of the Tempest Trials. Remarkable I know, considering I haven’t even hit 900 words. I’m amazed I was able to be this… Somewhat concise with all of this.

Some of that might honestly be because I’m starting to run out of things to say about these after so long. Honestly, after going after the few things that are new, there isn’t that much else to dig into. Perhaps from here on out that means I might not write so much for Tempest Trials, if I even write anything at all. Who knows.

We’ll see as time goes on I suppose.

In my empty attempt at trying to push for audience engagement this time around, how’s this for a question. What do you think of the fact that Intelligent Systems put out a second summoning banner just about a week after the first one to force players to split their time and resources for summoning? While it’s not necessarily that new remembering the double summoning banners for Fire Emblem Echoes back when the game was first coming out, this time around things just feel a bit more scummy to me.

Is that impression just in my own head though? Or do you agree?

Let me know in the comments below, and until next time I’ll be off doing work and likely stressing over the upcoming visit of Milo Yiannopoulos at CSUF. Because yeah, that’s happening soon. Time sure has flown this semester.

Some Fire Emblem after the fireworks

Some Fire Emblem after the fireworks

Hope everybody in the states enjoyed their 4th of July this year! Mine was rather quiet, not counting the fireworks that began to explode around my neighborhood after a certain hour. Pretty much just spent some time with the family, had Korean BBQ for lunch, watched some movies and enjoyed the fireworks shows in both Washington D.C. and in New York.

If I had to put in my two cents, the Macy’s 4th of July Firework Show had the undoubtedly superior display of bombs bursting in air, though PBS’s A Capitol Fourth had nicer musical acts and such leading up to a subpar series of fireworks.

But I digress, I’m not a fireworks review blog after all. Not yet anyway, haven’t felt the burning desire to review them that badly.

No, I’m here to move past the stars and stripes, the explosions of color in the sky and the insane hot dog eating contests so characteristic of America’s birthday to instead talk about Japanese interactive media localized so those like me can enjoy it. As usual.

Because video games.

Of course, the video game I have to talk about today is Fire Emblem Heroes. Big shock, I know… But there’s a pretty legitimate reason for it today. Plus I don’t have too much more to say about how much of a dick Yami Bakura is or about the Awakening characters trailer I saw released today for Fire Emblem Warriors.

That’s… A lie. I’ll be honest, I have quite a bit to say about that little trailer. However, most of it boils down to me fan-girling about being able to play as Lissa swinging a giant axe around or getting to play as Lucina with and without the Marth disguise. So I figure it didn’t need a whole separate thing for itself when I can just sum it up here.

Anyways,

In the aftermath of a recent Voting Gauntlet:

img_5472
Somehow I lost all three rounds. Elise beat me while supporting Sakura, Priscilla beat me while supporting Lissa and Elise beat me again when I tried getting revenge by supporting Priscilla. Don’t think that’s ever happened to me before.

And in the days leading up to our second Tempest Trials:

img_5470
It’s Echoes themed, which has me pretty excited. Especially since one of my favorite characters, Tobin, is the special hero reward this time around. But I’ll go more into that when the event actually drops.

A large update for Fire Emblem Heroes, Version 1.5, dropped for the world to enjoy. The update has actually added quite a bit, and I’ll sum up all of it, but arguably the two main additions are the “Chain Challenge” and “Squad Assault” story map battle modes.

img_5461


Chain Challenge

Here’s a new game mode taking the conceptual ideas from the Tempest Trials event and applying them to a wider experience.

And giving us the chance to get a crap ton of goods, which is a better incentive than almost anything to keep on chugging through this game, I’d say.

 


All of the game’s story maps and paralogue maps have been grouped together to give players the chance to play them in a new format. Much like the Tempest Trials, each map is fought in succession, and you’re allowed to take one to three teams worth of chances at each.

img_5465-1
The rewards for completing these are either feathers or orbs. Both are greatly appreciated items in this game, and after a while they really start to stack up.

 


By the time you get to the Lunatic-level challenges for the newest maps, you can get up to 8 orbs per three maps.

While not necessarily a lot on their own, all of these maps put together provide a heck of a lot of orbs for everyone’s summoning desires. In fact, just the prospect of having these orbs for the future has encouraged me to break into my stash to try my hand at summoning an Eldigan.

Fun fact, while writing this paragraph about how I was struggling to summon Eldigan and feeling bad about wasting a good chunk of my orb surplus, I actually managed to summon him.

img_5475

Amazing how the power of complaining about things seems to have an effect on games like this. Now that I have him and his legendary meme-worthy sword, I can start to save up my supply again.

Feels good.


Squad Assault

Squad assault is just mean.

 

Right now there’s only one Squad Assault map, and like the Chain Challenge mode it also seems to take cues from the ‘permadeath’ feature Heroes started using during the Tempest Trial last month. However, there’s more of a twist to this version.

In Squad Assault, to earn the two orbs and sacred seal rewards, players have to take on five battle maps in a row. The battle maps are based on story missions, like the first map from the “World of Mystery” series and the first map from the “World of Conquest” series from what I saw in my first attempt.

However, after each map, the four heroes you used to beat it are cycled out. So if you don’t have 20 good units to beat through each of the five battles in the series, you’re going to have a bad time.

Also you aren’t allowed to let any of your units die on any of the individual maps. If any unit dies, you automatically lose and have to start back from the beginning of the series all over again.

Just. Mean.

Granted, it isn’t a timed event, so you theoretically get as many attempts as you want… But it is still a little frustrating to even think about.


Other updates

This portion is going to be more of a lightning round, since it’s a lot of smaller improvements and edits that are relatively short to sum up. At least, theoretically they’re relatively short to sum up. Who knows how much I’ll wind up blathering on about it.

  • EXP adjustments

    • Not only will it now be easier to train cleric units due to an increase in experience points from healing, there are also going to be more experience points rewarded for defeating enemy units stronger than your own and less detractions for battling enemy units that are weaker than your units. Small changes relatively speaking, but all welcomed changes nonetheless. Training isn’t a huge burden in this game admittedly, but making it easier to get units to level 40 can’t be bad by any stretch of the imagination.
  • Sorting options

    • When searching for units to build teams, use in tributes, accomplish certain specific challenges and more, we were only able to use one method of categorization at a time prior to the 1.5 update. While this worked just fine in its own right, as categories like “movement type” or “rarity” are useful and generally all I’ve ever had to use, now it’ll be that much easier to pick out specific units in the barracks by categorizing using up to three sorting methods at a time.
  • Summoning screen user interface

    • Again, another small change, but each of these smaller user interface and aesthetic changes do contribute to making a smoother game experience. In this case, now the time remaining for each Summoning Focus will be displayed at the main screen for each of the focuses. While this information was available one click away from where it is now in the detailed information screen, having it on the main page is just a bit more convenient. They also added an extra “more information” link that brings you to the page detailing the focus that was previously only available from the update bulletin board. So that’s cool.
  • Purchase interruption protection

    • I’ve never had this problem myself, but apparently communication errors have been issues for people who tried to purchase orbs for a summoning session. Now there’s an option to complete a previous purchase so that the issue doesn’t require a complete restart of the application.
  • Larger Barracks

    • As someone who has become frugal with his orb purchases in the hopes that one day a focus I really want to see arrives, I’ve yet to have to expand my barracks past the initial 200 base units allotted. However, for people who really like hoarding units I suppose, the overall maximum unit space in the barracks have been expanded from 500 to 1,000. Small details once again, but I imagine some collector out there appreciates the extra space.
  • Additional Improvements and Changes

    • Here’s where we get into the nit-picky stuff that even the update page I’m working off of delegates to small sentences, so I don’t think I have too much to say about much of it myself. I’ll drop this here and probably leave it at that:
img_5474
I will say, the added danger area setting, special conditions tracker and sacred seal information displays are all useful changes I can personally get behind, at least.

Some frankly much needed changes to the structure of the Tempest Trials events have also been implemented with this update… But I feel like that will be a better topic to broach when I write up my post about the new Tempest Trials after it drops on Friday.

So if you enjoy me talking about this game, look forward to that.

If you don’t enjoy me talking about this game… Well I’m sorry. I personally happen to enjoy writing about this game, so I really appreciate you putting up with it one way or the other.

Now then, onto my standard end card questionnaire. What do you think of the new Fire Emblem Heroes update? Do you feel it’s substantial and improves the game widely? Or would you have rather they done more, either on top of what they did or instead of what they did.

Let me know in the comments below! I’ll probably be off getting more feathers and such from these Chain Challenges.

More siblings hit Fire Emblem Heroes

More siblings hit Fire Emblem Heroes

Intelligent Systems seems to be hitting a pretty solid stride with Fire Emblem Heroes content introduction, as six new heroes have been released just about two weeks after our last batch.

img_4898
As part two in what is apparently a series of siblings getting released into the game – unfortunately killing my hopes of seeing characters like Neimi show up anytime soon – quite a few new characters have been added from a variety of Fire Emblem titles.  The six are:

  • Lachesis and her older half-brother Eldigan, siblings from the kingdom of Nordion from Genealogy of the Holy War
  • Olwen and her older brother Reinhardt, siblings from the Dukedom of Friege from Thracia 776
  • Klein, the older brother of Clarine, has been added to complete the sibling pair from Etruria’s capital city Aquleia from The Binding Blade
  • Sanaki, Empress and Apostle of Begnion, has been strangely added without her older sister Micaiah

Note: Some of the spellings may be different than on the online source from which I pulled the bios, as I’ve used the spellings given directly in Heroes for names like Friege

To be completely honest… I don’t really know much about any of these characters.  I haven’t played any of the games they come from, so I don’t have too much of a connection to any of the sibling pairs like I did with Eirika and Ephraim.

I suppose if there’s anything I can pull, it’s that they’re almost all pairings of older brothers and younger sisters.  That hits pretty close to home considering I’m the older brother to a younger sister in my family.

Oh, and through my research I discovered that Eldigan wields the original “Demon Sword” Mystletainn, which would then become the basis for Owain’s signature parody weapon in Fire Emblem Awakening.  For that matter, it’s also technically also the namesake of his daughter Ophelia’s signature tome in Fire Emblem Fates.  So if nothing else I’d love to summon a five star Eldigan just to see him using that legendary sword.

Along with these newly summonable characters came another Paralogue chapter titled Sibling Bonds.

img_4897
Once again, this chapter comes with nine new orbs to obtain – three from each difficulty level in the game.

I wish the music was more specialized for these paralogues, since the music on all the main maps are game specific… But I guess that’s more of a personal complaint.

On top of that, new quests have also been added that primarily reward those who summon the focus heroes or complete their paralogue missions with specific additional requirements fulfilled.

img_4895

Within these missions are another orb to obtain, which means players can get exactly halfway to earning the chance to summon five more heroes.  For someone like me who’s just about wrung the story missions dry and needs the extra boost on top of his weekly 15 orbs, this is a much appreciated addition each time it rolls around.

However, this update added more than just the new character focus.  It also added in part four of the Launch Celebration maps.

I have no idea when we’ll be getting to the point that the game isn’t considered to still be in it’s launch phase, but honestly I’m not rushing it.  The two difficulty levels for each give six orbs altogether, which is a pretty lucrative amount considering most maps only give you one.

I’m not entirely sure why the four characters that were chosen to appear in this map were chosen.  Perhaps there’s simply an argument to be made for the symmetry of Azura and Olivia as characters that provide an extra move through dancing and singing on top of Leo and Cecelia as mounted mages… But considering the last launch map was all infantry axe-users, it just seems like a strange direction to go in.

While that’s all that has been added into Heroes today, just the fact that anything has been added this soon after the last update really helps me hit home the point that this mobile title should last quite a while in the hands and minds of gamers.

What do you think of the new heroes added to Fire Emblem Heroes?  Do you have more of a connection to the characters or the games they come from then I do?  Let me know in the comments below, and let me know who you’re looking forward to being added in the (hopefully near) future!