There ain’t no weekend like a Fire Emblem Heroes update weekend!
This Thursday afternoon, Heroes received its 2.6.0 update, which was followed up with a brand new summoning focus based around Blazing Blade characters that night.
While I usually try to condense this stuff into a day after post, the band-related stuff I took part in yesterday kept me busy enough that I really wasn’t able to commit the time I wanted to this. So I figure I’ll split the version update and the new summoning banner into different posts today and tomorrow to fill my writing quota.
That said, if you’re seeing this well in the future when everything is already available, you can check out the post on the summoning focus here.
But for now, let’s jump into what’s new with version 2.6.0!
Home Page Changes
Alright so the most obvious and somewhat jarring change that came with this update is visible as soon as players open the game:
That’s right, the hub area now has red ribbon labels over each function.
That’s pretty much literally all there is to say about that. Apparently the point was to make them more obvious but I wouldn’t say they were necessarily hard to discern in the first place.
Ah well, we’ll get used to the new look eventually and it probably won’t even matter.
Coming straight out of the world of Fire Emblem Fates, Heroes is adding a bit more customization by implementing an accessories system.
Again, there isn’t all that much to say about this feature. It’s rather self-explanatory.
Outfit pieces can be unlocked in various ways, and players can attach those pieces to their heroes to give them a bit more personality when facing off against opponents in the Arena.
Or just for the sake of making them look cool. That’s also an excellent reason to do it, let’s be honest.
A few accessories were given out when the game updated as the reward for a retweet event a couple of weeks back, so everyone who plays has started off with something to put on already.
Naturally I dressed up Eirika first, since she’s arguably my most used unit and the protagonist from my favorite Fire Emblem game.
Or at least the protagonist that I own in a game with two main protagonists.
Doesn’t she look frickin’ cute in that hairpin? I think so.
At the moment there are only five accessories to utilize, so not too many characters can take advantage of them. Most of those five are also locked behind missions to complete:
Luckily they’re easy to complete. And we have 40 days to do so.
If nothing else I’m thankful that the Mysterious Mask Lucina wears when she cosplays as Marth is one of the first costume pieces available. I’ll be spending quite a bit of time trying to decide who’s the best person to wear that thing.
I hope they frequently add in more accessories, because one day I’d like to make my characters as baller as I made Beruka back in my Fates days.
Ally Menu Adjustments
While the addition of more stand-out labels to the home page were the most immediately striking change visually, this one is arguably going to screw with players the most in my opinion.
Or, at least, it’s going to screw with me for a long time. That much I can guarantee.
Long-time players of Fire Emblem Heroes are likely to flip to the game’s misc. setting tab when they want to look at the Hero Merit their units have accumulated or to see the progress made on their Hero Catalog.
Like me, they probably had to do a double take when discovering those options are no longer under that tab.
That’s because the Ally tab has been completely reinvented to offer just about anything and everything related to working with units in one place.
Contrary to what many of you may be thinking, the plus signs aren’t actually something players can interact with.
They do, in fact, indicate that there’s an extra menu under those options to expand out. However the actual icons don’t open up or have smaller icons pop up underneath. They just open up a separate page with a number of options to select in each.
For Ally Growth:
For Change Equipment:
For Interact with Allies:
See, that’s where the Catalog and Hero Merit List are hiding now.
In the same change category, the game has also highlighted two other quality of life additions to the Ally menus.
First is the ability to automatically spend as much SP as a character has accumulated on their skill upgrades all at once, rather than having to do them one-at-a-time like a savage.
Considering how many people inherit skills that wouldn’t want their SP spent on certain skills they aren’t looking to use, I can’t imagine this option will be widely used by competitive players.
But for people who are more casually picking up the game once in a while it’s probably a nice idea.
I sort of fall into the prior category though so… We’ll see.
Second is the addition of more favoring options in different colors, that way players can more aptly organize their heroes however they want.
I can see this one being much more useful for me… As soon as I figure out exactly what I need this many divisions for.
Perhaps I’ll try to separate out heroes that are good for skill inheriting, or better indicating who has better IVs.
I’ll experiment and get back to you on that.
New Weapon Refinements
Four heroes have been given new life with new weapon refinements.
To be completely honest, the Tiki improvements are the only ones I really care about, and even there it’s just for young Tiki.
Linde’s refinement to Aura allows her to gain +5 Attack and Speed if she’s within two spaces of a magic unit or cleric. That is a great power boost, but Dark Aura is also a powerful upgrade that she’s had for some time now.
To be fair Merric’s refinement to Excalibur has the exact same effect. But he’s a unit that desperately needs a boost like that from what I understand, even though he also has access to Dark Excalibur. That one just happens to be less useful than Dark Aura.
Tiki’s stands out more to me, mostly, because she was one of the first units I ever summoned and has been a staple on my teams ever since.
Her personal base weapon is absolutely garbage, however. So terrible that everyone replaces it with Lightning Breath almost instinctual.
However, now she has access to Breath of Fog rather than just Flametongue. And Breath of Fog is way better!
Not only is it effective against all dragon units, the Breath restores 10 Health every other turn and ensures her damage goes by the foe’s lowest defensive stat if from a distance. Plus it does 16 base damage and that’s great for a dragon attack!
The only problem with this is the fact that you need to inherit Distant Counter to utilize the Breath fully, whereas Lightning Breath has a two space range built-in.
I don’t know, I suppose I’ll see if it’s worth getting rid of distance in place of power by messing with it. But just know I certainly feel like it could be worth it.
Many of the changes made through this update are relatively small things, so I figured I’d lump them all together here.
I’ll be honest, neither of these changes in particular mean much of anything to me.
They’re cool I guess, but they’re such minutia that I can’t be bothered to provide any sort of well thought out, philosophical commentary at like… 2 a.m.
In fact I’m just going to take the easy way out and show off the ‘other changes’ listing before wrapping this sucker up.
If it wasn’t obvious, I basically wrote this post in two sittings. One during the day, in the middle of sitting around at the RUHS band banquet. The other was during the early, early hours of today where I was a bit too tired to really focus on anything.
Yet I decided to finish this anyway just for the sake of having it out at a proper time. Even though I easily could have waited and gotten this out later in the day.
My brain is stupid like that sometimes. I just love torturing myself.
That said, hopefully you got a good grasp of what this update entailed for the game going forward! If so, let me know what you think is the best part of the update.
In the meantime, I’m going to go pass out. Stay tuned for tomorrow (as of this posts publishing) for part two of this session regarding the new summoning banner!