Tag: Sacred Seal Forge

Fire Emblem Heroes Version 2.5.0: The Aesthetic Update

Fire Emblem Heroes Version 2.5.0: The Aesthetic Update

I’ve been a bit busy throughout this last week finishing the Spring 2018 semester, so I wanted to make sure I spent the weekend talking about recent updates to Fire Emblem Heroes.

Because really what else do I do with my free time?

There was a large-scale update and a brand new summoning banner put out over the last couple days, so in today’s post I’m going to focus on the 2.5.0 Update and tomorrow I’ll focus on the latest Genealogy characters.

With that said, there’s a lot to cover, so let’s get into it.



The 2.5.0 Update is here, and it brings along a number of changes to existing game modes and aesthetics throughout the game.

There is not exactly a lot that’s “substantive” to this new version of the game, unlike previous versions that did things like add entirely new ways to play. As a result this update update (totally not clunky at all) will probably be on the shorter side as I just go through my thoughts on what is new.


Arena Updates

 

Easily the largest changes of the bunch came to the OG Arena.

BECAUSE NOW IT’S IN A DIFFERENT COLOR!

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That sweet, sweet dark tone really makes a true mirror to reflect the darkness in my soul as my units smite all others in their path.

Okay fine, that’s not actually the blunt of the update to the game’s Arena mode, but I did want to point out the fact that the assets were altered because… I’m really not sure why they were altered.

Were the original colors not visually pleasing enough?

Is this darkness what the developers wanted to reflect with their competitive mode all along?

The world may never know.

The actual major update to this mode is the shift from seven battle chains to five, and the subsequent item system that accompanied it:

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I do like the idea of making overall season chain necessities shorter, as well as adding an item for each battle in the chain to entice people to get a ranking at least once.

However, it does bug me that they decided to go from seven battles to five.

Seriously whose bright idea was it to take a game mode where the swords used to take part come in intervals of three and not make the overall requirements come out to some interval of three? It’s honestly kind of asinine and bugs me from a part of myself that I can’t readily explain in such a short timeframe.

Luckily they decided not to make me chuck my phone at a wall by also implementing Bonus Ally benefits for a season’s token heroes.

The Bonus Ally system, in which the characters specifically named get additional stat buffs if you use them, has always made Tempest Trials a great deal more fun. I still can’t get over the time when Christmas Lissa tanked everything during her Tempest Trial, or when Reinhardt did just a few weeks ago when his retrain came out.

Now that Arena characters get this same kind of boost, it makes everything feel so much more copacetic when it comes to summoning new banner heroes.

Now, not only do we get new characters for the catalog, but those characters are more likely to help us get better benefits in the Arena seasons. All things considered it’s a genius addition, and just about makes up for the whole lack of even numbering.


New Weapons

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A couple of beloved characters are finally getting the special weapon treatment they deserve.

It’s one of the things I really appreciate about how Intelligent Systems has handled updating their game over time, actually. While most units inevitably get power crept, more stuff is added to benefit the older heroes to ensure they still maintain relevance — either in battle or through skill inheritance.

The latest update brought three heroes back into the limelight. Two by granting brand new weapons and one by adding a special upgrade.

  • Camilla — Bewitching Beauty
    • Everyone’s favorite over-sexualized older sister (something the universe will have to remind me never to write out again) has a brand new weapon, giving her further utility than she was able to achieve with a Brave Axe. Camilla’s Axe has twice the might as a Brave Axe+ and grants her +4 Attack and Speed if there is a cavalry or flying unit nearby. While this does make her a more effective member of a flier emblem team, it might arguably be worse than a Brave Axe depending on who you ask. It is a cute reference to the fact that all of her siblings are on horseback, though.
  • Corrin (male) — Fateful Prince
    • Corrin is a unit that literally everybody has wanted to see get a cool upgrade in the Weapon Refinery. Yato was such a neat weapon in Fates that it’s not hard to imagine why. Though I personally think it’s a missed opportunity not to offer him three upgrade paths for the Yato based on the three paths it can take in Fates, the upgrade we got is a neat reference too. With the upgraded Yato, allies who have a support with Corrin gain +4 to all stats when within two spaces of him. Somewhat situational, but like I said a cool little reference. The scary part of this comes when, as my friend told me, you can have three upgraded Corrins provide +4 to every stat of an ally three times over… THAT is dangerous.
  • Clair — Highborn Flier
    • Like Camilla, Clair’s Silver Lance can now be upgraded into the Rhomphaia. Coming from Shadows of Valentia, the weapon adds one more might point and grants her super effective damage against armored and cavalry opponents. It’s simple. It’s effective. It’s just a great upgrade that makes Clair that much more viable. Unfortunately, it cannot be passed onto another unit. That’s really the only downside as far as I can tell.

While all three of these characters have been improved by their upgrades (except debatably Camilla), I’m not sure I’m more enticed to use any of them.

Perhaps if we get Scarlet to appear one day I’ll make her a perfect husband Corrin to turn her into the relentless beast she always deserved to be. But that’s a long shot at this point, so I’ll continue to dream…


Tap Battle and Rival Domains

The two images above essentially sum up everything that has been changes with these game modes. So I won’t break down the information, but I will briefly react to it all.

Tap battles have never been a game mode that I enjoy. For the most part I don’t like them because they’re seriously underutilized. Seriously Intelligent Systems, awards only once per level when there are four different ways you can play that level? With no benefits for completing all four varieties?

Plus, don’t even get me started on the fact that music repeats between versions of the game mode despite putting gaps between them.

In a way, the addition of hero merit boosting for heroes who participate does help. It encourages playing through those four different varieties of the levels at least.

But my issues, for the most part, do still stand.

Rival Domains, however, have had an improvement that I can get behind more readily. Not only have the selection of characters been pre-determined rather than randomized, which makes it easier to go through and learn how to properly be a stage, but they also made it easier to beat by restricting the ability of enemies to attack after warping.

Simple changes, but effective in terms of making things more straight forward and easy to defeat. Unlike with the tap battles, this actually makes it way more enticing for me to play the game mode.

Thus, I deem this section a success and a failure. Hopefully tap battles will eventually get better enough that I feel they’re worth bothering with more often.


Tutorial Adjustments

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So this is another category where there was a significant change that I frankly don’t have too much to say about.

Essentially, there have been adjustments to the game’s tutorial mode to bring it more up-to-snuff with how much the game has developed in the time since it came out. For veteran players like me, that means next to nothing. I did the tutorial a long, long time ago.

The developers knew this was the case for many of their players and offered up some extra awards.

As the picture above shows, most of the rewards were feathers and badges. A good amount of them too. But what really stood out was the character:

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When we played through the tutorial originally, the first hero everyone received after the original three members of the Order of Heroes was Virion from Fire Emblem Awakening.

Now players receive Takumi from Fates, who is not only a better character but a generally more relevant one. So veteran players got an extra Takumi too.

I appreciate the gesture, as well as the opportunity to give another unit close counter.


Additional Changes

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Alright, while this picture here sums up everything else that’s changed pretty succinctly, there were a few other things I noted that I wanted to point out.

First off, look back at the second bullet up on the list there. Apparently some options are available in the Sacred Seal Force that are new, but I have not been able to figure out what they are.

I sort of imagined that meant there were going to be new seals to forge but…

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Nope.

Oh well. Some should come eventually, right?

… Right?

Well, I digress for now. That’s a story for another day probably.

As I’ve mentioned here or there throughout this post, there are also a lot of aesthetic changes that came from this update.

For example, the main maps screen has a similar visual change to the arena screen.

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Then there are smaller visual tweaks, like the inclusion of an indication as to which units get bonus points in rival domains.

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But hey, none of these are as important as a single change that’s hidden away on the menu screen.

See this option?

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Well… Now we can do this.

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Isn’t it just beautiful?

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I could stare at it all day. *Insert crying tear here*


And that, ladies and mentlegen, is a not-so-short summary of everything new in Fire Emblem Heroes this week.

Er… MOSTLY everything.

As I mentioned at the beginning, there was also a new summoning banner dropped the other day. But this post is already getting a bit long in the tooth, so stay tuned for part 2 coming out tomorrow.

Or, if you’re reading this way in the future, just check it out through this link here.

In the meantime, let me know what you think about this update in the comments down below! What aspect of it do you think is the best? What part do you think is the most disappointing? I’d love to hear all about it.

The Radiant Fire Emblem Heroes 2.1.0 Update

The Radiant Fire Emblem Heroes 2.1.0 Update

Welcome to your multi-faceted Fire Emblem Heroes post for the week.

Yesterday, Heroes got a semi-large scale update  that implemented some new features. Today, brand new heroes from Fire Emblem: Radiant Dawn were added into the game.

So let’s not mess around friends, there’s plenty to cover and a limited amount of moonlight to write about it, but I’m just as excited to get into it all the same.


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This little list in the notifications page kind of covers everything succinctly, but in trademarked Jason Rochlin fashion I’m going to jump into each point individually, likely over-embellishing their descriptions as I discuss my thoughts.

Hero Merit limit increase

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Is my unit bias showing yet?

For those of you who don’t know about Hero Merit, one of the many underlying systems in Fire Emblem Heroes that runs as you use your units to battle others is the accumulation of Hero Merit. This Merit doesn’t necessarily affect the heroes themselves in any way, but it’s highly beneficial for players to work toward maxing it out all the same.

When a specific unit reaches an interval of 500 Hero Merit, the player can receive 500 Hero Feathers. With the new increased capacity, players can earn 4,000 Hero Feathers with each character.

I’ve become more of a fan of Hero Feathers as of late, as they are what allow you to unlock an individual unit’s potential. In other words it allows you to grow a unit from a three star rarity to a four star rarity or a four star rarity to a five star rarity.

Now that I know the value of merging multiple five star units together to increase their power, I have a much more positive outlook on these collectibles – and a much higher need of them considering it takes 20,000 Hero Feathers to buff one unit to a five star.

Ouch.

Pre-battle map checking

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Just tap the blue icon for a handy dandy strategizing bonus!

This kind of system was implemented in other game modes, especially those where you have to fight multiple maps in a row like Squad Assault, but now you can use it any time for just about any map you can access.

As far as what it does… Well, it should be fairly self-explanatory when I say “pre-battle map checking.” Want to see what your units will be up against in the next fight? Check the map ahead of time, take a look at the opponent units and what skills they have to come in better prepared.

That’s really about that. It’s a simply but highly useful change.

More Sacred Seals & Weapon Refining

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For context, the additional Sacred Seals are Brash Assault, Savage Blow, Hone Speed, Close Defense, Guidance and Attack Smoke.

To be completely honest I can’t do this particular change any more justice than the screenshot above does.

Two new legendary weapons can be refined, though the only one that really matters to me is Sanaki’s special red tome, as she’s a five star unit I have and use fairly often.

Personally I hope this change is an indication that more upgrades will be coming in the near future, since there are plenty of other units that have legendary weapons that I would love to buff.

Cough cough Eirika cough

The Sacred Seals that were added to the construction option also aren’t very important to me personally. They’re all Seals that were available in the past as part of Tempest Trials rewards, so I already had all of them leading up to this addition.

Thus, I can’t actually build any of them. I already have them.

Oh well, at least other newer players now have access to some cool additional skills.

New terrain type: Trenches

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It’s all quiet on the Western Front, Xander.

While the screenshot above once again covers all of the information I currently have about this new terrain type, I’m quite interested in seeing how trenches affect the game going forward.

From the description alone, it just seems like trenches are being added as a check to cavalry units. Instead of their usual three space movement range, heroes on horseback can only go one space when moving across trenches. It’s a small debuff if the maps where they’re featured don’t have an excessive amount, but it is interesting to note that Intelligent Systems is trying to hit one of the most prevalent unit types in competitive play.

Of course we don’t know whether the trenches have extra utility because they aren’t featured in any of the new story maps… But that’s a different story. For now it just seems like these things might be more of an aesthetic implementation than a practical one.

Beyond those major points, the other changes are small or tie into bug fixes specifically. The only one I can recall having an impact on me is the way they’ve made it so units without weapons aren’t added to the pool of potential allies when playing in a Voting Gauntlet.

That’s cool, but also I never ran into the problem personally so I guess I never well.

With all that said, let’s move into the next leg of this marathon. Everyone’s favorite: A new summoning focus banner.


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Three heroes from Fire Emblem: Radiant Dawn have arrived in Heroes, and their appearance also continues on the legacy of Radiant game focuses apparently being Intelligent System’s choice to advance the game’s overarching plot.

But of course, we can’t get into silly things like plot without discussing the merits of our new potential allies.

  • MicaiahPriestess of Dawn
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    • Micaiah is interesting in that she is apparently a fan favorite unit who also happens to look quite overpowered. As an added note, she actually has five skills but I could only get four to line up for a picture so know that she also has Drive Attack as her C skill. This girl’s weapon is kind of crazy and all over the place, being a blue tome that’s good against horses and armored units while also combining the effects of three other really good weapons from the past. Her resistance to damage on account of that weapon is accentuated by her Distant Defense and Guard, yet she can also buff allies with Drive Attack and give them health through Sacrifice. In a way, she’s a really well-rounded unit, and I’m assuming her stats reflect the same thing.
  • SotheZephyr
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    • Here’s a dagger unit that finally seems worth his weight (sorry Neko Sakura, your cute Halloween cat ears are still in my dreams, but not in a creepy way). Sothe appears to be any team’s best friend with a weapon that debuffs every enemy stat within a certain range while also buffing every stat for allies in a certain range. Plus, he also Spurs Attack and Speed during combat. However, without proper protection this kind of benefit appears temporary as his other skills suggest he’s quite the glass canon. An interesting unit indeed, and one that seems like he would mesh well with a blade tome user.
  • ZelgiusJet-Black General
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    • So in case it wasn’t obvious, Zelgius is the Black Knight without his helmet on — the Black Knight being a unit who was a prize some time ago in a Tempest Trial, except now he’s apparently stronger stat-wise from what I’ve been told. Also there’s apparently some controversy over the fact that his appearance in this form spoils Radiant Dawn plot points? But to be completely honest a lot of characters spoil plot points in their games so I’m not sure what the problem is. I don’t think I have a lot to say about this guy’s skills. He has the same weapon/special attack as his reskin, but now he gains attack when attacked, can warp around like crazy and converts opponent buffs into penalties. Definitely sounds like a strong guy… But I just can’t get over how much his face isn’t what I expected to see without the mask.

Despite the fact that he got the least amount of writing up above, I think Sothe is actually the character on this banner that I want the most.

Like I said before he looks like a match made in heaven for a blade tome user, and as a result would make a perfect balance on my infantry team alongside Nino and my other stat buffing unit Eirika.

Even though I want Sothe a lot (much to the teasing pleasure of my friend Jonathan who managed to summon the guy almost immediately), the other two wouldn’t be so bad either. Micaiah especially. I’d be very down to join the scarf squad with her.

Luckily, I managed to enter this banner with an abundance of orbs thanks to the recent Tempest Trials and my early summon of flying New Year Azura.

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Yeah that’s right, 95. Well earned if I do say so myself, and there’s more waiting in the sidelines from a new Squad Assault and Chain Challenges.

After blowing through about 30 of those orbs, however… I more or less learned my lesson to be careful where I put my money.

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Don’t get me wrong, five stars are never a bad thing necessarily… But as much as I love Clair from Echoes, she’s just not a fantastic unit in Heroes.

Especially compared to Cordelia, who’s served me loyally since the very beginning.

As I keep cautious with my orb horde, I think that makes it a good time to jump over to the story accompanying these three new heroes.


I kind of spoiled this earlier, but the Radiant Dawn banner opens itself up in a continuation of the Book II storyline.

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Guided by a dream starts with… Well, a dream.

Gunnthrá appears once again, actually making herself relevant in the story considering Intelligent Systems forgot to give her any sort of meaningful moments when she was a Legendary Hero summon possibility toward the end of December.

Speaking of… Don’t get me started on how much I want to throw my phone at the irony of Gunnthrá suggesting we should meet after I got screwed out of summoning her to meet in person already.

Talk about a hell of a tease.

Anyway, her dream guidance is that the Order of Heroes should come to the ice kingdom to meet with her so everyone can combine forces to fight the evil fire king.

The story for this leg of Book II is fairly front loaded actually, as you immediately jump to the Order discussing their war plans in the face of a new powerful enemy. Namely, Anna mentions that the king of Askr is off leading some troops into battle.

The fiery King Surtr is also given more characterization suggesting that he’s nuts and bloodthirsty, a theme we will return to later.

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When Fjorm hears that you met her sister in a dream, she pretty much immediately suggests you follow her direction and head to their homeland for backup.

Once that is established, the fighting begins.

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The maps themselves for this story mission are decent, though it seems odd to me that they would go with Askrian terrain rather than copying maps from Radiant Dawn, considering this is that game’s unit’s time in the spotlight.

In hindsight that is a complaint I could have aired when the Children of Fate were new… But then again it does all make sense in light of the fact that Book II is less a series of connected miniature adventures than Book I in place of a more serialized story.

That said, there isn’t a lot of serialized story across the majority of the ice-covered maps, Chapter 3-1 through Chapter 3-4. The little bits of plot are pretty much just introductions for the Radiant Dawn characters you fight.

Don’t mind Oliver, by the way. He’s uhh… He’s a special looking, apparently meme-worthy guy who’s going to show up in a Grand Hero Battle soon.

Things start to develop when you arrive at the final map and come face-to-face with a new challenge.

The source of those flames are Laevatein, my favorite of the lot, showing what seems to suggest the beginning of a pattern where each of the fiery nation’s main units are going to headline each chapter from here on.

Her gimmick seems to be an almost robotic adherence to the rules set in place by her father and sister, which is an interesting touch I wasn’t quite expecting.

Gives her an appeal similar to Team Magma Admin Courtney from Omega Ruby and Alpha Sapphire.

Once you beat her, she retreats and the Order decides to take a break from their journey to help restore the burned village. Though this move makes sense, it’s almost comically similar to them straight up saying “here’s the commercial break before our next episode.”

Yet… The story doesn’t end quite yet.

For some reason tired of their alliance, Veronica decides to leave having assisted the fire nation with her contracted units.

That doesn’t sit well with the king.

Yeah… Remember when I said this guy is a crazy, sadistic nut job?

Case an point: Crazy grin while imagining a little girl burning to death.

Honestly for as over-the-top as this comes across, I do admittedly appreciate the way they made a villain who’s undeniably awful for everyone to stand up again.

I’m just hoping Veronica switches sides and we get the chance to use her against this ultimate foe. That would be pretty awesome.


Boy howdy, this really was a hell of a marathon wasn’t it? I love it when there are a lot of things to cover, but it is a bit exhausting when everything takes this long.

I guess if nothing else I can appreciate it as a little something fun before I dive back into killing myself with work that I for some reason thought would be a good way to get back into the swing of things.

So, how about I take a break from talking your ear off and once more offer the chance for a larger discussion.

How do you feel about the updates that came with version 2.1.0?

Out of the Radiant Dawn heroes added, which is your favorite?

What do you think of the way Book II is developing? Personally, I happen to think the way they’ve gone with it is pretty intriguing.

Is the best part of this update the new game loading screen that I used as the featured image for this post?

Let me know your thoughts somewhere on the internet, and until next time… I’ll be resisting the urge not to make myself broke again.

Wish me luck.

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.


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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.

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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.

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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.

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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:

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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.

Fire Emblem Heroes Version 1.8: Forging with Dragons

Fire Emblem Heroes Version 1.8: Forging with Dragons

Luckily for my sudden onset of insomnia tonight, it seems I have a new distraction to mull over beyond Superstar Saga. And writing overly long diatribes about Superstar Saga that I’m going to have to cut down to a more manageable form for a general newspaper audience.

Seriously, Sarah, if you wind up reading this… I’m sorry that I might wind up being more of a pain than I’m worth for the next couple of days with that review article.

But this isn’t the place for pre-emptive apologies. That can come at the end of this post. As the title suggests, we’ve got some Fire Emblem to discuss.

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This morning, Intelligent Systems has graced the world with an update to Fire Emblem Heroes, bringing us into the 1.8 version of the game. Thankfully, there isn’t a hell of a lot to this big update like there was with the last few, so I hopefully won’t be hating myself when I have to get up later.

The major addition with this update is a little feature we’ve been waiting on for quite some time: Seal Forging.

Now, for those of you who are uninitiated in the unending and relentless cult of Fire Emblem Heroes, Sacred Seals are items you can equip to your units that allow them to utilize a fourth passive skill on top of the “A,” “B” and “C” level skills they can be summoned with or inherit.

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These Sacred Seals can make a number of new possibilities open up for unit building and team composition overall. A few of my personal favorite examples include giving a unit like Reinhardt the “Quickened Pulse” seal that allows his special attack to pop off more often or giving a unit like Eirika a seal like “Fortify Resistance” so she can passively buff an additional stat for her allies at the start of a turn.

We’ve had a number of means of unlocking these Sacred Seals in the past, most notably through special Sacred Seal missions that cycle through on occasion, as rewards for completing Squad Assault challenges and as tier rewards during Tempest Trials:

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“Distant Defense” was a particularly good one out of the Tempest Trials category, as was “Quickened Pulse.”

The issue many players have had with these seals is that most have been stuck at a basic level 1 status, with no sign of additional level 2 or 3 variants being released anytime soon.

Enter: Seal Forging.

Though to allow Seal Forging to enter the conversation, we do have to take a step back. You don’t just get the ability to forge Sacred Seals right away, after all.

Thus, enter a new Intermission mission that players can unlock after they defeat Chapter 13 in the main story of the game.

 

Strangely enough this Intermission is the first of its kind and seems somewhat out of place as a result of being only one mission with no additional associated quests. The developers do make this strange addition make sense in the context of the story’s plot, however.

If you don’t remember what happened last time in the ongoing Fire Emblem Heroes saga, you can see me ramble about it in my post about the Crimean heroes some time back. If that’s a ‘too long, didn’t read’ kind of situation for you, then here’s the basics:

The Order of Heroes’ old ally Zacharias turns out to be their new enemy Prince Bruno, who fights against them because his bloodline makes him have an insatiable bloodlust because of something something evil dragon magic, so on and so forth in that classic Fire Emblem flavor. However, he revealed at that point that he still cares about his friends in the Order, and wants to help them help him so he can be friends with them again.

That’s the brief blurb about it, anyway.

This Intermission kicks off just about directly after that happened, when Anna leads the team to an ancient ruin called the Eternal Sanctum after Zacharias told her they could unlock more of their power there.

 

You go, you conquer, and at the end of the mission the team finds instructions for the Seal Forging ritual, which the team takes back home and unlocks for the player’s future use.

Really it’s as simple as that, even though I made it much more wordy than it had to be.

Once you unlock the option to forge Sacred Seals, you gain two abilities: Creation and Enhancement.

 

These options do exactly what you’d expect just off the names alone.

  • Creation mode: As the name suggests, allows a player to create a brand new Sacred seal that they do not already have. Currently there are only a few options with the “Spur” skills and brand new “Deflect” skills, with the latter being more expensive than the prior to create.
  • Enhancement mode: Again, as the name suggests, allows a player to boost the power of an enumerated Sacred Seal they already own. With this, “Breath of Life 1” can grow to eventually become “Breath of Life 3,” providing all the benefits of a third level skill as an add-on to a hero.

Both of these abilities take Sacred Coins, an item you receive as rewards for getting good rankings in the Arena Assault mode. Before now these items were completely useless and just taking up space, so I’m glad they can now be used for something.

Though, because I never took them seriously, I never actually spent a lot of effort earning them… So looks like I’ll have to take Arena Assault mode a bit more seriously from here on out. They are also adding them as rewards in other places like quests and through Tempest Trials from here on out, so that’s definitely a plus!

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Remember this image, it’s going to be relevant again later in this post.

That’s really about all there is to say about Sacred Seal forging at this point. All and all I’d say it’s a quite welcomed addition as a means of making units more powerful for both casual and Arena play. Plus, it fills in some knowledge gaps as far as letting us know what certain things do that previously had no purpose, so it’s satisfying in that regard.

Yet, I wouldn’t argue I’m personally blown away by this part of the update. It’s definitely nice, but I’m not enough of an Arena junkie to feel like I’ll get an exorbitant amount of use out of the system outside of an underlying drive to collect everything.

I can probably blame Pokémon for that one now that I’m thinking about it… But that’s another story.


Seal forging isn’t the only thing that was added in Version 1.8. It was certainly the biggest thing that was added, but there are a number of more minor aesthetic and mechanical adjustments that are actually wonderful additions in terms of making the entire user experience with Fire Emblem Heroes more smooth.

There are three other changes that the game felt were important enough to spell out in more detail as a part of this update, so I figure I’ll break them down the same way.

Changing Teams

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Now this is a change I can get behind. When playing Fire Emblem Heroes, I’m a huge culprit of the ‘look at a mission, then change teams up to fit said mission’ phenomenon. If that is, in fact, a phenomenon most players encounter.

Either way, the inconvenience of this issue is now a thing of the past. Instead of having to jump through seemingly 20 different pages to go from the entrance of a mission to the team editing screen, you can now go to team editing right away thanks to an extra button just at the bottom of the confirmation screen.

As you’ll see again with the other two things here, this change is all about convenience for the player, as just the fact that it was added at all leads me to believe other players had just as much to groan about as I did in regards to how long it took to get to the editing teams menu.

So good on you for listening to that bellyaching and turning it into constructive criticism, Intelligent Systems. I certainly know I appreciate the change.

Quick Questing

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See, I told you this particular image would be relevant again.

Much like going to the team editing screen from a battle confirmation screen was a pain, so was going from a battle confirmation screen to the menu showing off whatever quests and missions you had available. If you were trying to accomplish a mission with a certain goal on a certain level, flipping through those screens was almost a necessity.

Luckily, thanks to Version 1.8’s push for convenience, that problem is also a thing of the past.

Now when you’re looking at missions you can go directly to wherever that mission is relevant for. Need to beat the Training Tower’s Tenth Stratum another six times? Well, here’s a button to go straight there. Plus, it works in reverse, which means you can go from the battle confirmation screen to the quests and missions tab and vice versa. Way cool.

However, I think my favorite part of this change is that it also added these:

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Markers showing off which options include mission-specific things you can complete is honestly incredible. It again removes the need to flip between two pages to pick up on the information you need, but in a much more streamlined way.

I would probably argue this addition is my favorite part of this entire update, just because it’s exactly the sort of thing I’ve been internally asking for since the day the game came out.

Easy Auto-Battle

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The option is actually here in the bottom right-hand corner (^^^), in case you missed it.

With this one, what you see is what you get. Now there’s a more convenient button available (if you turn it on in your settings menu) to turn auto-battling on and off. During a game mode where you have to fight multiple teams in succession, this also keeps it on across multiple battles.

Simple convenience is the name of the game here, folks. Not too much to say, but the effort to improve the user experience is cool to see seeping through every inch of this game as time goes on.

Beyond those three, a number of other things were done that I figure are best left up to the concise words bestowed by in-game text:

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  • I haven’t played a lot with character supports beyond doing it for some stat buffs between my calvary units as a test run, but I guess it’s nice to see a more concise list of the benefits it provides right from the Support Rank icon. Don’t have much to say beyond that, however.
  • Voting Gauntlets don’t happen that often, and an aesthetic change as small as darkening out the members of a team you have selected other than the one that will appear in the Gauntlet is definitely more of an unnoticeable change unless you’ve been playing this game as long as I have. While I did notice this before even reading it in the change log, I’ll say pretty bluntly that it doesn’t change my life much at all.
  • Seeing every item you collect when using the “Accept All” option is a change that is arguably negligible enough to not have to be there at all, but I will admit there is something nice about getting a complete breakdown of what you’ll be earning should you be accepting items strewn across multiple mission and quest lines.
  • Gotta love bug fixes.

While that’s everything new with Version 1.8, I also figured it would be worth bringing up the new Voting Gauntlet that started today, if for no other reason than to look back at this when it’s over and lament whatever choices I’ve made in the here and now.

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The theme for this gauntlet is “The Blood of Dragons,” which pits Manakete against Manakete in a battle of the ancient bloodlines.

Not much has changed with this version in regards to the Voting Gauntlet system, other than the fact that supposedly adjustments were made in determining which army is stronger or weaker (which I really hope isn’t an actual fix considering what a meme it has become amongst my friends to send pictures of billion or trillion point differences in scores that read in-game as being the “same” as one another).

Though mechanically things are the same, there are some different rewards this time around for putting in the time to play:

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Take three – Possibly my most prominently used photo in any post ever just from this one alone.

Like I mentioned before in the Sacred Seals forging portion, now Sacred Coins have been added as rewards for completing Gauntlet-related quests. Between those and orbs, there are a growing number of incentives to participate as time goes on.

Personally, I’ll be participating on the side of young Tiki. She was one of my first five star units ever summoned, so there’s sentimental value there, and I also happen to adore her unrequited love for Marth in the canon of the games in which she appears.

I’m a sucker for that sort of thing, okay? Sue me.

If Tiki fails I’ll probably jump on the Nowi train since I get the feeling she has a strong chance of winning… But that’s a bridge we’ll have to cross when we get there. For now, I’ll just keep focused on supporting my girl as far as she’ll go.


Well, that about does it for another unnecessarily huge Fire Emblem Heroes post.

Seriously this was another relatively small update that I managed to turn into a 2,200 word post. How I do that is beyond me, but I sure hope that it clears out whatever issues I have backed up in my psyche in one way or another.

If you stuck with me so far, then thank you. As a reward, I’ll treat you with this: My favorite picture out of Mario & Luigi Superstar Saga so far.

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Nothing like a good old game of Donkey Kong to really bring the world together.

It’s either this one or blowing up the fat skeleton in the shipwrecked S.S. Chuckola, but that also requires some extra explanation to truly appreciate the fatso jokes, so… Yeah. For another time.

Like I mentioned at the beginning of this post, I’m actually working on an article for the Daily Titan reviewing the Superstar Saga remake, so expect to see that by the end of the week. In fact, I have far more to say about the game than I’ll ever be allowed to publish, even if it’s probably going online-only, so expect to see an unabridged version of that review here on the blog not too long after.

Until then, let me know what you think of Sacred Seal forging and the other small changes from this update in the comments below!

If nothing else, I know messing with some of this stuff is going to be a wonderful distraction from having to study for my statistics exam this week. Seriously not looking forward to that.