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TLS 0.75.0 Released!

UPDATE II: Version .2 hopes to have fixed all softlocks throughout Stineford and Withered Mountain maps. It's the only link below.

UPDATE: The new .1 version attempts to cover all reported issues so far. Please use that if you haven't. No RTP version because I am already up much later than intended.

Here we go, this update both is and is not a big deal. On one hand, due to the new dialogue system and all the new combat elements, it's the largest change to the entire game in ages. On the other, it doesn't have the last harem member or anything, so only fun for those interested in the pieces below.

Link: https://mega.nz/file/TpUyTJoS#6LLlOOSgqr0teVkWJoxsMrldtM7G3efE0im92C2z58g

TLS 0.75.0

- The dialogue system of TLS has been massively overhauled to show character busts during conversations. Thanks to Rachnera and others for helping this happen.

- Substantial balance changes, including many new skills (see next section).

- Remade and polished prologue section.

- New custom title screen menu.

- New maps for all Stineford interiors.

- Further polishing, to the final battle and across the game (see lowest section).

- New windowskin thanks to Lamsey.

- New illustrated scene: Shard Sipping.


Balance Changes

- 33 new skills spread across the harem.

- 6 new skills dedicated to swapping active party members, a newly coded capability.

- 8 new synergy skills: Poison Storm, Piercing Assault, Weakening Assault, Agile Guard, Pure Thrust, Inspire, Anti-Tyrant Essence, Arcane Shieldwall.

- Uyae's stance skills no longer require a turn to switch.

- Thanks to Lord Forte for scripting help, the LUK statistic now has more complex effects on the game, including status effects, hit rate, and evasion.

- The LUK of both enemies and characters has been adjusted to compensate for these effects.

- Six new offhand items unique to Vhala have been added, spread throughout the game depending on decisions.

- Multiple synergy skills have been tweaked, and Earth Lance no longer requires synergy.

- The cost of Dominate/Corrupt was reduced.

- The damage formula for Quake was improved.


Past Changes and Additions

- Final ending requirements modified.

- The final push section now shows your variables more accurately.

- Lustlord's Shadow boss weakened.

- The Crystal of Harmony is now purchasable if you missed it.

- Eustrin now has two new tracks, thanks to Lamsey.

- Lamsey also contributed a significant number of modified sprites, such as succubus sex, prologue Simon, and a new Doom King statues.

Honestly, most of what I would normally say here is included in the version notes. Instead, let me lay out several specific things for players to take a look at, if they want:

1) Check out the new combat balance

There is a blimp event in the teleportation room that will grant endgame saves all the added skills (except synergies). Please play with these and tell me how they feel, as I would really like to get the balance settled on these before the optional dungeon update.

I don't expect people to play through the game just for this, but for the hardcore folks who replay repeatedly, tell me how the new stuff feels. When new skills are added, the new LUK balance, etc. I obviously didn't have time to replay everything, so there could well be unintentional issues with the new balance that should be fixed.

2) Try the new prologue, remind me of maps

As mentioned, I revisited the prologue and polished up some things. Please take a look, and if you have suggestions now is a better time than later. I also hope to find any issues with the maps before I convert the other copies... at least I think there are some duplicates of Withered Mountain in some of the event files?

3) Enjoy the new dialogue system

Whatever you're playing, take a look at the new dialogue and enjoy. ^-^ There's a chance that specific characters/expressions might be missing busts or have errors, so note and report if you see any. If anyone wants to help me, I would love to have a before/after screenshot comparison. (EDIT: I have enough now, many thanks to Innocuous!) Something on a nice map, with a nice character.

That's all for now. Doing an update like this feels weird, hopefully nothing is broken. =/ Some kind of update on Sunday.

Comments

Ah, I just forgot you could go back because there's nothing much there. I had the new plans event set up for prologue and return, I just need to turn it off in Chapter 4. Thanks for noting it!

Sierra Lee

You can return to Withered Mountain anytime in the free-roam sections in Chapter 4/5. The 'plans' are new to the new map, they weren't present before. It's the exterior map, not inside, just to the left of the entrance. Simon say '...my plans are still here, untouched. This place must not see much traffic.'

Innocuous

>There's a bug I don't understand. On the return to Withered Mountain with Simon in Chapter 2, if upon entering I immediately try to go right under the rope bridge or north through the tunnel, my movement is blocked. However, if I climb the stairs on the left, then go back to the bridge/tunnel, now I can move through freely. I haven't found the same to be true coming here in later game saves (Chapter 4 or Chapter 5). I know what this is: the game still thinks you're on the upper level. This explains that other report too. Because the player leaves the prologue without going back down, I just need to set this switch manually when the player returns. This should be fixed for good, unless there are other ways to get between the top and bottom levels without using the stairs. >If you interact with the 'plans' at the entrance to the Withered Mountain, green collar Simon will comment on it, even if it's later in the game and you have black collar Simon. Can you return to this location with black collar Simon? When is that? >The lamia is no longer in front of the door when you first arrive, although this may be intentional because if you try to go inside without talking to the lamia first, Simon will step back and tell the player to talk to the lamia. I had... some reason for this at the time. >During the end of Return to Stineford event, the Chosen has a bust but the color-inverted Chosen is just a face sprite. I assume this is true everywhere else. It's a bit awkward (but also funny) because as soon as the Chosen goes color inversion mode, he loses his bust status and then explodes. Rachnera or Lamsey would need to create a special inverted bust for him. Can't imagine that would be too difficult, but I also don't know that it's high priority. >When the Chosen 'dies' here, there is a weird graphical thing going on in the space he died, where it replaces the tile with like a grey square. New map is missing skeletons! Fixed.

Sierra Lee

Hello. A few more bug reports related to the new maps. Return to Withered Mountain (Chapter 2) - There's a bug I don't understand. On the return to Withered Mountain with Simon in Chapter 2, if upon entering I immediately try to go right under the rope bridge or north through the tunnel, my movement is blocked. However, if I climb the stairs on the left, then go back to the bridge/tunnel, now I can move through freely. I haven't found the same to be true coming here in later game saves (Chapter 4 or Chapter 5). - If you interact with the 'plans' at the entrance to the Withered Mountain, green collar Simon will comment on it, even if it's later in the game and you have black collar Simon. - The lamia is no longer in front of the door when you first arrive, although this may be intentional because if you try to go inside without talking to the lamia first, Simon will step back and tell the player to talk to the lamia. - There is now a fight with orcs that is required before reaching Altina (orcs by the jugs), which isn't a bug but I'm sure will drive optimizers insane because of the loss of Altina XP (:p) - Otherwise the section seemed to run smoothly Return to Stineford (Chapter 5) - Made it through the section without any softlocks or anything. - Random stuff in Stineford Magic shop is so cool I wish I could interact with them. - During the end of Return to Stineford event, the Chosen has a bust but the color-inverted Chosen is just a face sprite. I assume this is true everywhere else. It's a bit awkward (but also funny) because as soon as the Chosen goes color inversion mode, he loses his bust status and then explodes. - When the Chosen 'dies' here, there is a weird graphical thing going on in the space he died, where it replaces the tile with like a grey square. - After the scene with the chosen, at the start of the 'end of Return to Stineford' event, Simon is placed behind Sarai instead of in front of her. It's possible to walk around, it just looks a bit funny.

Innocuous

Yeah, the new window skin has a slight yellow tint to match the logo branding.

Lamsey

Got it fixed, thanks!

Sierra Lee

Sure, (014,027) it looks like. Event ID 146 if that helps too.

Aria the bunny

I don't know if this is a bit between you and Lamsey, but that looks like the color of his new windowskin.

Sierra Lee

Hey, thanks for your detailed response! I hate to discourage any sort of feedback, but honestly stuff in between the prologue and Stineford would probably be better tackled in a later update. Can you, uh, save the latter parts of your post until then? But aside from that, lots of things to address! >I took some screenshots of the new bust system before I realized that I have no idea how to send them to you. If you don't have a third party service to upload them to, you could try Discord, or I guess email if you really don't like any of those. >Some of the bust sprites clip around the top left of the text box. Might just be a stylistic thing, but I think some look better than others. The original system had a hard line on the right side, then this was suggested and I felt it looked better. I don't know, I honestly don't want to think about this too much more. Rachnera and Lamsey are the ones doing the heavy lifting on this. >script reports Thanks! I can only really pass these along to the people who have helped me with these systems. >With the Prologue and Stineford looking better, I wonder if you're thinking of updating the areas in between as well. Maybe eventually (but before 1.0.0). It's just such a headache. >There's a few scenes where character models blip out of existence at the end of the scene, where other scenes like it fade to black and back to remove the character models, which I think looks better. I agree, and probably would have brought these up to the current standard when I did my replay. For now, I think I added fades to them all, but have not tested. >First, in the prologue, when exactly does Riala implant the shard into Simon? Seems like it should be an obvious event for people playing through again, but either I just can't see it or it doesn't happen on screen. This feels like something that should be exceedingly obvious. During their sex scene. I guess I could try to make this more obvious. >Also in the exchange with Riala, Simon asks her not to take his soul, which just feels like an odd thing for him to ask. Succubus stealing souls seems more like a superstition thing in TLS, and I would assume Simon to be more knowledgeable. There are a number of later conversations where succubi "sip" on the souls of other harem members. I guess it isn't emphasized much, but they are indeed capable of causing serious spiritual damage. The rest, I think I will have to tackle later. Perfectly good suggestions (like a permanent solution to the boulder puzzle) but I think this isn't the time to remake those sections.

Sierra Lee

Since you're looking at the files, can you specify the x/y coordinates of the relevant event? Lots of sparklies on that map.

Sierra Lee

Some pictures of the yellowness thing: https://imgur.com/a/yU27vQy (0.75.2, no save with any specific config I'm aware of in folder) Especially prevalent on the save screen, maybe because the windows are transparent and their own color mixes poorly with the title image below?

Rachnera

> - Some of the bust sprites clip around the top left of the text box. Should be fixed by next update: https://github.com/Rachnera/tls-experiments/commit/95ac1f44a88548a34c94b177521b3d838a8f1397 (bug was apparently caused by a gremlin who added a -4 there for no reason I can fathom) > - Some of the text boxes for the early sex scenes are now slightly overflowing (ie Wendis flashback and Aka first time). I wonder if this is from changes to the text box for the bust system. I think this is the same issue as the one previously reported by Lamsey and therefore should be fixed by next release. > Mithyn (wing is like 25% of the screen, I think this one needs to change) If someone good with image editing could give a nice feathercut to Mithyn's image, I would be glad: https://github.com/Rachnera/tls-experiments/blob/95ac1f44a88548a34c94b177521b3d838a8f1397/Graphics/Pictures/busts/Mithyn.png I could obviously give it a square cut myself. But the result won't be nearly as good as if done by a professional feather stylist.

Rachnera

I was looking through the events for unlocking the new Synergy skills, it appears that the event for unlocking Riala's new synergy skill is looking at the wrong switch for if it should be unlocked.

Aria the bunny

- There's a few odd things in the Yarra intro. There's a time stop that occurs that seems at odds with Incubus powers and magic and such. Also Aka's injury/corruption is odd and maybe understated in the moment. If I could suggest a change to the scene, maybe drop the time stop and just have Simon pull Yarra aside after the fight, telling Tal/Aka not to touch the circle. Simon/Yarra have the conversation they have now, but while they do Tal messes with the circle and it infects Aka. I think it would also strengthen Simon's decision later to kill Tal if corrupting Aka is explicitly his fault. - In the first exchange with Yarra, Simon also mentions thinking Incubus Kings couldn't co-exist, but I thought he would know there are other Incubus Kings in other continents. - Yarra mentions watching Simon from when he entered the forest. I think it would be a fun easter egg if one of the NPCs you meet the first time through is Yarra in disguise (and that NPC then obviously isn't there after coming back through with Yarra). - The interactions with Ina in Feroholm feels like an opportunity for some kind of lasting consequence, even if it's as simple as something like Yarra +2 for sleeping with her, and Aka/Qum +2 for leaving her money. - Finally, Simon's hatred for the bartender that he kills in Feroholm feels underdeveloped. Right now the guy is legally selling alcohol, even if Simon considers it unethical, and Simon robs and murders him as a convenient way to get some money fast. Maybe the bartender could be connected to the Reval slave trade, or he could abuse Ina or Qum, or maybe he tries to blackmail Simon with a fabricated story about how Simon is intentionally getting the Chosen killed. Anything that could push the moral swing on this scene closer to Simon so he doesn't come across as just another bandit. If the story had ended with a 'Simon was a monster all along' then this scene would be fine, but that's not really where the story is by the end, so I think this could use an update. I think that's all the notes I had through like Chapter 1. I understand if you're not looking at changing things like this, or if you think they're okay as they are now, but hopefully this is an OK time to bring these up to you.

Innocuous

Thoughts on Prologue/Early Chapter 1 Story Elements - I also have some thoughts more on story/dialogue elements from these sections. Nothing that I think absolutely needs to be changed, but there are some oddities and inconsistencies in the really early parts of the game that feel at odds with the rest of the game/story. Again I think a lot of this is better once the party hits Stineford, it's just the very early parts that have things that are incongruous with the current game and story. - First, in the prologue, when exactly does Riala implant the shard into Simon? Seems like it should be an obvious event for people playing through again, but either I just can't see it or it doesn't happen on screen. This feels like something that should be exceedingly obvious. - Also in the exchange with Riala, Simon asks her not to take his soul, which just feels like an odd thing for him to ask. Succubus stealing souls seems more like a superstition thing in TLS, and I would assume Simon to be more knowledgeable. I think more he's just asking her not to override his conscious mental capacities with lust magic. Maybe 'soul' is the most expedient way to write that, but it does strike me as odd. - Early Chapter 1, I always found it odd that Tal doesn't have a Shining Sword. I think he's the only Chosen without one. Another Shining Sword here for the player to take would make it a little easier on collecting them, or if you don't want to do that, maybe a line where he mentions throwing it at a rat and losing it, or something. Or maybe his regular sword evolves into a Shining Sword as he gains experience. - The boulder pushing puzzle in the cave. I think it's okay the first time, but gets tedious to do it like 5+ times each playthrough. Not sure if it's possible to have it stay solved (or just open up in later chapters), or maybe get rid of the boulder that needs to be pushed down the hallway because that's the most tedious part.

Innocuous

The Prologue and Early Chapter 1 - With the Prologue and Stineford looking better, I wonder if you're thinking of updating the areas in between as well. For me at least, Stineford is the point where the game really showed it was something special with a large (but not too large) area to explore and find things in, and where the player starts making meaningful choices with long lasting impacts. In between is mostly just a linear path, and it's longer to get through then the Prologue before a player will hit Stineford. There is Feroholm, Delgar Forest/Cave, the Road Cleanup Section with the Chimera, and the merchant camp/Revel's camp. - There's a few scenes where character models blip out of existence at the end of the scene, where other scenes like it fade to black and back to remove the character models, which I think looks better. - The Simon/Tal/Aka scene in Delgar Forest when Tal wants to help the 'merchants' which is just an ambush by Varia's party - In the Yarra/Simon exchange after the party is separated and after the Wendis flashback - On the 'cleanup' Road with the Chimera, the first scene when entering the area

Innocuous

Busts - The double bust on a character intro is a bit odd - Some of the bust sprites clip around the top left of the text box. Might just be a stylistic thing, but I think some look better than others. These are the ones that I found: - Ivala (minor, small clipping in top-left corner around the hair, but this is the first one a new player is likely to see) - Mithyn (wing is like 25% of the screen, I think this one needs to change) - Grynyth (minor, looks fine) - Fuani (minor, ear clipping into text box) - Yelarel (minor, tip of the wing) Other Stuff - Some of the text boxes for the early sex scenes are now slightly overflowing (ie Wendis flashback and Aka first time). I wonder if this is from changes to the text box for the bust system. - Combat swapping works now! However, there is a visual thing going on with the combat swaps. If you have the battle animations hidden and use a combat swap that is not instant (for example Riala's Combat Teleport) while having the other party members take an action (for example attacking), then the text/effects of the attacks will still be drawn (and be drawn over) the pop up that switches party members. The pop up is still functional, but these elements can block readability depending on where they are in the screen.

Innocuous

Going to put longer blocks of text in the replies, but quick thoughts. - Prologue looks great now - Combat swapping is working, looking forward to playing around with it - Loving the new bust system - Doom King Sprite looks great - Skullcrusher gets a full bust, lol - Tyna suitors all get a bust, really adds personality to them - I took some screenshots of the new bust system before I realized that I have no idea how to send them to you.

Innocuous

@lostone2 This is the exact post I was looking for thanks! I wish this was linked or had a post on the Wiki somewhere, it's really useful.

Belly97

@Edward Culham Yeah, I already use the wiki fully and that wasn't what I was looking for, thanks anyway

Belly97

In case that you haven't found it yet, there is a list of the existing tools in this forum thread: https://thelastsovereign.flarum.cloud/d/10-external-tools-list

lostone2

yes it would. I beleive that is how you had it before, that could not get on that tile.

Edward Culham

Not in a good position to check the first visit, but the main culprit I see is being able to walk over the boards on the ground. If I make that tile impassable, will the maze be fixed?

Sierra Lee

In stineford abandoned house; there is a mapping issue. What used to be the barricades that you can still see; it is possible to walk over them now. Making it possible to avoid two fights that don't have the monsters showing, that used to be non optional. Part of 75.2

Edward Culham

Although the website is not the best to nagigate anymore, as it does take time to find the inventment page; there is links to all the major pages on the far left.

Edward Culham

https://thelastsovereign.miraheze.org/wiki/The_Last_Sovereign_Wiki

Edward Culham

Strange! I will hope this was a one-off error, because I don't have any idea what could cause that.

Sierra Lee

Afraid I don't know this offhand, so I hope someone else will reply here! Not all patrons dig through the comments.

Sierra Lee

In .2, Feroholm church, the music just ground to a static buzz then cut out completely. Leaving the screen fixed it. Returned to the church and it seemed fine. I hung around for one playthrough of the music after returning. I had been in the church a while and was about to leave when it cut out the first time.

Warstrike

It's been a while since I last played, I seem to recall there being a wiki/forum/guide page that listed the different tools .etc for use with this game, like battle and investment calculators, could someone please provide a link either to the group page or the individual tools if the page still exists, thanks.

Belly97

Unsure. Lamsey's new windowskin did require a change to the menu color correction in the game, which could be related.

Sierra Lee

Haven't got to play the update proper yet but noticed the save screen appears (at least on my side) to be weirdly yellowish now, as if it was sickly? Guess vox populi will tell if it's a screen color configuration issue on my side or a shared impression.

Rachnera

None of this got into the .2 build, but thank you both for your continued work on this!

Sierra Lee

Thanks for the quick response, Rachnera. > For this one, no magic I can do, the appropriate events need to be modified by hand. I was imagining that would be the case. I can probably identify the relevant places by grepping around in the event dump. > Moving all faces to the same spot actually makes for simpler config, so no reason to refuse. Done. Thanks - I was looking at tweaking the bust offsets yesterday, and it sounds like this will reduce that job to some minor fine-tuning. > I confess I don't have it in me at the moment to determine which characters need adjustments and adjust them. If there's a happy volunteer for that job around, be my guest. I'll see what I can do. I'm currently looking through all the configured busts and identifying graphical issues. Grynyth's eyebrows in particular are going to take a lot of work. It seems apt that she should prove the biggest pain in the arse.

Lamsey

Okay, all fixed. Usual place, usual three files. Details below. > If the text box is moved to the top, the side borders are not removed and some dialogue that used to fit onto four lines now overflows: > Similarly, the line wrapping has been affected for full-screen scenes. It looks like it's wrapping earlier than it needs to. Same cause for both. I had forgotten the "reset to default behavior if not in a context where you should display busts" in one spot. For those curious, fixed by the one liner https://github.com/Rachnera/tls-experiments/commit/324cc79097217f99d947d46633ff03e7b0403c5e > The textbox bust shouldn't be displayed when the full-size bust is being displayed. It's not too bad with Simon, but it looks weird with others that have bigger overlaps. For this one, no magic I can do, the appropriate events need to be modified by hand. Two possibilities: - Just remove the full size images for everyone - Wrap the relevant "Show picture"/"Erase picture" with a "if Switch 13 is on"* to keep the current behavior when the busts aren't displayed *13 being the number of the switch used to track if the new feature is on. Cf https://github.com/Rachnera/tls-experiments/blob/138c09b0ac665ef02441940600a7d4340a50c1bd/Rachnera%20Message%20Bust.rb#L188 > It feels much more natural when the faces don't move around while progressing through conversations. I think the positioning of all busts should be normalised so that their faces appear in the same place, with possible exceptions for extremely tall (Tertia / Doom King) or short (halfling / Dwarren) characters. Given that one of Sierra's main concerns with this kind of dialogue system was about the characters' expressions being too far removed from the text, I think the ideal position would be with the face centred around the top of the dialogue box, i.e. roughly where Altina's is. Moving all faces to the same spot actually makes for simpler config, so no reason to refuse. Done. Said spot defined here, can be changed easily if need be: https://github.com/Rachnera/tls-experiments/blob/138c09b0ac665ef02441940600a7d4340a50c1bd/Rachnera%20Message%20Bust.rb#L12 Note however that the result is still not perfectly smooth: Depending of the source of the assets, characters are at different zoom levels and their faces aren't exactly centered the same way, so there's still a bit of moving around. > Some characters are awkwardly cut off by the transparent box for the text area On that, I fear we're beyond the limit of what can be done automatically. For centering horizontally or vertically just right a particularly unruly character, no choice but to go to the config file and play with the bust_offset_x and bust_offset_y options until it feels right. Syntax is relatively straightforward (example with Ivala: https://github.com/Rachnera/tls-experiments/blob/138c09b0ac665ef02441940600a7d4340a50c1bd/Bust%20Config.rb#L908-L913) but I confess I don't have it in me at the moment to determine which characters need adjustments and adjust them. If there's a happy volunteer for that job around, be my guest.

Rachnera

I would like to release a .2 build soonish in order to remove all softlocks introduced by the new maps, but what's stopping me is that there are an unknown number of them in the return to Withered Mountain section and they're not fixed yet. So... few hours to one day, depending.

Sierra Lee

Is it possible to get a vague ETA on the .2 update, next few hours, 1 day, a couple of days .etc? Just trying to plan out if I can go back to playing my fresh new game soon or if I should switch back to working on something else. Not trying to rush you, just curious.

Belly97

Yeah, I thought this might be the case. Well, I hope one of them gets a crack at fixing it, but all good if not, it's not a huge amount of time and I can be patient.

Belly97

Little tricky to track down the tiles based on that, but I believe I've got it fixed, thanks! Carina will be fixed in the .2 update.

Sierra Lee

This timing is built into RPG Maker, but I actually agree with you. We would need one of the script masters we have around to look into making this an option.

Sierra Lee

Will be fixed in the .2 update.

Sierra Lee

Yup, also needs to be reconfigured!

Sierra Lee

Will be fixed in the .2 update.

Sierra Lee

In the Stineford shops, above where the woman talks about potions, you can walk into the middle of the top shelves one tile. In the potion shop, there is a row of shelves in the top left, middle-ish of the shelves there is a one-tile gap going up. If you watch the guy who starts near there he occasionally walks up into the gap and then back down again. This is when I'm playing a fresh game, just got to Stineford V75.1 Aside from the Stineford Cathedral soft-lock when Carina tries to go back in after asking you to deal with the slavers in the warehouse, her head also slightly clips through the railing above her when she walks off to the side while talking to you.

Belly97

Someone already mentioned all the bugs I found, but instead of a bug, I would like to request if possible to either shorten the time unique fighters/bosses take to sink into the ground when defeated or provide an option to make it near instant. When quickly skipping through areas and content the slowest thing by far is having to wait for them to finally disappear down the bottom before I can progress. If it's not possible, all good, keep up the good work.

Belly97

Slavery in steinsfurt quest crashes the game as carina is about to go back inside after giving the quest.

A1llas

Found a critical early game bug, Carina can't go back into the church at Steinford (there's no room for the guards to get out of the way) so I can't do her quest. This is .75.1 BTW

Q-Riff

Pretty sure this was in .1

Warstrike

I think I had Altina evade her own self pump skill too in the prologue

Warstrike

Thank you, I believe I've handled everything (including your answer on Discord re: soft locks) on my end. For once, quite a few of your reports aren't for me. Me not having to worry about further line wrapping is one of my highest priorities, so I hope that can be addressed. I concur with some of your thoughts regarding dialogue busts, but don't have a lot of bandwidth for it. >The AkaRelief image was not updated to the new version I provided with the fixed lighting. Wasn't sure about adding this one, sorry. >I have scanned through the map list and I didn't find any duplicates. Well, I guess better to hallucinate duplicates than to be unable to find existing things. Thank you for checking.

Sierra Lee

> at least I think there are some duplicates of Withered Mountain in some of the event files? I have scanned through the map list and I didn't find any duplicates.

Lamsey

Issues relating to the changes from my polishing notes: The Eustrin tracks I sent previously were still too quiet. Here are further-amplified versions: https://www.dropbox.com/scl/fi/ksag6y09yn3zn143wbga3/Eustrin.ogg?rlkey=eucv1yq55w0nupmnsbfnnnyfp&dl=0 https://www.dropbox.com/scl/fi/ejlcspj7versah4zsilzd/Eustrin-Dungeon.ogg?rlkey=14zfulqx9iqkdi5sxox8d6l05&dl=0 The AkaRelief image was not updated to the new version I provided with the fixed lighting. If this wasn't deliberate, here is the file: https://www.dropbox.com/scl/fi/qligt5ysxnqjahe3pb225/AkaRelief.png?rlkey=073g99o8eadx8qstpux8umqz6&dl=0 You asked for a specific recommendation to address the extended silence during the Thaumaturgical Academy demon portal quest. I suggest playing the 'Darkness' BGS at 100% while the portal is open. I've playtested this and I think it's a subtle but noticeable improvement. Add the highlighted line below to 3: Stineford -> Outlying Areas -> Academy -> 000,000: https://www.dropbox.com/scl/fi/liwnvw6vwx5k1zdbka5mf/Screenshot-2024-09-07-20.27.54.png?rlkey=m01p471xcowdn3bvbndj5685e&dl=0 Add the highlighted line below to Thaumaturgical Lecture Halls -> 000,000: https://www.dropbox.com/scl/fi/xj3mn0yk1wrr47ybwhogx/Screenshot-2024-09-07-20.32.39.png?rlkey=d7le3csqi56d9pbfghcsxur39&dl=0 During the Bloody Spire melee, the corpse at 013,009 should be moved one tile down or left, to avoid overlapping with Orcent's sprite: https://www.dropbox.com/scl/fi/zm7lv04zwc21rtxkxu06w/Screenshot-2024-09-07-15.12.45.png?rlkey=4rhn9j0vptxg3pri53ml6dh2u&dl=0 14: Third Arclent War → IKD Events → Bloody Spire → Bloody Pit I reported Riala facing the wrong way in the discussion in Janine's library after the Second Gathering, and you asked me to test the suggested fix. Adding a "Direction Fix OFF" command to the move route does indeed fix the issue: https://www.dropbox.com/scl/fi/nzwkbdwbuki7avyxf5276/Screenshot-2024-09-07-18.36.35.png?rlkey=8a0yf8avyarv1hqqp2maccojz&dl=0 19: Second Gathering → Yhilin Palace: Royal Chambers → 014,028 → page 3 The Trin Copies event (common event 6) needed more fixing than I thought; the list's now displaying at small size: https://www.dropbox.com/scl/fi/l27ngku033e9egeqummbe/Screenshot-2024-09-07-13.39.22.png?rlkey=coypj8k5ffd7urozi7gnmr48n&dl=0 It looks like the "Copies remaining: x" line needs to be displayed at full size after the ledger script, then the message size needs reduced before Trin's dialogue. It behaves correctly if you change the end of that event to the following: https://www.dropbox.com/scl/fi/24f0ksoistko7cmjp14iu/Screenshot-2024-09-07-19.28.55.png?rlkey=dlvgmlze5vo44270v2tet86i0&dl=0

Lamsey

Dialogue system aesthetic issues: Unlike the text wrapping issues, I will look into making improvements for these. The textbox bust shouldn't be displayed when the full-size bust is being displayed. It's not too bad with Simon, but it looks weird with others that have bigger overlaps. https://www.dropbox.com/scl/fi/kzan8s0l0r8px7i5n2s9u/Screenshot-2024-09-07-11.33.31.png?rlkey=glprxpae94lqthzo32pbvm4gn&dl=0 Some characters are awkwardly cut off by the transparent box for the text area: https://www.dropbox.com/scl/fi/5zv6ef65bqlgzcg9bmfey/Screenshot-2024-09-07-11.37.30.png?rlkey=nhok6np6fuvkfad7kife7t84y&dl=0 I found it distracting that characters appear at varying heights; for example, the Chosen's face appears much higher than Altina's. https://www.dropbox.com/scl/fi/bbf3rldje0ckh0vigwg8p/Screenshot-2024-09-07-19.43.21.png?rlkey=xz7xbqfhy6hrm82t8o93g1goc&dl=0 https://www.dropbox.com/scl/fi/ljd6bg9o2anbgpj9k2eev/Screenshot-2024-09-07-19.43.24.png?rlkey=q77x5vqcpun4bqy8stm625j1y&dl=0 It feels much more natural when the faces don't move around while progressing through conversations. I think the positioning of all busts should be normalised so that their faces appear in the same place, with possible exceptions for extremely tall (Tertia / Doom King) or short (halfling / Dwarren) characters. Given that one of Sierra's main concerns with this kind of dialogue system was about the characters' expressions being too far removed from the text, I think the ideal position would be with the face centred around the top of the dialogue box, i.e. roughly where Altina's is.

Lamsey

Dialogue system text flow issues: Logging this here for visibility, but I assume we'll need Rachnera to look into it. If the text box is moved to the top, the side borders are not removed and some dialogue that used to fit onto four lines now overflows: https://www.dropbox.com/scl/fi/wom58nn15t85ms572voux/Screenshot-2024-09-07-14.40.16.png?rlkey=06yjn19o58uzjtp785pd9kvvn&dl=0 Similarly, the line wrapping has been affected for full-screen scenes. It looks like it's wrapping earlier than it needs to. https://www.dropbox.com/scl/fi/srqjwd1mdjj8n9wk85n18/Screenshot-2024-09-07-15.47.50.png?rlkey=vdjcow145s12yh0ypdv9ufv07&dl=0 I don't think it's acceptable for the new dialogue system to affect the number of visible characters in any scenario, since this will cause unpredictable text overflows throughout the game. I thought this was why it was necessary to remove the side borders from the text boxes, but it looks like it's having unintended side effects elsewhere.

Lamsey

In general, the changes to the prologue look really good. Only one minor nitpick: I suspect that nobody will ever think to interact with the blank side of this plinth to trigger this line, unless they remember the old stele from the previous version of the map. Perhaps add a sparkly? https://www.dropbox.com/scl/fi/9u8ucys97wkcyijk7a8fj/Screenshot-2024-09-07-11.09.10.png?rlkey=4qknrr7ingrw78q54vod2y5qw&dl=0

Lamsey

I haven't looked at the new skill stuff yet, since I assume others will focus on that. Instead I've been checking up on the polishing fixes and the new dialogue system. As usual, reports in replies to avoid clogging up the thread.

Lamsey

Yep the wooden top part of the bed and a bit of the pillow at the top is layered over it

goi

(insert grumbling about making new maps here) Thanks for the reports! I believe I got them all except the bedframe... is it the top part of the bed overlapping the animations?

Sierra Lee

going throughout the return to Stineford, In the keeper Traven you can walk up between the two wooden posts. bedfame in the blue rose cuts into the animations on it when resting. Game softlocks if you talk to the bank manager due to the game placing you on top on the table in the bank. also if you have Lucy the game softlocks because you can't get past her to talk to Sarai( also same table issue that Innocous mentioned

goi

Ah, this is a little oversight related to the optional dungeon content (most of this was removed). It is harmless and can be ignored until I fix it.

Sierra Lee

At least in 75.1 when entering teleport section with the blimp Riala pops in saying to talk to Xestris to investigate Phlion at the end of chapter 4(not sure if at other areas yet)

goi

Almost all the new skills as sincere attempts to make balance more interesting, but sometimes I just have fun. =P

Sierra Lee

Thank you for reporting the missing tile and the softlock in Stineford! I will try to get those figured out ASAP (the unchanged maps you mention were intentional, as I figured those were simple in concept). The blimp near Simon should have been removed before release, so that will take care of itself. Swaps crashing the game and Randomness should be fixed in the .1 build. Everything else is tweaks that I have taken care of now, thanks!

Sierra Lee

Sexpocalypse is clearly unusable and I LOVE IT THE WAY IT IS ! It is so lilith...

Mycroft

Great update. Dialogue bust system is awesome, loving it so far. Some of the changes will take much longer to test out, but here is some initial feedback. I saw in another comment that a 0.75.1 may already be coming, but this is for 0.75.0. Stineford Interiors - When first arrive, in Blue Rose Inn -> Megail's Room, there is a spot just below Megail that I think should be a table but is nothing. It can't be walked on but can be interacted with (says 'Letters of authorization concerning supply lines') - Areas that didn't get new maps (not sure if intentional or oversight) - Slavers building interior - Inn basement with rats - The game currently softlocks when you go see Carina in Chapter 1 in the Stineford Cathedral for the first time. Looks like the game tries to move the guard out of Carina's way, but the space for the guard to move into is now blocked and it softlocks. New skills - 'Incubus Assault' (Simon) text is cut off in the description - 'Atmospheric Jolt' (Altina) text is cut off in the description - Simon somehow has a blank spot in his list of 'Special' attacks in combat (between Incubus Strike and Dominate) (this appears after interacting with the blimp in the courtyard and selecting '1', even though there is no other dialogue) - Using any skill that swaps characters in combat is crashing the game and giving an error "Script Yanfly Lunatic Objects line 184: No Method Error has occurred" - Can use Lilith's 'Randomness' skill over and over again until it fails, and then it goes on cooldown (which seems like it can happen if don't have enough lust/mana, or if randomness selects randomness as the ability to use) - Varia's 'Destined Endurance' -> got confused by this skill, I think what's happening is that it's healing to 100% hp, and then increasing max hp (but not healing to it), but it looks like the big heal here isn't actually healing everything Other Things - Prologue/busts and such look good, have more comments but will wait for now, wanted to get some of the softlocks/crashes and such to you.

Innocuous

Please do so in the .1 version I'm uploading now!

Sierra Lee

While this is immensely funny, I'm afraid new players might not look so kindly on it, so I'm afraid I have to treat this as a bug report.

Sierra Lee

I think I'll load an old save to check out the new l33t skillz then start again.

Q-Riff

First fight I use heroic pose with Kai, it missed and my friend and I started cackling. Please do not fix it, let heroic pose sometimes miss.

Alistair


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