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sierralee
sierralee

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Version 0.17.3 Released

It's finally out! Check the blog post:

http://the-last-sovereign.blogspot.com/2016/03/version-0173-public-release.html


Backers, I'll be making another thread shortly with some info on what to expect next.

Comments

Alright, thanks for bundling those and thanks again for all your editing. I've replaced the majority of these, as well as dealt with the final bug reports and fixes I had on my list. I think version 0.17.4 is officially impending.

Sierra Lee

OK, thanks. No problem on the more subjective points - I appreciate it's always going to be tough balancing people's differing expectations :-)

Lamsey

Sorry - I've been out of the house this afternoon. Here's a .zip with all the files: <a href="https://www.dropbox.com/s/mmihjbn8pfhj17k/tls.zip?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/mmihjbn8pfhj17k/tls.zip?dl=0</a> I wasn't entirely happy either with some of the changes Decanter highlighted, but I figured I may as well post them to give Sierra the option of using them or not. I certainly don't want to step on any toes with original work, so feel free to ignore those (I don't know where the tracks came from, so I just went in blindly waving my +1 Sword Of Audio Cutting around)!

Lamsey

Sorry to be a bother, but would it be possible for you to package all of those into a single Dropbox link? I will have to get to these a little later and I will also take Decanter's comments into account at that time.

Sierra Lee

Thanks for all this, and sorry I don't have time for a full point by point reply. Generally speaking, things I don't mention below are fixed for version 0.17.4. Regarding Party Formation: Except in cases where the player has no time to reform their party, I'm okay with remembering to modify your party after it's shuffled being a quirk of the game. Academy Walking: Actually, I'm not going to change this one at all. If I add a "wait" command then they will walk in silence all the way down the corridor, then have the conversation at the end, whereas I wanted them to walk and talk. I am fine with a scene that works the way I wanted the first time, then has a graphical-only glitch on repeats when people skip all text. Academy Music Or Lack Thereof: At the moment I'm going to be biased toward inaction. Hidden Port: I actually do plan to modify this for the next version. While I was okay with the challenge as presented, I'm getting too many reports from people who choose strategies that make it a real grind. My plan is to make the snails do their debuff only on a regular cycle. That way if people ignore buffing, that's their fault for not using the available counter-strategies as opposed to just getting unlucky. >Difficult to show in a screenshot, but in the room in the crypt where you climb down using Megail's rope, in the left coffin, there are three Lust Wraiths which appear all behind one another so it looks like there's only one. This one is actually intentional. >I think that's everything I noted down apart from the music looping issues. Sorry if any of these have already been reported elsewhere - I'm guessing the update post is the right place to report bugs for a given version? The update posts are always the best place for initial bug reporting, yeah. After a release has been out long enough, I will have started getting bug reports from Decanter, lostone2, and a few others via other channels. Patreon is adequate for bug discussions like these, too.

Sierra Lee

I wish I'd remembered this before, but there's a free demo thing of the tool Sierra made this game in: <a href="http://store.steampowered.com/app/224280/" rel="nofollow noopener" target="_blank">http://store.steampowered.com/app/224280/</a> I mention it because it has the sound test feature, same as the full version. It should let you test those files you changed format of, and whether RPG Maker understands LOOPSTART/LOOPLENGTH in MP3 metadata. Battle3, Feroholm - I'm having trouble telling the difference, but since I don't detect anything wrong with your version suppose we may as well use it if you think it's better. Dungeon5 was going to be the Order of Yhilini Thaumaturgy music. It really didn't fit as well as the RTP track. Field4 is quiet for similar reasons to Delgar Forest, I imagine. Gardens of Steam - I think I liked the original better. It's not a strong preference, but given that it was another fan's original work, one wonders if changing it would step on toes... Scene1 - I don't like it either. It gets old. And of the tracks that get old, this one is used in the longest scenes and areas. But at least it loops now and is thus easier to tune out for a while. Scene2 used to be the same RTP track as the map after it; maybe it could be again. Stineford - Heh. I think this track grows on everyone. Its actual name is "Thatched Villagers", and IMO it does indeed sound inappropriately rustic for a big city, but at least it's fun. Anyway, I'm uh, surprised you felt the need to modify any of MacLeod's tracks, let alone all of them. No preference, anyway. Succubus Region - I think it's OK at this volume. I guess I see why you wanted to loop it better. This version feels a bit abrupt though; not too bad but maybe you went a little far cutting that drawn-out bit at the end along with the gap. Seasons Change - Yes, no need to change this one. I could listen to it for hours. Which is good, because I have while playing. Town4 - I feel like maybe this needed the tiniest bit of gap, though not the amount it had before. Unforge - I think I understand why you cut off that end bit, but I think it's not a good change. It fit there well, and I don't think it made a bad loop. Withered Mountain - I think it's good. That section is going for a somewhat more JRPG feel, because of the Chosen-as-protagonist bait-and-switch going on, same as the prologue battle theme (not that I don't love that theme). I see what you're saying though - if we want that atmosphere, maybe something could be done like... have it start with the wind, then have the wind cut off and be replaced by this music at the end of the initial conversation with Simon and Altina. And on the return trip in chapter 2 it could just be the wind. All others, nothing to say except thanks for doing them!

Decanter

There are few areas where you are likely to suffer seriously from a single fight with a suboptimal party, at least in my experience, and fewer where you wouldn't be checking your party makeup for that precise reason. And the times when party members leave or join are pretty well telegraphed. Hilstara leaving is slightly worse than the other occasions, though - you don't get someone shuffled into your active party to replace her. I dunno, guess overall it wouldn't be too big an annoyance save perhaps at the Ransacked Farm, but it seems kinda handholdy imo. The cutscene thing is a known bug, but it's good you commented anyway because it made me go look for a fix (Sierra, try ticking "Wait for Completion" on the first "Set Move Route: Player") Silence is sometimes an intentional artistic decision, and I felt it was for the Academy. It's dramatic while also capturing the fact that everyone's asleep rather than being on guard for attacks. But that's subjective, I guess. Good catch on the typos and the support skill use text - "Support Slaves" is also affected. The Hidden Port was supposed to be really hard, so I wouldn't expect much on this , especially since people have managed to get through it without potion use even in 0.17.3. I guess you could argue that it's not fun this way, although I wouldn't agree.

Decanter

OK, I've finished up with the music looping improvements, at least to the best of my ability. They all sound OK to me, but perhaps those with more sensitive ears may disagree! Unlike the cutting approach I took with battle6, I've fixed most of the other tracks using the LOOPSTART and LOOPLENGTH metadata variables (reference: <a href="http://forums.rpgmakerweb.com/index.php?/topic/9251-how-to-make-looping-music-the-right-way/" rel="nofollow noopener" target="_blank">http://forums.rpgmakerweb.com/index.php?/topic/9251-how-to-make-looping-music-the-right-way/</a> ). This means they won't loop correctly in a normal audio player - you'll have to try them in-game. The exceptions are the ones which I've had to convert from MP3 to OGG - I haven't actually been able to test these ingame, since the filename extensions are different! If a track isn't listed below, it's because I don't have anything to change or say about it. battle3 (e.g. Unhuman boss in Yhilin Manor) - removed gap. <a href="https://www.dropbox.com/s/ne5lw80h0yhj551/Battle3%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/ne5lw80h0yhj551/Battle3%20v2.ogg?dl=0</a> battle4 (e.g. map music for the Devil's Gate optional dungeon) - improved loop transition. <a href="https://www.dropbox.com/s/qsi3u2xcutcz3fi/Battle4%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/qsi3u2xcutcz3fi/Battle4%20v2.ogg?dl=0</a> battle6 (standard battle music) - improved loop transition, changed to start at quieter section, and fixed the volume clip around bar 7 of the guitar arpeggio section. <a href="https://www.dropbox.com/s/siesuuoejcln218/Battle6%20v5.oga?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/siesuuoejcln218/Battle6%20v5.oga?dl=0</a> battle9 - I don't remember this being used. It seems to contain several different tracks/variants. I think the middle section (starting at 42s) would work quite well as the map music for the Devil's Pass optional dungeon. It's appropriately menacing and intense, considering you're trapped and having to fight your way through creepy and powerful enemies. It'd be difficult to loop, but I could give it a shot. Delgar Forest Camp - removed gap and the duplicated copy of the first section. <a href="https://www.dropbox.com/s/of1ehxqm7h5i8fr/Delgar%20Forest%20Camp%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/of1ehxqm7h5i8fr/Delgar%20Forest%20Camp%20v2.ogg?dl=0</a> dungeon1 (e.g. Stineford Mine) - removed gap. <a href="https://www.dropbox.com/s/z7mlosugpttngr0/Dungeon1%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/z7mlosugpttngr0/Dungeon1%20v2.ogg?dl=0</a> dungeon2 (e.g. Eustrin tunnels) - removed gap. <a href="https://www.dropbox.com/s/zu9uzlo74kabwgx/Dungeon2%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/zu9uzlo74kabwgx/Dungeon2%20v2.ogg?dl=0</a> dungeon3 (e.g. Orgasmic Empire docks) - improved loop transition. <a href="https://www.dropbox.com/s/r5vs0hdkzpr0qdu/Dungeon3%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/r5vs0hdkzpr0qdu/Dungeon3%20v2.ogg?dl=0</a> dungeon5 - I don't remember hearing this one. It doesn't loop right, but I haven't touched it yet as I don't know if it's used or going to be used. dungeon6 (e.g. Withered Mountain fort) - improved loop transition. <a href="https://www.dropbox.com/s/pa3sp7avxp8lhr5/Dungeon6%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/pa3sp7avxp8lhr5/Dungeon6%20v2.ogg?dl=0</a> dungeon7 (e.g. Rodak) - removed gap. <a href="https://www.dropbox.com/s/m0hulg38yik2a50/Dungeon7%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/m0hulg38yik2a50/Dungeon7%20v2.ogg?dl=0</a> dungeon8 (e.g. Devil's Gate) - improved loop transition and reduced the file size by removing multiple repetitions. I love the swashbuckling Indiana Jones-esque feel of this track. <a href="https://www.dropbox.com/s/uo31ii9178aple5/Dungeon8%20v2.oga?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/uo31ii9178aple5/Dungeon8%20v2.oga?dl=0</a> Event Theme (e.g. Lustlord's private rooms) - removed gap. I've had to convert this to .ogg format rather than MP3, since the MP3 format requires block padding which introduces loop-busting silences (reference: <a href="https://forums.adobe.com/thread/485334?start=0&tstart=0" rel="nofollow noopener" target="_blank">https://forums.adobe.com/thread/485334?start=0&tstart=0</a> ), and I don't think RPG Maker will understand LOOPSTART/LOOPLENGTH in the MP3 metadata. <a href="https://www.dropbox.com/s/k77efq6shcxajbl/Event%20Theme%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/k77efq6shcxajbl/Event%20Theme%20v2.ogg?dl=0</a> Feroholm - removed the fadeout. I really like the haunting/plaintive feeling of this track, there's something reminiscent of Skyrim in it. <a href="https://www.dropbox.com/s/boflrwsvn1ls03y/Feroholm%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/boflrwsvn1ls03y/Feroholm%20v2.ogg?dl=0</a> Field3 (e.g. Bandit Pass in Aram) - removed gap. <a href="https://www.dropbox.com/s/fet6cfyilsf0efo/Field3%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/fet6cfyilsf0efo/Field3%20v2.ogg?dl=0</a> Field4 (e.g. Stineford ingredient grove) - there's a gap here, but I don't think it sounds bad. This track's a little on the quiet side, though. Gardens of Steam - improved looping transition (similarly to Event Theme, I've had to convert this to .ogg format). <a href="https://www.dropbox.com/s/3fhu2kjwyjfbrow/Gardens%20of%20Steam%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/3fhu2kjwyjfbrow/Gardens%20of%20Steam%20v2.ogg?dl=0</a> Merchant Camp - removed gap. <a href="https://www.dropbox.com/s/s30aypmgmcja98q/Merchant%20Camp%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/s30aypmgmcja98q/Merchant%20Camp%20v2.ogg?dl=0</a> Scene1 (e.g. Slavers/Reval fights in Merchant Camp) - removed gap. For the record, I don't really like this track. It sounds kinda atonal to me and I'm not a fan of the wubwub effect on the third repetition. <a href="https://www.dropbox.com/s/x4yligpg4szsz1w/Scene1%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/x4yligpg4szsz1w/Scene1%20v2.ogg?dl=0</a> Scene2 (e.g. barrier scene with Redlights in Devil's Pass) - removed gap. To me, this track feels a bit out of place between the surrounding ones in Devil's Pass (dungeon8 before, and the RTP version of Scene2 after). <a href="https://www.dropbox.com/s/nv8rrxetvzukqpz/Scene2%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/nv8rrxetvzukqpz/Scene2%20v2.ogg?dl=0</a> Scene3 (e.g. Aram-Yhilin pass) - removed gap. Not overly keen on this one either, I'm afraid; it feels too jolly and playful for a bandit ambush in the middle of a wasteland. <a href="https://www.dropbox.com/s/nzz3bneayhbim2n/Scene3%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/nzz3bneayhbim2n/Scene3%20v2.ogg?dl=0</a> Ship (e.g. Stineford/Feroholm regional maps) - removed gap. This one's really loud and I find it a bit grating; something like Delgar Forest.ogg would be better, in my opinion. <a href="https://www.dropbox.com/s/mp3stp5vq34aiua/Ship%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/mp3stp5vq34aiua/Ship%20v2.ogg?dl=0</a> Stineford - removed MP3 silence and made the first beat sound better on looping. Had to convert to .ogg, for the same reason as Event Theme. I wasn't sure about this one at first due to the oompa-oompa rhythm, but it's grown on me. It has a sort of Middle Ages feel, which seems kinda appropriate. <a href="https://www.dropbox.com/s/leohxd1o42hlyuy/Stineford%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/leohxd1o42hlyuy/Stineford%20v2.ogg?dl=0</a> Succubus Region (e.g. Stineford tower) - removed gap (had to convert to .ogg, same reason as Event Theme). This version gives the succubi a more peaceful feel - I like it a lot more than the cheesy dance music they had before. The volume's a little bit on the quiet side, though. <a href="https://www.dropbox.com/s/37p35gqgkv3621t/Succubus%20Region%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/37p35gqgkv3621t/Succubus%20Region%20v2.ogg?dl=0</a> Templar Order - no looping problems here. However, it's usually the soundtrack in cathedrals, but the Ardford cathedral just has the normal Ardford city music. Not sure if this is deliberate, so thought I'd point it out just in case. Theme - Seasons Change (Yhilin city) - this one has a fadeout and a short gap, but I don't think it suffers from it. I've always really liked this one. Town2 - this seems to be a duplicate copy of Stineford.mp3. Town4 (e.g. Thaumaturgical Academy) - removed gap. <a href="https://www.dropbox.com/s/g9oy7s7twlm16gr/Town4%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/g9oy7s7twlm16gr/Town4%20v2.ogg?dl=0</a> Traveling (e.g. Merchant's Pass, on the way from Yhilin to Stineford) - removed gap. <a href="https://www.dropbox.com/s/ly9itpgzcyfdt1z/Traveling%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/ly9itpgzcyfdt1z/Traveling%20v2.ogg?dl=0</a> Unforge - improved loop transition. Had to convert to .ogg, same reason as Event Theme. <a href="https://www.dropbox.com/s/tbdjcnzadhepwu8/Unforge%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/tbdjcnzadhepwu8/Unforge%20v2.ogg?dl=0</a> Withered Mountain - removed gap. I'm not so sure about this one - I actually thought it made for a more atmospheric intro with just the wind sound. Having them both is a little noisy IMO. <a href="https://www.dropbox.com/s/dxmvxtgt0kj9jzo/Withered%20Mountain%20v2.ogg?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/dxmvxtgt0kj9jzo/Withered%20Mountain%20v2.ogg?dl=0</a> Hope this helps!

Lamsey

Just finished my 0.17.3 playthrough. I'll look at music looping issues tonight and tomorrow, and post in that thread when I'm done. I've got some other general bug reports and comments, so I'll post them separately below: There are a number of times when your party changes due to some event, but you're not taken to the formation screen, potentially leaving you with a different formation from the last time you set it up. This has sometimes meant I've accidentally ended up going into battles with the wrong team and having to reload if the skills don't match up (e.g. Yarra/Qum against sex-resistant enemies). Here's the list of situations where I think this can happen: - when leaving Ransacked Farm (both chap 1 and chap 2, I think) - when Hilstara joins at the Stineford mine - when entering Devil's Pass (since Hilstara is no longer available) - when leaving the Devil's Pass oubliette (since Hilstara is back) - after the Reval mission in Yhilin - after Reunion (maybe delay until entering Ardford city, since no combat till then?) - after the Hole - after Vhala's investigations quest - after the Unforge I somehow managed to end up with Simon and Robin walking to the wrong place here: <a href="https://www.dropbox.com/s/s2ihkm25q2xqadh/Screenshot%202016-03-28%2013.25.17.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/s2ihkm25q2xqadh/Screenshot%202016-03-28%2013.25.17.png?dl=0</a> I didn't have a recent save to try and reproduce it - all I can remember is I was skipping through the text pretty quickly as it happened. It sorted itself out once I regained control of Simon. Speaking of the Academy, there's no music between the fights during the mission there, which makes it sound a little empty / anticlimactic. I named Simon's combined support skill "Support Allies", and that's what it shows in the skill menu, but when I use it, it says "Simon used Support Servants". A couple of potential typoes: <a href="https://www.dropbox.com/s/qsenpw8rht9sqo3/Screenshot%202016-03-31%2021.51.41.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/qsenpw8rht9sqo3/Screenshot%202016-03-31%2021.51.41.png?dl=0</a> - I think this should be "...music to *aid* contemplation...". <a href="https://www.dropbox.com/s/31p1uy5vmmup0hz/Screenshot%202016-03-31%2021.29.48.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/31p1uy5vmmup0hz/Screenshot%202016-03-31%2021.29.48.png?dl=0</a> - should this be "...the foresight *to* look ahead..."? The Ephemeral Moth in the Hidden Port can still use Deathly Dust even if it's silenced. I think this also applies to some other skills, like the snail's Withdraw. In general, I found the Hidden Port pretty tedious this time around, since you end up with so many debuffs on your entire party. Deathly Dust is ridiculous if you don't have Barrier Pins equipped, because it can completely incapacitate your entire party - for example, this can happen in the first round, and your party can literally be completely wiped out without ever getting to take a single action: <a href="https://www.dropbox.com/s/gmridiv90zh1ypf/Screenshot%202016-03-31%2023.21.03.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/gmridiv90zh1ypf/Screenshot%202016-03-31%2023.21.03.png?dl=0</a> The above can be solved to a certain extent if you have enough Barrier Pins (or equivalent) to shuffle around to your active fighters, I guess, but I still feel it's overpowered to have a skill which applies half a dozen statuses to each member of your party for durations of up to seven turns. I preferred it when they just sucked your mana, forcing you to use a load of potions or change up your party members. Simon tells the Ardoheim ambassador "you didn't do as you promised" even if he stayed quiet and didn't extract any promises from her. You can walk onto the ward runes in the Unforge, allowing you to climb onto the walls; I assume this isn't deliberate! <a href="https://www.dropbox.com/s/ahndco150dcvxjd/Screenshot%202016-04-01%2019.57.09.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/ahndco150dcvxjd/Screenshot%202016-04-01%2019.57.09.png?dl=0</a> There are a few problematic battler placements: - <a href="https://www.dropbox.com/s/m62fywy1yzdpk2x/Screenshot%202016-04-01%2020.54.52.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/m62fywy1yzdpk2x/Screenshot%202016-04-01%2020.54.52.png?dl=0</a> - this imp looks like it's either gigantic or floating because of the placement of its feet. - <a href="https://www.dropbox.com/s/py0jjwsbzl9bi9m/Screenshot%202016-03-28%2017.24.20.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/py0jjwsbzl9bi9m/Screenshot%202016-03-28%2017.24.20.png?dl=0</a> - this barrier mage in the Yhilin palace looks like he's floating. - <a href="https://www.dropbox.com/s/83j3obt9sfu817e/Screenshot%202016-03-28%2017.27.10.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/83j3obt9sfu817e/Screenshot%202016-03-28%2017.27.10.png?dl=0</a> - same goes for the Noble Scion. - Difficult to show in a screenshot, but in the room in the crypt where you climb down using Megail's rope, in the left coffin, there are three Lust Wraiths which appear all behind one another so it looks like there's only one. - <a href="https://www.dropbox.com/s/enq360ta5ethfxz/Screenshot%202016-04-01%2021.00.26.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/enq360ta5ethfxz/Screenshot%202016-04-01%2021.00.26.png?dl=0</a> - the Cultist Defenders in the Unforge look very tall compared to the other two kinds of Cultist. I think that's everything I noted down apart from the music looping issues. Sorry if any of these have already been reported elsewhere - I'm guessing the update post is the right place to report bugs for a given version?

Lamsey

I just noticed there's a weird volume clip at the 7th bar of the section with the guitar arpeggios (around 1.01 in the v4 file I posted above). This fixes it: <a href="https://www.dropbox.com/s/siesuuoejcln218/Battle6%20v5.oga?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/siesuuoejcln218/Battle6%20v5.oga?dl=0</a>

Lamsey

Sorry, when I mentioned the Yhilin Manor music, I meant the map music. It's pretty quiet, especially at first, hence why I tried contrasting it with the start of battle6 to see if the new version made for an easier transition. It's good to know that RPG Maker can handle volume balancing, thanks - in that case, I'll just make a list of quiet and loud-sounding tracks and let Sierra decide if she wants to do anything with them. Hopefully, I can get this playthrough finished by the end of the week; I'll do my best to come back with any other changed tracks by then.

Lamsey

Ah, this is much better, thank you. Yeah, I meant four bars. Hope I'm not misusing the terminology there - it's been a while since my meager musical education. I think I hear what you mean about Battle6 being a little louder in general than the other battle tracks. I'm not sure it's enough difference to worry about, save maybe on that jangling guitar portion, but if you want to normalize them I don't know that it'd hurt, either. Speaking of that portion, your reasoning for keeping it makes sense, although it's a little funny that it eases the transition back to the low-key bars when it seems to be the loudest part of the track. As for quiet and loud in general... some tracks like the forest theme are probably meant to be quiet, and I'm not actually sure what you mean about the Yhilin prison manor's music being quiet (we are talking about Battle3.ogg, right?) unless you straight ignore the percussion. But I guess it can hardly hurt to provide Sierra with more alternatives. Also, while inconvenient to do for frequently-used pieces like the battle themes, RPG Maker has the option to play a track quieter than its normal volume (as is already being done for "Ardford Roadside", "Unforge", and probably some others I don't remember). If that informs your choices.

Decanter

Hi Decanter - you won't have noticed me before, I've only reported a couple of minor typoes previously. Yeah, I've been thinking the volume on battle6 is a bit high too; I've been making a list of quiet and loud tracks and was thinking about trying to normalise them a bit - I think this one is noticeably louder than the other battle tracks, for instance. I'll maybe look at that later. I think I understand what you're saying, assuming that by "measure" you mean four bars. If we remove the first four bars with the jangling guitar, then we're left with the four quieter bars before the cello (or low-register violin/viola - whatever) comes in, and we also avoid coming in with the crash cymbal. That makes for a much more subtle transition from the map music. I tried with the Yhilin Manor music, which is on my quiet list, and the Ardan road with the chimera, which has more average volume, and I reckon it's an improvement. I think the trimmed jangly guitar bit needs to stay (now at the end of the loop instead of the start) for two reasons; firstly, to make it an even eight bars between the eight-bar section with the guitar arpeggios and the return of the cello, and secondly, to ease the transition from said guitar-based middle-eight to the more low-key bars which are now the start of the loop. TL;DR version: try this and see what you think - <a href="https://www.dropbox.com/s/v2gqg0vm5lmyq5e/Battle6%20v4.oga?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/v2gqg0vm5lmyq5e/Battle6%20v4.oga?dl=0</a>

Lamsey

Hey Lamsey, not sure I've seen you around here before. I'm really glad someone is stepping up and fixing looping issues; I was definitely noticing them too. Thanks in advance for doing that! Please don't take this as ingratitude, but I'm afraid I have mixed feelings about these changes to Battle6. It does loop better, but the changes reintroduce something I found unpleasant in the original track: Its beginning was almost always a significant jump in volume from whatever was playing on the map. Thus the transition into battle could be fairly startling/jarring, especially when wearing headphones or when coming from a quieter background track like Delgar Forest's. The advantage of the version shipped with 0.17.3 is that it avoids this problem. Instead, its problem is that it starts a little too far into its first measure. I think this could also be fixed by copying the second measure to the front of the track, over that partial first measure, since it's the same anyway but without the lingering guitar(?) overlay. I believe this would make as good a loop, while also meaning the track would start from a place that works far better with quieter tracks transitioning into it. ...and truthfully I don't think the track is stronger for the guitar part being present, but if kept maybe it could be moved to the end of the track, keeping its relative position in the loop. And maybe have its volume brought closer to that of the part before it, the part that is currently the end of the track, just to make it flow into the loop that little bit better. I'm sorry to criticize when you're volunteering your work unasked in the first place. I just think that the main battle theme is a critical piece, and it's important for it to work well in as many contexts as possible, and never wear out its welcome.

Decanter

In case you don't check your Patreon messages, I just sent you one regarding this.

Sierra Lee

OK, will do. I've been making a list as I go through this playthrough (I'm currently near the end of chapter 1), so I'll try and finish the playthrough then provide as many looping fixes as I can.

Lamsey

Hmm! I tried looping it in the program and it does sound pretty good, though I'll have to check some things. If audio editing is easy for you (I'm bad at it), then I would be very grateful if you wanted to take a look at any more. Off the top of my head, I think that Withered Mountain, Merchant Camp, Dungeon1, and Dungeon6 all had silences that I couldn't get rid of without introducing audio distortions.

Sierra Lee

The battle6 music looping is much improved in 0.17.3 versus 0.17.1, but it's not quite perfect because it comes in just before the first beat. Here's a version which comes in at the right point and loops perfectly: <a href="https://www.dropbox.com/s/q4n9t1om3ydjmcf/Battle6.oga?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/q4n9t1om3ydjmcf/Battle6.oga?dl=0</a> If this is useful, let me know and I'll try the same for any tracks I find with similar issues.

Lamsey


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