New update is public!
Download*: https://mega.nz/file/Co9j3SjB#nNm8RaaCj2wqSNgSTi9MPBNV5xN52rW1t3owimJbFtYMirror*: https://www.mediafire.com/file/8l4wdlpcu3bv8cj/TLS+0.75.4.exe/file
RTP: https://mega.nz/file/jgchSYKT#Qb5JkK41gDJ7WOCseelBP9XmbORlxsoPj3LvzA7MNEI
*Requires RPG Maker VX Ace RTP to be installed. If you don't know what that means, use the RTP link.
This was a big and scattered update, so check the version history if you want to look at everything. This time I need to give huge thanks to Rachnera, Lamsey, and Decarabia for helping the new bust dialogue system function. You can't just magically get the character expression on screen, it required a ton of fiddling and work that they handled for me. This feature would not have happened without them.
Aside from the visual improvements, the biggest thing is all the balance changes and new skills. While I tried to work on the balance during the testing weeks, it could definitely use more feedback, so please feel free to speak up if you have any thoughts.
Next update will be the final optional dungeon and harem member. Made good progress on that, but not sure when it will be out.
Yay! I'm so excited for 0.75.4! I'll indeed give any feedback I have! ♥
ReplyDeleteI downloaded the rtp link and still can't install the game
ReplyDeletePC or Mobile? On PC, you just run the exe file, on mobile, you'll need Joiplay, a file extractor like ZArchiver and to rename the exe to zip to extract the game files and add them to Joiplay.
DeleteYeah, we'd need more information to offer much help.
DeleteI just got to Stineford on a new playthrough and I noticed that Yarra's "bed scene" at the inn is bugged. When I go to rest and her scene procs, instead of a sprite animation I get a still image followed by a second of nothing, repeated until the animation would normally finish.
ReplyDeleteReally now. =/ Someone reported an issue with her scene, but they suggested it was the bed tiles, which I confirmed were fixed. What you're describing is different... wrong animation type for the animated sprite, maybe? Unfortunately, there are a bunch of animations there and I'm not sure how to track down the erroneous one.
DeleteYeah, sorry if the way I described it was confusing, I was running on fumes when I posted; it's Yarra's cowgirl sprite scene when you use the bed. Not any of the ones with dialogue, just the animation. It basically only shows one frame, leaving the rest blank.
DeleteAlso, since you said it might be the bed tiles I went back and tried some things. Can confirm, it only bugs out when I activate the bed from the tile directly below where Yarra is standing(during the first Stineford visit) and only for her scene. The other two spots work fine.
Other Yarra potential problem : Wiki says that her RP start at 30, but she only have 2 at Feroholm. Did you change it ? Thosha save by the way
DeleteAnd I confirm I also had Yarra cowgirl glitch
DeleteOh, it's the lower tile on the bed! There are actually several different sex events for different points in the plot, and we have been assuming different ones. I'll try to take another look at it.
Delete>Other Yarra potential problem : Wiki says that her RP start at 30, but she only have 2 at Feroholm. Did you change it ? Thosha save by the way
Ugh, this is most likely just a display bug, not a real change in her RP. I altered how this displays in response to another report, and now I don't know whether I made a mistake, or just a discontinuity between saves. -_-
Hello Sierra ^^
ReplyDeleteHere to report !!!
-WOOOWWW, SO BIG !!!! Definitely makes everything more pixelated and blurry. I think it would be nice to leave an option to reduce the size in order to improve the sharpness (Humans are never satisfied XDXDXD) The title could be bigger too.
-The new map remind me of Grimmton, especially with the trees. The name Withered Mountain makes even more sense, since it gives a much stronger sense of age and weariness. The sprites…. At this size it’s similar to Stardew Valley or other games with pixel art. Other than that, the structure of the prologue itself don’t change, I though there would be more maps before Kai arrival or something.
-The bust system is pretty cool ^^ Interesting, you can turn it off.... Ah, I knew Mythin wings would spill out !!! Hope it won’t obstruct her conversation with Herbert… I also like that immediately after Kai demise, you put Simon bust, before his portrait was even shown ^^
-Yeah, can’t get used so easily to the increased size, I usually tunnel vision when I focus so I constantly zoom and dezoom now and it actually makes me kinda lightheaded XDXDXD I’ll need to play a lot to condition my brain, so maybe another full run ^^
-New skills huh ? This cooldown thing too. It will complicate the combat system…. Still, crazy what you managed to make RPG Maker do with your own coding.
-Already a portrait in the Prologue ? Nice !!! The new statues dialogues are good too ^^ Also, the bew design for the interior of the fortress makes it more live in, before it was more 'abandoned'
-Already found a texture bug, when you step on the carpet, the lower half of the character slightly change color. https://imgur.com/a/fUh85Ni
-Very nice sprite for drifting and getting up. Wonder if the concept will be used for other characters/times ?
-New faceset for the grandmas, false ‘Simons’, blonde lamias…
-Stineford interiors are now much more classier. I’ll miss the trees in the Cathedral garden. This gazebo is enormous though XDXDXD
-Revisiting the Withered Mountain in Chapter 2, since the lamia slide to let us pass, shouldn’t she be in front of the door first ? You must have forgot to reset her positon the new map. https://imgur.com/a/LfM90yG
-Nice, the quest log is fixed, I can see all the objectives now ^^ On the other hand, Zelica memorial portrait version still isn’t.
-So Vhala takes the last bookshelf in the common section and Grynyth offer some forbidden knowledge. Only one left !!!! ^^
-I’ve noticed that there seems to be lines of slightly lighter pixels staying fixed on the screen while I roam around. More visible when you focus on the roofs. Must be an engine limitation.
-Found the cloak of true Gold. Didn’t have it, so, cool !!! ^^
-Still no idea what this thing is https://imgur.com/a/fuvzUTc
-LOOOL, the Doom King portrait look like Palina now XDXDXD And the White King have the horns too XDXDXD
-New Temple…. And I had forgotten to take the rewards for founding Erosian blaksmithing * facepalm* Oh well, take my money !!!! Let’s see… An extremely heavy Waraxe for Hilstara, a Leaf Glove (Balance Edition) for Uyae…. And the Blade of Erosia for Ginasta, along with a wholesome conversation ^^ I think I even remember this Sasiko, Ginasta released her during a cutscene if I’m right ^^
-I assume you already know, but using the canopy beds make the s*x animations play on the canopy, not the bed XDXDXD Height fetish XDXDXD
-The candle at Varia first ambush is new. Did she put it as a memorial for her comrades ?
-Now where’s Grubbak ? He’s not at the Hall of Order. Not in Cee Kan or the Bloody Spire either…
-I enjoyed all the convos about the synergy skills, though you made one mistake : It was 9, not 8 with Silent Dark. Thanks Lilith !!!
Delete-So, the new skills. I still think Aka’s Stabs (Crippling, Blinding, Piercing, Weakening) should be merged with Disabling Assault at high levels to clear up the list a bit, but that’s just my opinion. With that said, they offer a lot more flexibility, especially the party swap during consecutives fights.
-I see, the warmup is the numbers of turns before you can activate it….. Are there some items that can reduce them ? Because I don’t think I’ll ever be able to test the S*xapocalypse from Lilith, though I appreciate the number….. Wait, could you code it so that the number itself go random ? 1st turn 69, 2nd turn 184, 3rd turn 2 ? That would increase the chance of using it, and since Lilith is chaos incarnate it works ^^
-This OST change in Eustrin after so long sure is marking. It’s also much heavier, as if you could feel the millenias of decay and tons of stone looming over your head. The feeling it gives is ancient.
-Vhala offhands are nice, but not as unique as her sanctity plate, or Alonon helm. Then again, more flexibility is always nice.
-I'll probably keep an old version, if only for nostalgia ^^
I think that's all I wanted to say. See you soon !!!
You have always been able to toggle the screen size with F6, you're apparently just seeing it for the first time now. =P
DeleteGood catch on the carpets in the prologue. For some reason those tiles are set as "grass" which means they integrate visually like that.
Withered Mountain lamia: Nope, she has always been in a different position when you return. Open the save on an old build and you'll see.
>I’ve noticed that there seems to be lines of slightly lighter pixels staying fixed on the screen while I roam around. More visible when you focus on the roofs. Must be an engine limitation.
This one shouldn't happen and I have no real theory about it. If you could get a screenshot, that might help.
>I see, the warmup is the numbers of turns before you can activate it….. Are there some items that can reduce them ? Because I don’t think I’ll ever be able to test the S*xapocalypse from Lilith, though I appreciate the number….. Wait, could you code it so that the number itself go random ? 1st turn 69, 2nd turn 184, 3rd turn 2 ? That would increase the chance of using it, and since Lilith is chaos incarnate it works ^^
No, warmup can't be reduced. Lilith's extra skills are more jokes than serious inclusions.
-Oh so it was in F6 ? No, I already knew that, but it's the first time the game naturally opened in it, so I thought the normal size was removed XDXDXD Feew, I feel better ^^
Delete-I've noticed the lines are only visible in F6. I've tried to screenshot, but they are really faint, no sure if you'll see.
I first noticed them in the Last Orphanage, but they're also visible in the Merchant Quarter, Rose District, etc.
It seem they also only appear on very small and intricate 'rectangular bricks' tiles, bigger or smooth color ones don't have them. I've screenshotted the ones who are most visible, but it's only really visible when you move around.
https://imgur.com/a/0dRdtrQ
I suspect that the lines you're talking about are artifacts from scaling to full screen height, which isn't a straight 2x or 3x magnification, so it results in some distortion. I generally play at the 2x size setting to avoid this.
DeleteYeah, I'm going to chalk it up to artifacting and hope that's the reason. >_>
DeleteI assumed as much since it only appear in F6. Have a good day !!!
DeleteI think the next year is going to be complete game, the rest of it, will be bugfixing, acording to your road map lol , I really can't wait!!
ReplyDeleteDon't count out 2024 yet! There should be a ton more content yet... but yes, we'll be seeing version 1.0.0 next year. ^-^
DeleteHi, so I noticed a small graphical glitch regarding the remodeled gardens in Stineford, specifically during the first visit when Simon and Carina talk there to start the Slavery in Stineford quest. When Carina walks away for a moment to pray, her head clips through the texture for the railing that marks the end of the garden. Hope that this helps!
ReplyDeleteCould you give a screenshot of the exact tile?
DeleteHere : https://imgur.com/a/9UiZnCt
DeleteWill try to get it fixed!
DeleteI encountered another stineford bug: the little sex scenes that play when you rest in the Blue Archon Inn during your first visit there flicker like they're under a strobe light when they play. I'll try to take a video of it the next time I encounter it.
Deletespecifically, it's Yarra's scene that keeps flickering. THe others appear to be doing fine.
DeleteSomehow Yarra's animation was configured incorrectly. I have tested this as well as the Carina layers, so I believe I can report both are fixed!
DeleteHello Sierra, I love the new additions to the latest version of the game. However, there still are a couple of issues and remarks regarding the 'final push' of the final battle.
ReplyDeleteFirstly, the new code for the impact of the goddesses intervention works well and fixes any prior issues with it.
Secondly, at the start of the final push (map 921: Final Push, event 000,000) Hester's and Xerces's pins are pushed forward depending on their advantage (variable 0607 and 0608). However, their Final Push score is not updated (variable 0617 and 0618). If players balance the advantage scores out during the final battle, this is not bad, but in casual playthroughs this will be very confusing since the pins will not correspond to the final push score (which can cause game overs at the end of the final push).
Thirdly, the pins of Xerces and Hester cannot be pushed further left when they are losing. This is mainly due to the map size not allowing for this. This primarily is an issue in (map 921: Final Push, event 000,000), but after the goddess confrontation (map 921: Final Push, event 001,000), they are repositioned based on their pins current position and not the 'final push' score. Hence when trying to make both Hester's and Xerces's pins be neck in neck to not get a game over, you instead need to account for the bad positioning of the pins. This can be fixed by having the pins be repositionned based on 'final push' score rather than previous location r by having more space left for them to move.
I hope this feedbacks helps, since I've been looking at the code quite deeply in order to provide this feedback to you.
Kind regards
Thosha
Would it be possible to remove random loot table from monsters, all monsters later on in the game have a fixed loot table, but the early ones sometimes have a random loot table. Can this possibly be changed? I know there already is a list of all monsters with a random loot table.
DeleteShamefully, I am aware of this potential issue with the Final Push calculations and I haven't worked on it. I am mentally very far from that part of the game, so the idea of delving back into calculations that were so tedious the first time is more than I want to take on right now.
Delete>I know there already is a list of all monsters with a random loot table.
I might if I had access to this.
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DeleteI understand, I can only imagine the mental exhaustion from all the tasks happening simultaneously. I am already amazed by all you have done so far and I can only try to help in finding bugs or inconsitencies in the game.
DeleteGrim8P already documented all the monsters with a random loot table you can find them here: Grim already posted a message on all of them: https://discord.com/channels/896059111106551859/1149343163971014717/1229785284573532321
or on your Discord server -> Wiki contributions -> Grim8P's Playthrough -> Pinged messages
There will be a new build after this comment. Random drops have been removed (except for slimes). I don't know exactly what's going on with the Final Push, so no changes there yet.
DeleteGreat, thank you for taking your time to do this ;)
DeleteHello Sierra, you have forgotten the random drops of quite a few other monsters:
DeleteMonster ID:
- 129
- 130
- 131
- 132
- 147
- 211
- 280 (slime, doesn't need change according to your previous message)
- 281 (slime that drop Valuable Goo (you could make this a fixed drop chance like with Strange Gold))
- 282 (slime that drop Valuable Goo (you could make this a fixed drop chance like with Strange Gold))
- 561
- 645
- 646
I see. =/ The images on Discord must have been divided into two posts and I assumed I went through them once I looped one. I have changed the monster IDs you list, though that will be bundled with the next update.
Delete