Friday, January 22, 2016

Version 0.15.2 Public Release

Download*: https://mega.nz/#!X0li3QKb!wntOzFqhMSv1b8KhrS0Oq7vjOfkk6tOnyd1I557whLI
RTP Version: https://mega.nz/#!SkdHEIbA!4-bEEsMlCeJ64tTG6356mPMlJN4HMqNWt_MXipqtnec
BKG Mirror**: http://www.badkittygames.net/games/tls/

*Requires RPG Maker VX Ace RTP to be installed. If you don't know what that means, use the RTP link.
**Won't be updated immediately.

Version 0.15.0:
 - Reunion chapter of the game.
 - Four new plot sex scenes, three new affection sex scenes.
 - Scene replay system is now complete!
 - See here for full list of changes.
Version 0.15.2
 - Misc fixes for bugs caused by the back end changes.

This release period was mostly spent on back end stuff - the scene replay system in particular was a lot of work. I hope that as well as some oft-requested features (autodash and text skip) will make this a satisfying release.

Having said that, I didn't want to put out a release without some story content! You're going to get to see the reunion of all the characters this time, including some long-awaited meetings and sex scenes. There's also the first full reckoning of your investments, for those of you interested in that. This chapter will set the stage for some huge events in Ardoheim, so look forward to that next month!

64 comments:

  1. So I clicked on the RTP link, and it said I needed a decryption key to download it.

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    1. Usually this is due to browser trouble, but in this case it seems the link was actually malformed! I believe it should be fixed now.

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  2. what's this about a decryption key?

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    1. Usually this is due to browser trouble, but in this case it seems the link was actually malformed! I believe it should be fixed now.

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  3. https://www.youtube.com/watch?v=P3ALwKeSEYs
    YES! YES!!!

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  4. So are we not supposed to find the Unwoman in this segment, is that just a tip for the Ardoheim segment?

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    1. It'll be one of your objectives in the next segment, yes.

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  5. Quite short, but still great, as always. :) Although, it would have been better with a fight or two, hehehe. But, of course, that's just me ;)

    Storywise, i'm kinda wondering what the repercussions of the Research of choice you'd make would be... i'm assuming it's going to affect Relationships (and a bunch of other stuff) in a way.

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    1. One more thing, actually... i know it's mentioned that there seems to be no news from the Impaler, but i'm a bit surprised that Simon didn't show Balia Stark (or at least his head). I honestly think that the interaction would have been interesting. :)

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    2. She'll obviously meet him eventually, but I was unsure if this reunion chapter was the best time for it. Either I'll change my mind, or you'll get an interesting interaction later on.

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  6. Can anyone verify this please? At Balia's Wiki page, i see this...

    +10 researching orcs once in Orgasmic Palace archives and +10 doing it again.

    By "doing it again" does it refer to the research option when speaking to Robin at Janine's Retreat or something else etirely? Thanks!

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    1. There are two books in the library on the topic Orc Breeding to read, so is +10 for each one, if I'm not mistaken. Further down the road, I suspect that Robin's research will have an impact on Bahlia's Relationship, but as it already happens with Trin, it presumably won't happen before the research is finished. I would fix the redaction in any case.

      Also, you can ask any doubts about the wiki there in the same page just by leaving a comment, you don't need to be registered if you don't want to do so.

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  7. Another great release :) a few things I noticed (although they could just be player error).

    1) During Simon's route after having completed all the office tasks the succubus directs you upstairs to talk to the one you found the workers for (and this leads to an orgy if you've done all the tasks for them and the office lady) but the 2 floor boss just congratulates Simon. Something I stuffed up? A potential bug?

    2) The new renew lust is good, however Simon's lust gains before he gets it are almost non-existent gaining 1 per turn and none from damage (dealing or receiving) so in order to use suppress lust you need to be in combat 25 rounds which is never likely to happen.

    3) This is purely on Simon's route as it won't really be an issue with other healers but support allies/slaves/servants doesn't really do enough to make it cost effective. Due to the increased mana cost you are now spending most of his mana healing instead of on his skills. For example to heal the princess from death is shared endurance and around 4 casts of heal which costs 50 mana doing the same now costs 125 mana which with Simon's small magic pool is about 2/3. As i said not really an issue once you meet up with the party or if you have no more fights left by the time you get the skill but if you still need to do things like the arena with the elite succubus healing between rounds becomes difficult.

    4) Not sure if this is an issue but the game mentions at the start of Simon's route that you have 100 days but I was on day 105 when i got the Final Day message/conversations/events. Just seemed odd was all.

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    1. 1) Not a bug, look into some of the hidden mechanics described in the wiki.

      2) You can get him there quickly via lust healing or draughts, otherwise it won't see much use, yes.

      3) That's true, but Simon won't be alone often. Given that there are several specialized healers, I prefer him with a more generalist role.

      4) You have 100 days minimum, depending on how you did in other sections you might get more.

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    2. 4)Interesting. I was under the impression that it was a fixed number. It would be added in the next revision of the WT page.

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    3. Fair enough then i'll have to figure out where i went wrong for the t=next release :). As for 2-3 if thats how they're meant to work then i'll just have to learn to pay closer attention to what i'm doing or go in with a better plan. As for 4 I never knew I always thought that it was static as well but then again I think this was the first time I checked a clock too so that might have something to do with it. All in all a great release and I look forward to whatever you have planned next.

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  8. Thanks for the new patch/!

    Some issues,

    According to the wiki Yarra's starting points is 35 but now in Feroholm it shows 30.

    Also, Qum is already beside the wagon before you pick her up at the jail, and the dialogue with the wagon says you still need a healer.

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    1. Noted, thanks for the reports! ^-^

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    2. According to the wiki Yarra's starting points is 35 but now in Feroholm it shows 30.

      That is my fault. I didn't check the initial values (there had been some changes on them).

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    3. Also those sprites stay there so when you come back in chapter 2 to deal with the Impaler they are still there and have the same values/dialogue as when you left.

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  9. The House Roses bug is still there. Every time I leave House Roses, I get the same 'Do you trust her' conversation (during the Aka route; haven't reached current content yet).

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    1. I think I got this one fixed after I wrapped up 0.15.2, but check back with me in 0.16.x and we'll see if I really got it for good!

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  10. Just finished Simon's route — while I did as many odd job as I could find, for whatever reason, I failed to 'improve the palace's efficiency' and thus was not allowed in the room with the magic barrier. Reading on the wiki, it says that getting into that room gives me the option of learning a 'transformation spell'. I also missed the orgy that was mentioned above, but that concerns me less.

    Questions:

    1. How plot important is that spell?
    2. Will there be another way of acquiring that spell?
    3. And is it worth doubling back to the beginning of Simon's route for a third time to try to find a way to squeeze out a few more days and grab that spell?

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    1. I'm really sorry to see some people getting stressed about these optional bonuses. I've never intended this game to be one that brutally punishes players for not adhering to an exact path - these things were meant to be fun bonuses or something to occupy minmaxers.

      So, to answer your questions: nothing critical to the game or story will be missable this way. In this case, if you didn't get the spell, Robin will finish it for you - if you'd acquired it, then she would have gotten a head start on her other research, but you won't be locked out of anything major. I'd say just go forward with your save and enjoy the game. ^-^

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    2. I can safely say that even if one doesn't go after a lot of the hidden bonuses, it's still possible to get optimal playthroughs.

      Can they help? Yes, is it vital to get them? No.

      (I've played through multiple times and can say that while I enjoy being a completionist, it's nice to know that I can just play through the story and go back for all the fiddly bits I might have missed without massive changes in story happening. *cough*Bioware*cough*

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  11. I honestly don't know how to say this with out making me feel like an idiot but Kimochi's version is showing 14.1 if you have time can you update it?

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    1. I have never gotten proper permissions to update my game on Kimochi, due to a combination of the client being upgraded at the wrong times or me being busy at others. I hope to get myself set up properly soon so that there will be timely updates there as well.

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  12. Thanks Sierra!

    Maybe we've just been conditioned by games where getting everything is easy. Your game is challenging in ways that I'm unused to in RPGs.

    On that note, The Last Sovereign is an amazing game, and is honestly one of the best RPGs I've played. I started playing it with the thought, hey, I like RPGs and I like erotica, and LewdGamer gave a positive review, so maybe? I was honestly not expecting a game with so many good characters, a story full of surprises that toys with and subverts hoary genre clichés, genuinely difficult choices, and a refreshingly different structure to the gameplay.

    The only game I can really compare it to is Embric of Wulfhammer's Castle, which I also adored, but it's a very different game.

    Just … wanted to fan gush. I'm eagerly looking forward to future chapters of The Last Sovereign and also whatever you make next after this game is done.

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    1. It's nice to know that I'm not the only one that feels the need to gush about the game.

      One of the things I love about it is that I genuinely enjoy replaying it. With many games, I often want to skip whole parts to get to the stuff I like...but with TLS, there is ALWAYS something I like in w/e part of the game I'm playing and more to look forward too.

      If it isn't character banter, it's bits of lore that with a few sentences expand the world, and it offers a wide variety of choices and options while still keeping the story going.

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    2. Hi whisperofwraiths:

      Do you mind if I use your review for the wiki main page? The only change that I usually make is to join in the different paragraphs in one (and a brief orthographic revision).

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  13. When giving out the reward from killing the portal demon the academy npc mentions Sx as reward instead of ProN, shouldn't it say ProN?

    Aka and Megail also talk about 50000 Sx in the inn.

    Lastly Qum won't appear as a party member in the first demon battle outside the academy if you don't have her in formation.


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    1. While the second one has been mentioned, the first and third have somehow gone this far without anyone reporting them! Thanks, they should be fixed by next version.

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    2. Who else could you possible be using at that point in the game that Qum isn't part of your party?

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    3. I'm just having fun min-maxing the game and finding bugs along the way.

      If you grab Hilstara first she gets set as a party member since her lv is higher than Qum.

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    4. Fair enough then after the first time visiting the orcs I got into the habit of making sure the party is still in the formation I set them so I never noticed that. I commend your bravery though I didn't really play much of some of the other characters until i had to due to the split.

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  14. I'm liking the erotica this update, by the way.

    I can see that this has been coming for a while, the ladies learning to get along without Simon during the party split and forming bonds that don't necessarily revolve around him, but it's nice to see the combinations that can form.

    Including whatever Trin and Carina's... thing, is.

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    1. "We're only letting each other live because the guy we like won't let us kill the other."

      That's preeeetty much what I get from those two, that if Simon weren't involved, they'd be having the mother of all magical fights (I'd say catfight but it'd be a little too deadly.)

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    2. Actually it would either be a catfight as Carina has no aggressive magic and her soul would probably be to hard to take for Trin due to her nature/time as a priestess making a magic duel unlikely and ineffectual. The other outcome could be Carina beating Trin to death with her weapon as Trin doesn't seem have one as a non-combat character.

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    3. I'm pretty much sure that Trin knows perfectly well how to use a knife, IK's style of course (the presentation of Fheliel at the Gathering comes to mind). BTW, your names sounds familiar...

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    4. We're part of the quotes section of the wiki.

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    5. We're part of the quotes section of the wiki.

      Are you insane? Do you know the kind of of grammatical tortures that some of people does there... I will pray for you to Tertia...

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    6. I don't know, Trin seemed to be enjoying herself. And you get the feeling she'd be enjoying herself even better if Carina would stop losing her crusader-zeal and being priestess-nice to her sometimes.

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    7. @lostone2

      You cannot escape us, mwahahahaha!

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  15. Did the numbers change for the amount of days for some of the Succubi tasks in Simon's Path? They seemed to have changed.

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  16. Best RpgMaker game, hands down. One thing, Robin's keeping Robin's potions isn't even an option. The 12 potions you get can be bought for 4050 and there is no additional affection gain for keeping them. If you added either Robin affection or changed the health to large health, it becomes more of a give or take.

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    1. She also mentions selling them for Sx instead of ProN.

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    2. Well, it isn't a smart option, but I'm not committed to every single decision in the game being perfectly balanced. But fair enough, I added one large health and one large mana potion. That makes the Sx value slightly greater than the ProN value.

      As for that typo, got it fixed. Thanks for the catches and for the kind words. ^-^

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  17. Highly impressed to be honest not many indie games can write as efficiently and as well as a large scale company. if the style was re-marketed using higher grade graphics and marketed as a nonlinear choice based game with restricted open world. I could see it being something like a popular fantasy version of mass effect for adults. I'm most impressed with how even though it is an adult game with a heavy emphasis on sex it actually does the sex scenes tastefully compared to many other games that rely on cg or images taken from numerous sites. Now that the compliments and my 2 cents have concluded. There seems to be a bug in the third return to the beginning town where the characters don't disappear after using the wagon during the second return. so i had the 3 original followers standing in a circle at the edge of town showing their original relationship points before leaving for the merchants camp.

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    1. Thanks, glad you're enjoying it! Though I'm committed to bringing this game to completion at the current standard of quality, I can always dream of a far future revamp.

      Thanks for reporting the bug. It has no impact on your game, so you can ignore it for now and it will be fixed by next version.

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  18. About how complete is the game now?

    P.S I still miss Fucklord.

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    1. I can answer this one. Me and a few others have asked and we all got the same answer ... Lee ain't telling ^_^

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  19. Hey guys,

    I need your help to find the second plot sex scene at the Aka-Path in the second chapter.
    It seems I can't find or trigger the Trin/Altina-Scene!

    I'm playing with the Reshaped Altina. (The Altina you get if you don't fuck her in the tower!)
    I belief I maxed out the possible Relationship-Points for both of them.

    In the Dark Ruin before the party split my RPs are 33 for Trin and 40 for Altina.
    I get the Orcent-/ Orc-Horde-Orgy-Scene after the battle, so that Trin should be at 38 RPs at the start of the Aka-Path.

    At the Path I speak with Altina in the castle bathroom and I use Trins copy-power on six persons -> that's another 5 RPs for both - but I don't get or can't find this plot scene.

    Can anybody tell me how or where or when this scene should happen?
    How do I trigger it?
    Did I miss a precondition?
    Are my combined RPs to low?

    I clueless and would really appreciate any help with this problem.


    @ SIERRA LEE:
    Awesome game! I love the depth of your characters and the well thought-out plot.


    And please excuse my bad English...

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    1. If the relationship score of the 2 of them combined is high enough, the scene should trigger by resting in the bed in the room with Robin and the armor. I believe you also have to have progressed at least a bit into the story of the path.

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    2. Thanks! That did it.

      Before I only used the bed in your old room - the one now the ambassador is staying!

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  20. This comment has been removed by the author.

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  21. Hey there - firstly, love this game. Probably one of the finer experiences I've had since Chrono Trigger, storywise. You are an excellent writer. I also appreciate how you are pushing the engine to manage all that you have done.

    I am curious about the game logic involved in changing Suppressed Lust. I get that the logic from a story perspective - Simon doesn't really tap his powers, so using his Lust abilities should be hard...but from a comparative basis, it makes SL pretty awkward. I can talk about comparative advantage - by effect, it's very sub-par, and Simon's lack of lust gain options makes the change much starker.

    I'm not saying this ruined the game - though it does wreck a certain combat play style - and I still love it immensely. It's just very hard to see the game-side logic. I saw what you said about the 'cubi helping Simon get to the point where he can use SL occasionally, or using lust draughts, but neither really seem to pan out by game theory (and I can expand on why that is, but this is already a long comment)

    I'm not saying "change it back" - the results do fit the narrative, after all, and I can appreciate it, but I would really like to hear why this particular change was picked, out of the myriad of options - what were the balances involved, what was the thought process behind it. I will admit that I'd like to see a different option, since SL now feels like another Imitation Strike - something that sounds good, but rarely pans out - but that's a side thing; I mainly want to understanding what your design goals were with this change.

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    1. Hi! Glad you enjoy the game and I'm always happy to find people who are engaging with the mechanics on a deeper level. Here are some pieces of my thought process with this:

      1) The main issue is that I feel like the original SL was overpowered. Lots of people were using it as the cornerstone of strategies, which is far from what I'd intended for the ability. Originally SL was going to be as useless as Heroic Imitation, but I decided to give it some more utility (and that ill-tested choice late in the design process led to an unbalanced skill).

      2) I wanted SL to be an extra trick to use in extended battles, but instead it was leading players to drag out battles to use it more often, which is not a gameplay style I like. If people still choose to do that with the higher requirement... that's their choice.

      3) I wanted Simon to be a decent all-around character, but with the original SL people seemed to be using him as a one man army, without depending on the whole party. Party interactions are one of my plans that was significantly downgraded due to RPG Maker limitations.

      4) I wanted the ability to be upgraded for story reasons, but anything that was an upgrade of the original would have been game-breaking.

      5) Lastly, Simon's passive and active LP gain will be increasing over the course of the game. I hope this will create a feeling of him growing into his powers, but also lead to the skill being one that's hard to pull off at first, but eventually becomes a valid component of some strategies.

      That was my thought process, anyway.

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  22. I sort of guessed most of that, though the idea that SL was originally meant to be similar to Imitation was quite a revelation - it certainly swung to the other side of the power curve XD

    I'm a little sad to hear a play style is being actively opposed due to a personal dislike, but it's your game, and I shan't speak against your decision.

    Besides, I'm much more interested in why you choose the reduction you did, out of all the myriad options you could have. For example, even if getting to 25 SP is pretty hard for Simon, SL still gives the same moderate hp heal (Approximately) - why keep only that aspect the same? you could have, alternatively, deep-six'd both the hp and mp heals even harder (.5% of max, for example, and no stat associated to enhance it), and left the SP cost at 10, and gotten a similar result? Or you could have completely changed the mechanic so the skill hurt Simon initially, in return for the benefit (like, repressing his lust hurt him, as a shard-bearer [to a disastrous degree, initially], but let him clear his head, gaining him some (initially small) MP in return).

    I am guessing one reason is that the current change was very straight forward, implementation-wise. Also, since the goal was to reduce it to be on par with Heroic Imitation, a bit of heavy-handedness is actually desirable - no sense in trying to be subtle. I also guess that the farther you get from this initial change, the more testing you'd need to make sure of your results?

    Of course, that is all guess-work - and what I want to know is the process you actually used to come to this solution. I don't think any particular alternative is superior, and given your goals, can't particularly fault you for managing everything you wanted to get done - but, please, walk me down how you arrived there?

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    1. "I'm a little sad to hear a play style is being actively opposed due to a personal dislike, but it's your game, and I shan't speak against your decision."

      This is in reference to point #2 in my post above? Hmm, that is not a response I anticipated. My thought was that dragging out battles is tedious and not a desirable design. More importantly, I feel like with the former balancing I make that style mandatory for players who are trying to optimize, which is a non-ideal outcome.

      "Besides, I'm much more interested in why you choose the reduction you did, out of all the myriad options you could have."

      Simple implementation is indeed one of the aspects. Otherwise, I considered a variety of options and decided against them for one reason or another.
      - If Simon healed an even smaller percentage, then the skill would risk being so useless it would never be worth a turn in combat even when you got enough LP (where as the current one is, I hope, occasionally useful).
      - I did consider removing HP gain and making the skill be SP only, which would solve some of the problems. The more Simon has an SP-recovery engine, though, the more I'm encouraging players to just smash away with his high-damaging skills and ignore the utility attacks.
      - Having the initial skill hurt Simon was not one of the options I considered. It's not a bad idea, and would set up the possibility of the upgraded skill just removing the penalty. I'd have to put a lot of testing into what would actually be a good tradeoff, though, as it would be easy to make an unbalanced skill either way.

      "I don't think any particular alternative is superior, and given your goals, can't particularly fault you for managing everything you wanted to get done - but, please, walk me down how you arrived there?"

      I've explained more of my thought process above, is that helpful? You seem to have a major problem with this change, but I'm not sure you've articulated what it actually is yet.

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  23. yeah, that's exactly what I was curious about! Thanks for putting up with my questions!

    that bit was in reference to part 2, yes - And I will agree that slow fights can be tedious, but to a certain personality, getting through a fight with everyone fully intact feels sweeter, too. I will say that, for the mighty glacier style, SL probably was too much of a crutch to hang on to. I wouldn't say that style had become a requirement of optimized play, though it did provide a clear advantage during a marathon battle. Most guides actually seem to assume more of a blitz or glass cannon play style, with everyone going full offense (to finish quickly, and thus with minimum damage), and healing post-battle via Qum, as opposed to the SL/Battlefield Medic strategy of regen'ing in-battle once the incoming damage was under control. Now that Nialla is in play, it'll be interesting to see if you get a surge in "healer" parties, since the player can now field a full squad of "healing w/benefits."

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    1. I can understand that desire - I usually try to limit reviving in RPGs too. Some of what you see (both in glass cannon strategies and in my balance modifications) may be a reaction to earlier versions of the game. Before certain changes, such as succubus ability having limited uses per battle, there were many strategies advocating spending lots of time healing up to full at the end of battle. Just some context that may be helpful.

      As for "healing with benefits" parties - I hope it's at least considered! I've never liked games where a single spell can heal everyone easily, so I try to balance for multiple characters and abilities getting used to keep people healed.

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    2. The first time I played, I got to the point where Saria, Riala, and Jaine were in conference with Simon the first time, before it closed out (no idea which version that was). I was blown away then, and you have only gotten better since! I can see someone stretching a fight to use Qum's mass heal, and Yarra's MP recover more...but, to be honest, it's weird to think about. Normally, they don't build that sort of Lust total - too much to do in the fight, not enough time Masturbating ( XD talking about combat combos with 'cubi is an exercise in absurdist humor XD ). Further, Simon's SL/BfM works so well because Simon is a Brick House - he's got the defense to do things, take damage, and not die. Yarra tries that, and it feels like she'd go out on a bad break. I know, logically, she'd probably be able to get two or three MP heals off before the right string of doom took her out, and that is valuable enough to take the risk (one MP heal = 2 revives, it's totally worth it)...and clearly, you've seen that, so it's happened in the past...but it feels REALLY WEIRD XD

      I imagine people will at least try out Simon's Angels (Corruption Inc? We need a snappy name for 3 'Cubi and their Baby XD), since you now have an efficient caster, healer, and fighter, along with Simon playing rover, and all of them benefiting from not only the basic powers, but the lust growth benefits, as well. Before, Qum's healing was nifty, but it's lust factor wasn't so big a deal - Simon could do one thing with it, which has been nerfed, Yarra spends it as fast as she can, and Qum doesn't benefit much from most of her own buffs. Nialla in the mix, though, and suddenly Qum has a brilliant lust focus. Depending on what buffs Nialla gets, she could start reciprocating, and you can start cuing a major orgy of violence. In every sense of the concept. XD

      And then you get a group of Lust Wraith and death comes swiftly XD

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