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Time for the new TLS update!


EDIT: New version, 0.42.1:

Link:  https://mega.nz/#!rp8SHYiK!rPh7y5HsIJu42crdrtti_ufAkTGd5EebCnIMplhTAEY 

RTP: https://mega.nz/#!Tp80zQIa!lQN5tJ12L2S-JhF351edGi_VxEwVTM7Y4YPOQWo5ZVk 


TLS 0.42.1

 - Plenty of improvements and fixes. Notably, all base characters should have new dialogue.

 - The army calculation has changed. The real calculation is on the ending screen for reference, but Orcent's first conversation just gives hints for investment.

 - Various pieces of equipment were buffed.


TLS 0.42.0 Notes

 - Plot advances with a trip back to Stenai.

 - Upon return from Stenai, multiple events and a dungeon prepping for the next section.

 - The optional challenge dungeon in New Givini is now available.

 - Two new scenes.

 - New investment cycle. Includes a new investment on Succubus Acceptance paths that involves a new scene.

 - A new slate of research options is unlocked, and you have a new research project available.

 - Depending on your research choices, Robin may have a new scene.

 - Four new pieces of customized equipment can be created.

 - Simon now has bust images (both green and black outfits) thanks to Lamsey.

 - A conversation between Altina and Riala about the events in the first chapter has been added retroactively (it isn't accessible in current content).


 

This is one of those updates where I was making changes and additions right up to the wire. So some parts of this are really well-tested, but there's a fair chance that I added a simple bug like not fading back in, or leaving a test NPC in the game. On that note, if you ever see Aka's old sprite, don't trust it.

One notable part of this update: there's a large calculation involving many different variables. Though I intentionally didn't include certain elements, there may also be variables that should have an impact that I neglected. If you're the type to decrypt the game, I welcome feedback on this.

The optional dungeon is the most work I've put into combat balance in a long time - I tested with a lot of different saves and party compositions. That doesn't mean it will actually play well, though, so I'm curious what people will think. Fair warning: this one is meant to be difficult. I worry that it leans a little much on specific weaknesses, so cheating to find those will obviously make it simplistic.

Having said that, my goal was to require players to shift away from two common strategies. I don't think a party of glass cannons will work in the optional dungeon, and I hope that just using all your best nuke skills also isn't a viable strategy. I was able to win most fights with a subpar party, but it was pretty touchy.

Okay, I think that's all I have to say about this one. Hopefully it's in decent shape and I can roll straight on to the war updates. I look forward to everyone's feedback!

Comments

Rachnera

Replaying Chapter 4 right now, nice to see a lot of the little things added through updates are accessible right from the start. Does the new conversation add to Altina's RP? I don't remember locking her that early in previous versions. What is that chest full of Sx in the flowhouse? Lynine's own savings? No one comments on it, which I find a bit strange. I sided with Orilise back in the days, so Chapter 4 is the first time I can enter this building.

sierralee

I try to keep adding little improvements! Yes, the conversation grants RP. The chest was intended to be an additional benefit to the Flowhouse, IIRC.

Lamsey

Bit late, but I just finished the New Givini optional dungeon on 0.41.1. I took notes as I went along so you can get a real-time impression of my thoughts as I went through it, but be warned it's a bit verbose: <a href="https://www.dropbox.com/s/a9fkr6237f5edy9/ancient_ruin.txt?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/a9fkr6237f5edy9/ancient_ruin.txt?dl=0</a> TL;DR version (which itself is probably TL;DR): * The four Horrors were straightforward enough once I worked out their weaknesses. I think it'd be better if their elemental weaknesses were more similar to the ones in the Devil's Pass dungeon, so that experienced/knowledgable players get a little reward for remembering which element to use for each, but still have to adapt to changes like the ghosts being vulnerable to sex/anti-sex but not fire. * Please enable the Escape option in the fights so we don't have to constantly restart the game to work out the correct party composition. * The tentacle monsters are pretty ridiculous, mainly because the AoE attacks always hit, and they always use them after round 2. What's the point of making them blindable if the blindness doesn't have any effect after the first couple of rounds? * Vhala, Carina and Robin are MVP. Hilstara, Aka, Riala and Altina get a look in for specific fights. Everyone else is either too glassy, lacking in relevant abilities, or unable to use their skills consistently due to needing to crank one out every second turn. * The teleport puzzle was fine - not too onerous to map out, especially since it gave a break from the fights. The mirror and second blue switch were neat, subtle tricks. I wonder if it'd be better to show the effect of each red switch when flicking them, since it's tedious navigating around the whole map to see what changed (same as with the Deep Tower switches). * The knights were the least fun I've had playing any of your games. The fact that they can one-shot most of the party means that there are very few characters who can contribute meaningfully, due to the inevitability of unlucky RNG in such a long fight. That's exacerbated by the fact that blinding the blue/yellow ones doesn't seem to have much effect. The silence-is-bad trick with the green one just feels like a dick move. All of this tends towards the fight taking an age, because the player spends all of their time defending and healing and slowly chipping away with ineffective attacks, since the only characters who can deal effective damage are all too fragile to be usable. * Rewards are... OK, I guess. The Incubus Glove gives Simon some more tactical flexibility, I guess the Pin will be useful in the fullness of time, and it looks like we'll need as many of these Liquid Sex things as we can get, seeing as everyone's starting to squabble over the crafting components. It's difficult to see how all that (plus some Sx and a throne) is worth 5k ProN, so I guess it comes down to just how important/powerful the Armour Of The Incubus Tyrant set ends up being. * I had to actually resort to mana potions. *shakes fist*

sierralee

Thanks for the detailed feedback! Some responses: Adding an Escape option is a good request. I don't think I want to rush out another build so soon, but I'll seriously consider it. The tentacle minibosses are there to introduce the idea of status effect traps. In this case, the fact that blinding them actually makes them more dangerous. Likewise, the knights were meant to be a tricky fight requiring finding a variety of traps and weaknesses. I'm surprised that everyone is getting one-shotted, though; how many buffs do you typically use? I definitely couldn't win that fight without constant defensive buffs. All I'll say about the unique equipment collection is that it won't seem optional by the end of the game.