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Apologies if I haven't responded to messages or comments lately. I am trying to knuckle down and focus an even larger percentage of my time on the final battle of TLS, otherwise I'm afraid development will extend too long. But meanwhile I have a prepped post for you about fights.

What's the purpose of an RPG Maker battle? Well, it's obviously a core game mechanic, and so while different players have different opinions, I try to make things intrinsically fun to some degree.

But aside from mechanics, the fights are an element of the story. Even at the most basic level, they're narrative units that convey what kind of conflict the characters are engaged in. Beats that might be handled otherwise in a book are covered by gameplay in an RPG. I actually think this is a strength of games, because they can address conflicts that are longer and more involved than could be sustained in a non-interactive medium.

That said, the purpose of a fight is not always to be difficult. There's a section of the final battle where, if players grasp the strategy, they should be able to blow through a section. I worry that people will play this and think I just completely half-assed the balance, but the intent is really to make the player feel powerful. After so many fights against enemies with scaling challenge, there should be an opportunity to flex the party's strength.

Likewise, I hope that the recurring enemies will feel right. I'm aiming for a balance of continuity and discontinuity: some familiar enemies and some new ones. After setting up the Chosen throughout the entire game, it would be wrong if Hester didn't use them in the final battle, right? You'll also see some familiar demons and entities, playing one last role and hopefully making the game feel like a coherent world. But there will definitely be a bunch of brand new enemies that I hope will make the final battle feel fresh overall.

Think that was all I had to say. Doing a lot of battle work lately.

As mentioned, I will be a bit absent from the internet while I work. To keep you company, here is another comic, this one about the TLS characters playing cards. Qum has a nebulous understanding of the rules of the game, but it seems to involve everyone giving each other gifts of little pictures and she likes that very much. ^-^

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Comments

Rachnera

"As for Varia it's very simple: whatever her face, she always has the best possible hand."

Lord Forte Games

That's a pretty fun comic. XD Reminds me of a fun discussion I had with someone about how some of my characters would act at a casino, haha. (I think the Sorcerer Kings are banned from casinos. Luck stat too high XD). Simon truly would be a master of the poker face, though. It definitely is interesting to think about the different kinds of fights and the role they play in a story, though. I would tend to agree that a deliberately easier section to show off party power is a valid (and often fun) choice to make. Going to stop myself from wall-of-texting there, though. XD Looking forward to seeing how the section comes out, and good luck getting done!

Decarabia

Aaaa I loved the comic. This format works so well! I'm sure anyone who would make it this far into the game is incapable of thinking you'd half-ass something.

AnythingAtAll

Sabitha is banned from playing because she always eats the cards.

Atashkada

That comic is excellent.

Desertopa

I love the comic, although it really whets my curiosity for what the other harem members are like, particularly the ones where it's hard to guess how good they'd actually be. Like, how good are Aka or Lynine or Hilstara or Wynne? Honestly, I think that the ways you vary up the challenge in TLS' combat are among its notable strengths. I haven't tried playthroughs of the game where I limit or de-optimize my party to check how hard it is under those circumstances, so I haven't seen the whole range, but I find it much more compelling than games which try to keep the challenge within a narrow window, even if it comes at the cost of breaking the internal logic of the game (like applying level scaling with no in-story justification.) I think it's much more fun mixing things up, having the party seriously challenged at some times, breezing through other obstacles, and getting to really feel how much ground the protagonists have tread over the course of the game.

DankPotatoes

Lillith has 9 of hearts, Pot of Greed, a grocery shopping list on card form, a small drawing of High Priestess Bertricia and a holographic Charizard

DukeLeto7

Since you're busy and specifically stated you'll be less available in comments, I now have a Bugs Thread report for you. Obsessive optimizer and canonical walkthrough author Thosha has been hunting for enemy troop events that never despawn. These are a problem because you can avoid fighting them when they first appear without overt penalty except for a slightly underpowered Simon at war checks, collect extra XP for being at a lower level at the chapter end XP bonuses, then nom the XP when you can re-access the maps, potentially with more characters in the party to benefit. They should generally be despawned at the start of Ch4. Here is a list of events in the first three chapters of the game that fit this description. Wanderer 2 monster in Eastern forest 2 monster in Southwestern forest, wolves Megail’s path 2 monsters in Aram dessert (central NE and central SW) Chapter 3 First root: all monsters Twisted Glenn: all monsters Twisted Glenn: (one is flagged as 'intro character' I don't know if that is intended) Western Desert: 5 monsters At my request, Thosha has made a list with map coordinates in Excel: https://docs.google.com/spreadsheets/d/1E1OkmDQT9TjQIFbhzXahRdncgoMe0pK9II6HbraHOaQ/edit#gid=0 Hope this isn't too much of an imposition.

Rhinedog1963

I really want to see all the other harem members now. Also, what does Yarra think of herself? lol

Rhinedog1963

Oh! Vahla is always "the house"/ "the banker" to keep it all fair.

Dragof2

Holy cow I actually lol'd at that in the middle of work.

Dragof2

Oh my god that was amazing. Would her response to why she doesn't have a magic the gathering card be that "she isn't a poser"?

Dragof2

Honestly, the tower doesn't mess around. I remember how neat (and annoying) it was when the power spike of the earliest tower encounters hit. It's neat, because it establishes just how next level tower mages are without a single word of dialogue. And I always also appreciated that something in the prime plane had to be something special to be able to compete with tower walkers. It makes total sense at this point that most entities in existence would have serious trouble with the party. I think curbstomps are a lot of fun when they are narratively motivated. Helps the world and the gameplay feel connected.

Dragof2

Aka is probably alright until Yarra starts hitting on her and she gets all flustered. Lynine seems like she'd be terrible at it. Hilstara seems like she'd be good, but inclined to taking pity on people who are having a rough time. Wynne would probably try to cheat. Wendis strikes me as the sort who would try and rub at Simon with her foot under the table to try and distract him, then blame it on Riala. I think Riala is another of the "unreadables".

Sundeigh

for what it's worth most final battles in my experience are laughably easy due to how thoroughly I play these games which is something you have touched on before. As a result, I always hope for final battles to emphasize the narrative elements since the combat elements usually have to be balanced below my standard. A nice way to work around this balancing issue is using mechanics for difficulty rather than pure numbers which it sounds like you have done (not surprised based on the quality of your games). Final battles usually have an enormous amount of buildup in these types of games so making sure the moments, however short they may be, hit correctly is more important than how hard it actually was imo.

Dragof2

The real question is how does Qm play strip poker?

Lamsey

Enthusiastically.

Ark Tolei

It isn't used that often, but I think the narrative strategy in games of having the characters bullrush into a fight with the person they think is the big bad that goes down in a single hit is a really interesting way to make the reveal more visceral. Easy fights, whether in an absolute sense (1 hp, doesn't fight back) or a relative sense (very hard game/boss drops to moderate difficulty for awhile) can be really great for storytelling. Final Fantasy has a lot of bosses with a pushover phase, often the last one. I'm looking forward to seeing who or what deserves the "surprisingly simple to defeat" treatment.

sierralee

I had to rein myself in with this one, because otherwise I'd end up launching into the entire harem, but... - Aka picks up the game pretty quick, but the other harem members know her too well for her to bluff effectively. - Lynine isn't the best player, but proves much better at bluffing than most expected. - Hilstara is an old pro, but unlike the poker face crew in the comic, she mixes various bluffs and jokes. - Wynn is excellent at calculating the odds, but not as good at psychoanalyzing the others as she thinks.

sierralee

Yeah, this is something I'll have to tackle later. If people are obsessive enough to try to optimize XP like this, I guess I should remove the temptation. >They should generally be despawned at the start of Ch4. Is this true for 100% of them? If I'm doing this, I might as well do it precisely as new characters are introduced.

DukeLeto7

I think they are all cases where monsters appear in Chapters 2-3, are only available for one segment and then can't be accessed again until Chapter 4 opens the map up. So Thosha's suggestion of using Ch 4 as the despawn switch makes sense.

sierralee

Ah, okay. Please link me to this again after the final battle update is released.