October 13 Update (Patreon)
Content
Okay, TLS update coming out Friday. Everything has passed basic testing, the pieces are in place, sex scene written, etc. There are still some fiddly details I want to ask people about, but because those are more technical I'll put them at the bottom.
I might have been able to squeeze this in a week earlier, but the combat was not fully baked last Friday. And the final optional dungeon does have quite a bit: no trash mobs, just bosses, each with its own challenge. I know not everyone plays the game for combat, but this update is a final gift for those who do.
Actually, I should probably try to reduce hype a bit. The final optional dungeon requires only an endgame save with many quests done, but saves are not guaranteed to be able to get the last harem member. I have tried to make the game more accessible in various ways, but this has always been planned as the big reward for optimizers. Just set your expectations properly depending on the type of player you are.
In a strange way, this is another farewell. I made the majority of the characters' skills almost ten years ago, and they've been a presence throughout testing so much combat. This is meant to be a final chance for people to play around with all those, because the battles in the epilogue and postgame will be more about story than real challenge.
Spending more time than usual on combat testing, but still worried about balance. It's pretty easy to create a boss that is overtuned, but if you err in the opposite direction, people will just blow through your fun mechanics with brute force. =/ Even though some balance tweaks will no doubt be necessary, I think I'm creating a good mix: normal bosses, puzzle bosses, gimmick bosses, etc. Please look forward to them!
Technical Details
RPG Maker knowing folks, I have some mechanical problems I haven't found a solution for. Would be great if someone happens to know a workaround.
1) Is there a way to make a battle event occur multiple times? The "turn" span parameter famously just doesn't do what it claims to. In some cases you can copy multiple pages of events, but in this case because the triggering condition isn't changed until later, the game would burn through them all at once.
2) Is there a way to get an enemy not to target characters with certain status effects? For one boss I've gotten around this with a hack using the custom AI script, but for another boss I don't want to use this because it would muck up its actual AI.
3) Is there a way to neutralize damage from Certain Hit skills? PDR and MDR do not affect this damage rate. The idea is that a boss is supposed to be invincible during certain turns. I mostly got around this, but it's still inconvenient.