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Public release is on the blog, everybody:

 https://the-last-sovereign.blogspot.com/2020/05/tls-0512-public-release.html 

This one is mostly just polishing, but there's a new (not variable changing) event with the Aramite ambassador in the Eustrin content.

Meanwhile, only a few days left for the NSFW games bundle:

Link: https://itch.io/b/500/lewd-nude-rude-covid-boredom-smasher-bundle 

You can get some of my games (and a bunch of others) for 50% off. This bundle has exceeded expectations by a fair margin, but more thoughts on that in my next post.

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Comments

Nefratum

Hello there. As always great update... I have just one question... I'm at the end of 0.51 content and I don't have Demonic Seed yet... As far as I remember I didnt hit Sabitha with Seed of Corruption and I had chat with her after Erosian conflict but I didnt get that Seed from her... Probably coz I killed some of their demons? Dont remember that too... Anyway... Is there any possible way to get that Seed now or do I have to wait for other opportunity in the future?

sierralee

Sabitha only gives a Demonic Seed if she's extremely happy with you, without a lot of leeway. Right now, those two times during the war are the only opportunities to acquire one, but there will be another in the future.

Grey Wolf

Glad to hear the bundle did well. I wanted to amend feedback related to your possible side projects earlier. I got the chance to playthrough Vestaria Saga twice, a game which was made entirely in SRPG Studio, and I really enjoyed the game. I actually passed the game over initially as visually the game is rudimentary with the idle animations of sprites on the map only having a couple frames they cycle through. These animations actually help you easily understand unit roles at a glance, for example archer cavalry have horses that lift and clench one of their forelegs whereas melee cavalry have horses that rear up. While they serve a gameplay purpose they're visually unappealing. Likewise the terrain is largely generic, repetitive, and even sometimes not really blending together in a natural looking way. The terrain being so clearly atomized works fine for gameplay but together with the sprites they made a bad first impression. I didn't know that most of the assets used in the game are RTP with much of this having to do with the fact the game was made with very little in the way of budget. Eventually though I watched a stream that showed the game had a solid story, gameplay, and functional visuals which grew on me over time and overcame the poor first impression. I am biased as I much prefer the SRPG format, basically Fire Emblem, to anything resembling JRPG gameplay. Though you eschew some of the more tiresome aspects of the genre in TLS with a lack of ability to grind I still hope that you consider this format. I know you do reward exploration in your games, shining swords in TLS/contorted stones in DoW are an example of something that would be almost impossible in a SRPG type game. I understand if you value these aspects of your games going forward and want to stick to RPGM or want to work with Unity as it's a lot more scalable but imho SRPG studio makes good games.

Lamsey

You can get one by hitting her with the spells during the war, or by impressing her with your actions during the war so that she gives you one in the aftermath. Only one of these is possible, since hitting her with the spells makes her understandably a little unhappy with you post-war.

sierralee

Thanks for giving me your more detailed thoughts on the system! I still haven't had time to play around with it, so it's hard to know exactly what the limitations are. Regarding the generic-looking terrain, for example: it might be that the RTP assets are lousy, but it could also be that the engine uses very limited tiling rules. Given how brittle some Enterbrain systems can be, it could be nearly impossible to do this better. Such core limitations are one of my primary potential concerns. I like SRPGs, but I have to admit that I don't play them as much as other types. They tend to have only a single gameplay mode (battles), whereas most RPGs can have segments that are more based around exploration, social interaction, etc. Those are an important part of my game design, and I don't know how well they'd be supported. Come to think of it, I didn't even check SRPG Studio's control of variables and choices...

Secular Reason (edited)

Comment edits

2026-09-25 01:00 Hey Sierra, you asked for any ways to "cheese" the mini-boss during Aka's quest. Is poison supposed to be an option? Because I feel like it wasn't. I deathblowed one of the three - the leftmost one, it dies after getting Aka's death next turn status - poisoned the one on the right, and just murderhobo'd the center one after lowering it's stats. Just normal attacks did it for that one. Not sure if I just did it "the right way" or if some of that was an unintended "exploit" but... also, using "corrupt" will keep the enemy locked down for two turns, not sure if that was intended for these guys as well either. Worked though.
2020-05-24 19:01

sierralee

No worries, that's the right way.

Q-Riff

There's a phase in the War where you're in a position to kill demons...leave the blue ones alone...

Grey Wolf

The terrain definitely could be an issue and unfortunately I have never tried any sort of development so I can't give any truly informed answers. The thing about it being atomized awkwardly is only REALLY bad in the case of hilly terrain. Each tile of the map that is hilly is glaring in that each one is composed of two identical brown dirt hills regardless of underlying terrain. It looks really bad here on the second level as it contrasts poorly with the underlying grasslands https://gameplay.tips/uploads/posts/2020-01/1578143616_2.jpg most terrain isn't great but hills in particular are just ugly. Even outside of the hills you can clearly see how repetitive the mountains are and looking closer in the top left the cliffs sort of cut off in a way that clearly displays the roughness of the terrain. You're correct that almost every gameplay segment will be at it's core based around fighting or strategic resource managment. However unlike say Fire Emblem Fates where there is very little going on outside of fighting on a given map Vestaria saga has many more "events" on the map. In vestaria saga there are various other ways to engage with the maps even if they are primarily there for strategic combat. There will typically be structures, usually houses or villages, that can be visited for various reasons. They're visible in the screenshot with a village in the north and northwest and houses in the southwest. Sometimes they're there to simply afford you a bonus or give the perspective of an average villager. They can function as a bonus objective serving as a timer that can punish stalling. In terms of rewarding exploration the maps will often have tiles be occupied by objects such as large conspicuous pink flowers that give healing consumables or even stat boosters. In terms of branching and choices Vestaria Saga is light on such things but they are present. On one map you can pillage innocents and in doing so you gain a huge amount of loot (and guilt because you're comnitting war crimes) but have to fight two very difficult bosses and lose out on a potential ally. Outside of maps there's an easily missed hint that you should bring along a certain unit on a certain chapter. If you don't he won't receive the story of his birth and an heirloom that reveals his lineage. This means his Father a king never recognizes him so he ends up thinking he's just some peasant the whole game and you miss out on his legendary bow and various events and interactions with his sister the princess. Honestly as many issues as SRPG studio has I still want to try constructing a game that's a bit like TLS in themes at least. Though it would be more inspired by classical antiquity and less grand in scale and less sophisticated in terms of cosmology and world building. It's probably a pipe dream though between my lack of development skills and the RTP assets which are unlikely to be able to even come close to such a theme as most armor/weapons in generic fantasy settings are about 2000 years off from 400 BC. Even if I give up at least I will be able to give you a more informed perspective on the system.

sierralee

Ah, most of the issues like the hills can probably be solved with better assets, as I can't imagine they don't have extra slots for tiles. It's when the tiles don't interact right that you have potentially intractable problems. As for almost everything else, I'd just have to play with the engine myself. I assume that once you step on a square, it runs various kinds of logic, so in theory this could be highly flexible. But it's hard to know what the limitations would be without spending some time attempting to make something. Best of luck with your own project! You're not likely to find assets from classical antiquity, but look around and see what you can find. I don't know if SRPG Studio has the community to be making significant numbers yet.

Grey Wolf

Yeah after spending hours working with the engine I can now say for certain that attaining mastery of it and concisely elaborating upon the limitations of the engine is not something I will be capable of for some time if ever. And their community asset repository is very light on content, it looks like I would have to commission the creation of assets so another roadblock. Even if I never get a grip on the engine I hope you find it adequate as I would love to play an SRPG made by you. Though I do appreciate the dialogue and respect your decision regardless of the engine you choose.