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I had a blast creating this update, but I'm gripped by last second worries that people won't enjoy it as much as I did. Maybe/hopefully it's just fatigue. Most TLS updates are a smorgasbord of content, from dialogue to plot to sex scenes, whereas this release is like one massive steak. The meat is cooked just the way I like it, but I know it won't satisfy every palate.

Link: https://mega.nz/file/v9tRlQgY#0tBYcjCK7wgJlpCmL4Hd-Ku_wq6DS7wt07CyoVRrJUw 

RTP: Nuuu, no more progress bars. T-T

TLS 0.58.0

 - New section of the story

 - No new art. There is art ready, but I won't have time to include it until the .1 release or so.

This update contains a large chunk of my work over the past month, but far from all of it. It's got the mildly different sex scene I mentioned but not the more unusual one. I have various maps, dialogue, and other events for all the other characters in their scattered locations. The next release will contain the conclusion of the war with all of that.

I don't know how big this will seem, so to try to justify the time spent, look at what it includes:

27 new maps

59 new enemies, 96 new troops

60 new skills, 17 of them player skills

48 new items/equipment

It's hard to guess how much gameplay time this will take, especially considering restarts are likely during this section. I hope it will give you at least an hour of fun.

Balance Specific Notes 

In an ideal world, I'd let this sit for a week and then replay when it's no longer fresh in my mind to try to smooth things out, but that's not really compatible with the release schedule. Regardless, I can never truly have the experience of playing blind, so I'll be looking to feedback to improve things overall. I put in a variety of anti-frustration mechanics that I didn't really use when testing, so while I worry things might be too easy now, I'm more curious if people will break the intended methods in ways I never intended.

Most challenges are designed to have several solutions, some earlier and some later, some cheap and some expensive. If you find a strategy that you can use to blow through an unusually large number of them, please let me know. Seems almost certain that there will be a combination that I didn't think about in my focus on the intended puzzle solutions.

There is a puzzle that I tested multiple times, so I'm confident it's possible if challenging... but heaven help us all if there's an alternate solution that I failed to consider, because the code can only check for one final position.

Anyway... this was fun to create but I overextended myself. It's a relief to be on the other side. There better not be anything horribly wrong. >_<

Comments

Edward Culham

great gift, looking forward to playing it over the weekend,. As for balance texting, you have us patreons to test for you, and have come to times when mentioned things were to easy or hard based on it.

WaxerRed

Minor bug reports coming in. For the first area in the upper left cave with the spiders. The magic "Return" point does not adjust the tint so the overworld map is left dark. Easily fixed by going back in and exiting the cave the normal way. Other bug: Unperson area, one unperson is stuck in the middle rock structure. The enemies in both the ice and fire areas have every attack "Blocked" by Simon. I do not think this was due to SImon having any specific gear or level as the bosses of the areas were unaffected and seemed to be fighting normally. Stone Golem guy in the first area, I thought I had him as I could poison and blind him to wait him out, but I can't find anything to get that last hit point down that poison can't get. Though that might be something that comes later. Otherwise it's a fantastic update so far! Certainly an unique one! And...also quite a hard one. My death count is in the upper 30s to be sure, though I will give the first ten to a learning curve. There is a sure learning curve though! I think I hit my stride for a bit, though have come to a halt in the second area. The unpeople, mana demon, line of lighting snakes, and fairy boss are the only enemies left I believe and I can't so much as dent them :(

WaxerRed

Follow up to the above! Made it through the bottom fairy is only just! Good news is I saw the new sex scene and love it! Bad news is, I think the exact thing you were worried about for alternate solutions to the puzzle happened. https://imgur.com/a/tMpI0KX

Grim8P

This is a very interesting update! I enjoyed seeing all of the harem continuing on just fine without Simon with a nod to him being missed where he would normally step in. I've written out some notes for you: Feedback: - I'm towards the end of the second section. I have two fights in the city (Mana Demon and the line of snakes), the two unpeople fights (the group of three and the group of five), and the Dream Spirit remaining. I think I've played for between 2-3h so far. Your worries of this only being 1h seem unfounded. Honestly I feel like that'd be the case even if I had a walkthrough! - There is a significant amount of face checking in this update. "Am I strong enough to fight this now?" Not being able to run from most battles is not great. - I have spent a lot of time running back to heal or save. I'm not sure what could be done to mitigate this but it is significant. I think the way this works makes sense narratively so I'm not actually suggesting any changes here, just offering feedback. - I personally feel like this update is significantly harder than any other main story content so far. Right now I feel like every person I've personally recommended the game to would drop the game without having a walkthrough for this part. This is not me telling you to make this section easier necessarily or anything (nor am I angry or anything), just honest feedback. - Shout out to the amazing item descriptions like the Burning Helm, Big Axe, Tower Shield, and the Knight Helm. - I'm not sure I understood the line "POSSIBLY: spike numbers doubled because of return trip" line in the spiky tent. If it is just supposed to warn that there isn't a teleport out then it is phrased in an odd manner. - I have yet to spend any Sx and have about 1100. Feedback on some fights: - The two groups of 2x Thug and 1x Cockatrice took me until after I beat the Dream King to kill. They were the only enemies besides the statue that I didn't kill before the Dream King. - I ended up needing the Scroll of Lynine to defeat the 1x Bear, 1x Orc, and 1x Snake fight in the cave where you get the Scroll of Lynine. - The 2x Bear fight in the same area caused a lot of resets because I kept getting hit by both through my blinding them or I repeatedly miss trying to apply it. This wasn't particularly fun. If I had better RNG I could have won this fight when I think it was intended for me to do so (when I easily cleared the rest of the cave except for the above fight) but ended up giving up and coming back much later. I ended up killing them by poisoning them and out healing them until I could one hit them. - Not a fan of putting Silence on the Fireflier. Especially since I used the ability I got from it to get the item that prevents Silence. I beat him through it, it just dragged the fight out needlessly. - I made it to the end of the fire and ice areas early when I got to the second section but couldn't beat the bosses until I got the Big Axe and Magic Crystal. This felt like it was probably intentional and was a cool realization on my end. When trying to figure out what to tackle next, I was thinking that I needed to max ATK and MDF or MAG and DEF and then I got the Big Axe and then the Magic Crystal. I can see it being off-putting that you can get to the end quickly without being able to finish for a bit though. Consumables used: - All the permanent up scrolls. - 1x Health Potion, 1x Mana Potion - In the pink forest to clear all the monsters in one go and even then that was only before the final fight. - 1x Mana Potion - In the spike tent to get the final item. I did not realize the spikes also took MP from me until I had to reset and heal myself one step earlier on my way out. So it is probably worth mentioning that I only have the fights left that I mentioned and I am stumped. I've tried a bunch of different equipment and skill combinations against the group of 3 unpeople and I have yet to kill one of them and I've never made it past the third round. I feel like the Neranda Shield must be optional since I could have locked myself out of it by spending Sx on other items. None of the other items stood out to me as being what I need to win but I could easily be wrong. I believe I have fought everything else and obtained all other items possible. I legitimately do not know how to proceed. Anyway, other than being stuck I have really enjoyed this update. I'll hopefully be able to give it another shot tomorrow.

WaxerRed

Bug: In the first fight chamber in the "Final Lock" fights, you can walk over the giant gargoyle statues. Sidenote: WHERE IS THE GOSH DARN KEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEY!?

Innocuous

So I feel like I'm at an impasse. I'm in the last(?) section guarded by Nyst and not sure what to do. It seems like Nyst is too powerful for me to take still, he out-damages me by a fair bit. The only enemies left on the map are some enemies on the right side of the brown castle that I can't seem to access (there is a block in the way but nothing else to interact with), the gauntlet in the dark castle (that I also cannot beat) and the puzzle (which I believe I found the solution above but don't know how to get a solution that will trigger anything). I killed the demon, the snake group, and the statue, and have no idea how to proceed. Simon is level 24. I'm sure I could be missing something but I'm not sure what. Also, you can walk around the Ancient Guardian in the dark castle by walking up and around the walls. Great update, this has been really fun to puzzle through. Didn't think I'd like an RPG focused section as much as I did.

WaxerRed

Whew. Finally got to the end screen! It was a hard fought battle to get there to be sure. Simon's final level was at 26, total playtime was about 3 hours, but if one would factor in time lost due to deaths, I'd put it closer to 5 or 6 hours. First off let me say this feels less like a TLS update, and more like a abstract work of art set in TLS. And one so good it belongs in a museum! Right off the bat the atmosphere of this update is out of this world. (Literally in this case in how distant, otherworldly and lifeless the IK prison is.) We go from the loving arms of a harem, to a world where there isn't a friend in sight, and the few things that weren't there to kill us, are there to drive us insane instead. Simon has always had his head held up high, and been ready to take his problems on. So to see Simon brought down so low is really an engaging bit of story telling. Not even in the OE slavery section did Simon seem so vulnerable. But his lonely comments as he wallowed a countless number of weeks in the prison really let the players see that despite Simon keeping up his strength to survive however he could, the place was dragging him down mentally. And his desperate, but still failed masturbation attempt was his true rock bottom. Speaking of that scene, it was wonderfully done! And a great way to introduce "the new character" in a great way. And you were right before, I had never seen a sex scene done quite like this, but I loved it all the same. (Especially since Simon "bless his heart" always is so focused on bringing his partners pleasure, it was great to see him doing it purely for himself for a change! Though of course not the first time in the game.) Back to the meat of the update, I really like the 3 circles organization and how, to me at least, they really reflected different stages. Circle one: The early days of the prison. Nothing sets the "Square One" tons better then having to fashion weapons out of bones and sticks. But its early enough on that Simon still has his confidence. Circle two: The rougher, and the roughest days. The place is getting stranger and stranger, and none of it in a good way. The monster fights are harder then ever and Simon has been going on for weeks getting weaker mentally. Circle three: With the help of Zelicia Simon is able to get his second wind, and push forward. Not to mention its now that we start really earning the pieces of help from our allies, and Simon really starts to make headway against his hostile settings. Speaking of those thing, I just want to say the brief glimpses of Simon's friends and loved ones was an amazing experience! Both in concept and execution. I'd always feel the same relief Simon did whenever he find whatever small comforts his companions would give him, as he got mentally stronger from their reminder, as well as physically stronger as the fragments often helped Simon in crucial ways advance forward. Unable to find a proper segue to this, I'll just plop this down in the middle and say the music to this update was wonderful for setting the mood. I often listen to something else in the background, but not this time! Was I going as crazy as Simon, or did I hear every so often a Clock ticking as part of Background noise, a great reminder just how much time is passing and passing for Simon.

Jeffrey Lebowski

Oh. My. Fucking. God. That section was phenomenal! Always some balance issues to tweak and I think I spotted a couple bugs. I think the third puzzle in the House of Mystery is bugged since I solved it and it didn't unlock the thing. Had to edit my save to get it. Also maybe it was intentional, but the switch in the Elemental Vortex cannot be unflipped to my knowledge, which can permanently lock off Trin's memory. God that was so fun to play! And absolutely exquisitely brutal! Took so many hours to get through it. One problem I had was that I fell just short of being able to buy both Neranda's and Megail's memories, even without buying anything else except for the feather, but maybe I was just incompetent and missed some Sx. One thing I noticed was that every harem member was represented in the memories (very impressive scattering every single one of them around) except for Ginasta. We've seen that non harem members that are prominent in Simon's mind were also there so I thought her memory might bolster his conviction to persevere through righteous fury lol. It's also distinctly possible I just failed to find her memory. This section had some really good storytelling and a well-captured feel of torturous isolation. There were just a lot of really good small details (the very first thing I did was check if reflect still worked since it was our only remaining power and was giddy with the detail work there). Also god fucking damn that Elite Four challenge for the Incubus King Sword! It was so cool and a fun mix of puzzle and tactics but god damn was I itching to savescum in there. Also I eventually just couldn't get past the third and fourth fights so I had to cheat to confirm that it actually was the sword at the end. But I don't know if that final difficulty is a balance issue or my own incompentence so I plan on playing through the section again at some point and figuring out how to beat it. When I saw Mestan in the beginning of the section I had a pitiable flash of hope that you faked us out before I realized you were just moving the scene to that section instead of the previous. So I still cry for our lost Prince of the Sunken Continent. And finally assuming that Tanurak wasn't lying at the end their about the twist... well, I really shouldn't be surprised but damn it I am. And if you really did fake us out then you did it really well because both suspects fit so it doesn't feel like a random *psych, I tricked ya*. Then again I would also be completely unsurprised if that was just a lie. Anyway in closing, this might officially be one of my favorite sections of the game after a bit of polish. How did you know I love RPGs so much that I wanted you to put a brutal combat RPG inside your politics RPG?!

Seriathus

Welp, I need to catch up on 0.57 before I even get here. This promises to be a ride and a half. Anyone knows where I can find that investment tool again?

ADragonDreaming

Still working through this: I've gotten to the section with the ice and fire areas and the unpeople, but I'm posting here because I had an odd experience with the dark cave in the first section: the Blind status didn't seem to do anything. Simon had a 100% hit rate. I thought it was odd, and then realized it was likely not as intended when I found the lantern later.

Rachnera

So far I have reached the third subsection. Taking a break for now, bug report follows. As I have yet to complete the update, I haven't read the other comments to avoid spoilers, so it's likely some of them have already been reported, sorry about that. Bugs: Trying to use the Reflect skill in 0.58.0 on a save earlier than the current dungeon ends up with an infinite loop of Simon repeating his "... when I reach back [...]" dialog One of the rock puzzles seems to not trigger properly. Cf screenshot: https://imgur.com/a/9W5W6oD An unperson is stuck in the wall in their clearing Simon seems to never miss even in the dark, rendering the Lantern pointless. Saving from the menu appears to be randomly possible in locations (like, sometimes you enter a location and the option is grayed out, sometimes you enter the same location and it isn't). I guess the idea was that saving should only be possible on healing spots? Nitpicks: (previous update) In the strong path of the previous war, I don't think Fuzkao is ever mentioned by name any time before Sabitha is given the option to target him, and characters seem surprised he is here and owns a fleet when he eventually shows up. Maybe the option should be called something like "Standby" for "Remain in the vicinity, ready to jump at any wild card entering this conflict" instead? A comment about why Simon cannot just grab and equip the decorative armors and shields in the cockatrice tower could be nice. There's no dialog when getting Dari and Balia bonus. Could the cave be a little brighter once the lantern have been retrieved?

Innocuous

So I went back to the Incubus War section to see if having Fuzkao alive makes any changes, and as I was playing through I found an issue. If you go to the Lord of Blood's island and see the scene with Aka and Ginasta fighting together, if you then back-track to the location where that scene takes place, all of the models from that scene (Aka, Ginasta, random orcs and succubi) are still there (but they can't be interacted with).

logan80

Goddamn it! I don't even remember the last time I saw the Game Over screen so many times in one day - I love it! I had a good laugh when I read that you were afraid that someone would finish it in an hour ;) Regarding your concerns whether we like the new update or not - most of us are like Carina from the beginning of the game and you are our Ivala - our faith is unwavering and you can't do anything wrong ;p Well, unless you decide to do something bad to Qum - then we will have a problem ...

Seil

If the goal of the update was to drive your players completely fucking insane, you've succeeded.

Jeffrey Lebowski

Oh I also thought of another thing I loved. Obviously the whole atmosphere of the place was really well crafted (and again the music choice was good: both unsettling, intense, and full of weird little noises that make the player feel as insane as Simon). But beyond that, I really like how clear it was that the prison was largely crafted *out of* Simon's memories. Almost every single location (except for a couple very abstract ones at the end) were somehow based on somewhere else we've been at some point in the game. Also, I have this little hobby in Tower dungeons to always check the autosave to see what the map is titled because sometimes you choose some really cool ones. So obviously I checked this for every single little location. I absolutely loved that the town was called Tynaburg and the castle was called Castle Vera. Seems like a very nice way to acknowledge very important and long-standing characters in this memory-based dungeon even if they don't merit a more concrete memory. Also I thought pseudomonia was a fun name for the deeper demon dungeon full of poisoning bastards intent on steal my precious serums. Also, I was really unsettled by that weird purity spirit that actually seemed sapient. I did like how when the spirit taunted Simon about how he could only get "physical gratification" Simon reacted by saying it was a trap instead of saying "I don't do that sort of thing" or something. Really made me feel like "holy shit, he really *is* starting to lose his grip." The spirit implied that they would keep wearing him down, but then we never saw her or another like her again. I can only assume that she or they play a rather significant background role in this dungeon. Also do these divine winged servants mean that Desecration of Wings is now an official prequel XD ? I thought the Zelica scene was a very imaginative way to insert a JOI scene and general male masturbation scene into this fantasy setting and I enjoyed it! When you were talking about it earlier saying it might get a more negative feedback than the unsuccubi, I was worried it was going to be something nonconsensual in Simon's desperation, so I am also just pleasantly relieved. One thing I think might be a good line to add is another comment when he enters the third area, or maybe after a few heals in the third area about how he still hasn't found Esthera. As far as Simon knows for the whole dungeon, she should have been dragged in and she doesn't have his grim determination to live against all odds so he should be worried about her (and since even his own legendary survival drive was flagging, he should be doubly worried). Add to that his desperation for one of his lovers would make her missingness worth mentioning a second time, in my opinion. God, there is just so much incredible stuff to talk about in this update!! Oh actually, I have one more bug report I forgot to mention earlier. It seemed like you wanted that bear in the Gentle Path to be guarding that Shining Sword, but you can approach the chest from below and steal it from under its nose. If that wasn't intentional, maybe just add an extra tree?

Mycroft

Thank for the update. I know that you worked hard for it. I appreciated the change you made with Mestan. It make his scene more sad. I also didn't found this update to be short. In fact, I found it too long and quite tedious. Not the story part, but the gameplay part. Most of it is "try and die". Which is not what I expect in a RPG. Of course it's far from making me stop enjoing the game. I understand that you tried to make a level that make us strugle like Simon do in order to make us feel as he do. But the consequence is that, for the first time since I started playing TSL, instead of enjoying it, I tried to rush the update in order to see the end of it. Sorry to be so negative, especialy after you worked so hard in order to deliver it.

WaxerRed

Minor idea suggestion! I know the "profound silence" of the Lamia is meant to be permanent, but perhaps Dari's super special awesome one time use potion can cure it? It's description does say it cures all status effects!

WaxerRed

Here are my tips and tricks to beating the final lock enemies! I've got the strategy for the first guy- "Aka's weakening strike" is the key. Double debuff the flame knight and he will not be able to kill you as all his special attacks can only bring you down to 1 hp. As a sidenote I recommend wearing the stamina charm, as after the fight you will need to fully heal yourself and the charm will give you a big mana boost. UPDTATE: As I progress further. The lamia will damage you based on your agility for test your speed, and MDF for her silence ability. Firstly equipment is "Wynn's Scepter, Flashy shield, beloved helm, Winter cloak, and feather." Some variance is likely possible, but something to block regular silence is KEY. After that the strategy I used was Aka "Weakening Stab" which will (if RNG fucking allows) debuff the lamia's Agility. If you do this, then you will actually be able to get you attack in BEFORE the lamia. From there hit her with another weakening stab on turn two, then get profound silenced. Regular attack her on the next few turns until the profound silence is used up, then hit with another weaking stab (again pray to whatever RNG gods you know that AGI is hit.) From there, do that again and again until the end. Not sure if that's the strategy you had in mind SL, but that's what I got! Also, for whatever reason I'd say 1 in 20 times, profound silence just doesn't stick on Simon. No idea why this happens but if it does, hit that lamia bitch up with fire as thats her main weakness. Past her is the fucking Primordial Pool. Compared to the lamia that killed me 44 times, this guy went down first try like a chump! First off, before the fight use whatever mana you got to heal, cause you're about to lose it. My equipment: Blade of Empress, Neranda's wall, beloved Helm, Golden Armor, and pickaxe charm. Again variance here is possible, but you'll want a high Attack and a high DEF. Guy will drain everything, turn one, BUT your sex skills will refill over time. When possible hit him with Nalia's Sexual Strike, otherwise just a standard attack. DO NOT try to be clever and use a mana potion, he will fucking kill you if you do. Onto the Heart of Lust. MDF is your friend. Build: Wynn's Scepter. Nerandas wall. Frozen Hat. Hertic robes. Amulet of Chaos. Hit Em with the ol weakening stab trick, mixed with Shielded Stance and the guy won't be able to touch you. He can sexbind you though, but since you should be taking little to no damage, no worries there. If you do get a break in the sexbind, hit him with a sex strike as that's the weak point! At some point in the fight, you'll be hit by a "Hollowness" affect. Best hope you have Dari's potion to use, otherwise get fucked. Best hope you have some stored HP and MANA potions, or Ellania's all heal potion, other wise again, Get fucked. But if you can manage a full heal, get ready for the final fight! Build: Wynns Scepter, Neranda's wall, beloved Helm, Heretic robes, Ribbon de Iris. Step one. Blind the guy. Step two, use Wendis's scroll. Step 3, weaken with Aka's attack. From here he should do a manageable amount of damage so long as you can keep him weak. You can stop blinding him now, and focus more on damage. If mana is running low, save it for Heals and Weakens and instead use the sexual attack that needs no mana. PS SL that "Last Grasp" was horrifying. Then you're done! Hope my tips can help!

ADragonDreaming

More balance / annoyance observations: Unless you can find the key, which is essentially invisible, the fight with the Pornucopia is a slog, and I only got through it by saving up mana potions and having unlocked most options. Sexbind locks out the main healing move, leaving only Carina's bonus for regular heals. I had to do it by using turn 1 to eject the flamelin, then get defense buffs up, then rotate aka debuffs on the pornucopia, icer, and lightnil, with the occasional flame on the icer. I burned through mana like nothing else trying to tread water, and went through 2 mana pots and a large mana pot. I'm not sure if this is the intended method, but the pornucopia's health pool denies any kind of sexual attack blitzkrieg, and, with it constantly reapplying sexbind there's really no way to deal with it unless you have found the key and gotten that accessory. I would suggest including some kind of hint to indicate at the least the on which the key is found.

Rachnera

Okay, break until the issue with the puzzle is fixed, as I feel like it's hindering my progression too much at this point. I try to go all symbolic and to willingly have Simon lock himself to complete the puzzle (https://imgur.com/a/sKGpZ6E) but it didn't work any better. I only have left, unless I've missed something: that puzzle; Megail's armor (200 Sx short as of now); the magically closed door in the same castle; the seemingly inaccessible right side of the tri-elemental dungeon; the gauntlet of doom (I have found a strategy for the lamia but the RNG of the Agi debuff of Aka's skill just doesn't like me tonight); Nyx. I will wait to have done everything before considering balance and asking about a few extra weirdness, but as for things directly impacting the gameplay: More on the save bug: While the entry in the main menu (the one with Status, Equipment, Formation, etc.) is randomly grayed or not, saving is indeed disabled in the the next menu (can only load or delete). So it works as intended at least. Quality of Life: Why give the player all these "scroll of" items instead of immediately applying the stat boosts? I appear to have 2 extra demonic gems remaining. On purpose to avoid the labyrinth becoming unsolvable, or did I miss something? Is there any point to the city disappearing if we enter the castle? Like, does this trigger something elsewhere? In general, the section seems to have quite a few things that can be lost forever, and I wonder how easy it is to lock oneself into an unwinnable position.

FenyxSCPlayer

what happened to arachne just happened to me, exactly the same

Jeffrey Lebowski

Yay I just managed to get the IK sword without cheating! I used WaxerRed's strategies so please hail them as the hero they are. Super satisfying accomplishment and that Last Grasp scared the shit out of me. And finally, I must be missing something obvious like a sparkly hidden in the trees in the outskirts because after killing literally every enemy I can find and looting everything I can find (operative phrase being "can find") and buying nothing but Neranda's wall, I am still 56 Sx short of being able to afford the Golden Armor. Anyone got any advice for easily overlooked money?

DukeLeto7

What's with the unperson stuck in the cliff face in the dry hollow?

Treeman4

Really enjoyed the update, While I am a touch slow on the uptake with some of the fights, as with many of the obstacles put forward I would run back to the the moment I had the smallest amount of stats upgrades. I will say my favorite part of the zone's gameplay was the final knot, the concept of having that big final dungeon that ACTUALLY requires all the Elixirs and such that I still obsessively hoard was immensely gratifying As for the story beats, it was really interesting to see how the other members of the party have changed Simon, that the perceived years while he is in the trap's Isolation really gets to him now that he has something to live for, compared to the years he spent before the story begins. Just a really good show of character development. One small issue that may be worth noting is that the Save lock function is still in effect in the post level map, but other than that most of the issues I ran into have already been documented here.

Sion

Alright I’ve gotten through everything but the final boss of the gauntlet room in the third circle. I love pretty much all of it, but in the spirit of being a playtester I tried to examine the experience from a critical lens. The good: -I’m a huge fan of this level of difficulty. Most of the game has felt like a nice balance between difficulties but imagining this prison as the pinnacle of power for one of the major threats to the world/tower I don’t see how it could realistically be anything but gruelling. -I think how sparse the resources were was well executed although I was disappointed that there wasn’t enough Sx in the end for me to get the golden armor. It felt like I would’ve had to pinch pennies from the beginning even though it felt rewarding to grind for just enough money to get some very basic equipment, which I then went on to use. -The progression of finding tools in order to handle previously unpassable obstacles was well done The bad: -The difficulty, again. I’m concerned that someone without my zeal for challenging turn based combat may find this section too off putting or frustrating. I don’t know how to fix this or if it even should be -I said this in a previous reply but Lady Luck was too easy of a fight and I hardly had to optimize my luck stat to complete it. Maybe a stacking luck debuff on her attacks that won’t be too difficult for someone with enough luck but punishing for someone (like me) who just goes slowly by alternating healing and attacks every turn. That may turn it into a test of how quickly you can end the fight tho -I wish there was more applicable use for Hilstara’s defense ability. I had many different fights where one or two abilities were key to winning, however this skill went relatively unused. Any fight I can imagine using it there was a better alternative. I think it would be cool if it had a secondary effect like increased debuff/status resistance while active. -The text in the Tynaburg tent with all the spikes implied that things would become more difficult if not completed on the first visit. I didn’t notice any change when returning however and just felt generally confused. (EDIT: I have been informed this is getting removed) -Nyst fight seemed pretty basic considering all the challenges I learned to adapt to in the prison. As a result it didn’t feel like much of a capstone for beating him and ending this section -I couldn’t fully grasp what Simon’s perception of time was until the very end when he meets with a familiar no-face. The combat reflects how difficult surviving here must be but I don’t think it’s clear how much spirit he needs to have just to keep pushing. I would like it if the dialogue that is triggered by returning to heal frequently would give a better idea of how long he spends during rests or maybe a comment on how far he’s had to travel each time we go between zones. The weird (bugs): I know some of these have been mentioned already but I figured being thorough is best. -Circle 1 cave showed the blindness condition but I continued to hit every attack without fail -After using the return circle at the end of Circle 1 cave the entire map remained slightly dimmed, as if it was night time. It remained dark regardless of which zone I entered and the only way I found to remove it was to enter the cave and exit through the entrance. Doing that in different zones didn’t seem to help -The final puzzle in circle three did not work for me. I spent the better part of an hour thinking there was some additional spot that was invisible that I needed to get the final boulder on before checking this post to see it’s a bug haha -There's a floating unwoman in the Dry Hollow

ADragonDreaming

Alright - everything is now complete. I've given some specific feedback earlier in the comments, so I'll reserve this for general feedback + impressions on things I haven't talked about before. Overall opinion: I like it! It's a very different experience, and for me at least, it's a welcome break from the grand scale of the previous updates, along with all of their choices in which it is not at all clear what the optimal path is. As others have said, the atmosphere (including the music, which I turned back on after reading someone else's comment about it) is very appropriate to the situation. The loneliness and hostility of the whole place, the *bleakness* of the situation, fully comes through. All that said: the sudden difficulty curve is going to throw people, heavily. I am the personality type where this type of challenge (given you have infinite full heals at the save points) will be met with Frisk levels of determination. *However* there are going to be people for whom this will be an insurmountable obstacle. I predict that some might even just plain *quit the game* due to the difficulty spike, especially since you can't progress with the story without getting through it. I don't know how frequent that will be, mind, but I will say that prior to this, the real combat challenges have been lucrative-but-optional. You have that repeated here, since it *is* possible to just get the bonuses and equipment needed to take out Nyst and leave (bypassing the Incubus King sword), but frankly this whole sequence is a challenge on-par with the Incubus dungeon (where you get the lustplate) in the early stages, which was, in its entirety, optional. I suspect that the player who skips the Incubus dungeon and skips the various bonus bosses because they don't find them fun/can't do them won't be able to make it through this segment, or if they do, will hate it. Regarding combat and mechanics: I am VERY FOND OF the fact that this sequence has you constantly swapping out equipment to fit the needs of an area. This is one of the refreshing things about this whole sequence, since by this point the equipment builds of everyone has been pretty much set in stone, with very few reasons to change things up. As a feature of a limited sequence like this, it's fun to put your brain toward figuring out what you need to put together for a boss / area, and then see it pay off. The general combats (aside from certain bosses) made sense to me, though I will admit I found the walk-time from the save points a bit frustrating in certain cases (the three sex-weak demons encounter in the demon-endurance dungeon set me back twice before I realized you were best served to mag-build and Sexual Impact them for a OHKO, for example). However, disallowing escaping from the wandering encounters in certain areas didn't make much sense to me. It does make sense in the corridors between phases, but in the first forest, or the unperson area, which you can leave and return to at any time, I find myself wondering "why?" For the static encounters, allowing escaping also allows *testing* without needing to reload and walk back, which given you need to experiment to find out what mechanic works on what enemy is a very nice thing, and it would be nice to be able to do the same with those wandering encounters. Some pain points for combat and general mechanics: First: easily missable bonuses. This is a straight up design choice, and I won't say not to do it (especially since there's already precedent from earlier in the game), but from my personal experience I found that I missed things without realizing I was doing it: in particular, the snakes in the city. The city straight up disappearing if you walk out north was a surprise, and I actually wound up proceeding by messing up the menu prompt. Unlike the corridors between circles, this one felt much more like a slap in the face, since the city was up until that moment freely accessible, and it feels like there's less of a justifiable reason for it to disappear (especially since nothing else does after defeating the Big Guy in it). For the city at least, if you want to keep its disappearance, I'd recommend more proofing on the north exit - perhaps, similar to the boss approach, add in a walk back event the first time you go up to it so that you have to deliberately walk in to even have the chance to fuck up the menu. I don't know exactly how you'd manage it in a way that fits into the game, but making it clear that the final gauntlet is going to be impossible if you've missed certain key items and haven't conserved generic recovery items (for 4th and 5th boss) would likely save some frustration. Additionally on the topic of missable bonuses, I found myself annoyed when i found that Sx was used to buy Neranda's and Megail's bonuses, without realizing originally I'd need to conserve it. This one's more minor (and really a bit more on me), but bearing in mind we've come from a long, long, time of Sx not playing much of a role, some kind of reminder would be a nice gift to the player. Second: mechanics that are reliant on a friendly RNG. *I personally* was blessed by a friendly RNG that reliably applied debuffs to bosses that needed debuffs, but I did run into a couple times where the RNG just wouldn't co-operate (Bears liked to reliably hit me even when blinded), and there is *nothing* more infuriating than hitting a wall because the RNG just wouldn't do the thing in the two turns you need it to or else you die. I've seen a couple people express frustration with this in much more violent terms in the IRC channel, and while I'm less put off by it (it's somewhat of a thing that happens in RPGMaker games, after all) it is still a significant frustration. Third: clarity of direction. The lack of direction is a design choice, and giving too much of a helping hand in relation to this would detract from the what the story of the prison is supposed to be, *but* I did find myself more than once running into things I wasn't supposed to be trying without doing so, *and* assuming that I was supposed to approach something a certain way or tackle a certain portion before something else, and then being proven wrong. Ice and Fire realms, for example, took me a bit to realize I was supposed to build MDF, not DEF, in Ice (though I guess that's partly due to me just not paying attention to attack names); and I wound up not realizing Uyae was behind the line of mosquitoes, because I assumed I would need an AoE attack to handle the line of mosquitoes. For that, the penny should probably have dropped immediately after finding that the mozzies in the boss fight of that region couldn't get through my defenses, but it didn't. I've seen elsewhere some people suggesting Simon talk a bit more, giving himself hints, basically, and I second this idea. He's already talking to himself, and (because I like Simon) I'd love to see more of it. While the sudden lack of companionship is part of the bleakness of the sequence, it also means that one of the best parts of the game overall (the vibrant personalities of the harem) are gone from the player's access ... and if we get more of Simon being the guide that would, I think, help alleviate that (and it would be a neat callback to the beginning of the game, in the parts before he gets his first two girls). This is long enough, and I'm far enough away from it now that I'm likely forgetting things I'd otherwise have to say, so I'll sum up the main points of my opinion: 1. I do really like the update, for the challenge, the story, and the change of pace. After the various fixes and balance tweaks go in (highly suggest doing everything possible to eliminate RNG-fuckery), I think it'll be an excellent portion of the game. 2. The difficulty and lack of bypass options are going to make more casual players possibly outright quit. 3. I'd like Simon to talk more. I'm eager to see what happens next, and eager to see what the effects of doing *everything* in this sequence turn out to be - and especially, to watch all of Simon's lovers prove their eminent competence.

Fulminato

I hate to write a feedback like this, really hate it, but this is the worst update ever. I don't think how one can think even one single element in this update can be remotely "fun". If you don't do the thing exactly the dev intended you die, even if you are doing the thing right, you need to pray rnJesus very hard to complete the fights. There isn't any hint of the place you should go next and thing you should do after. Most of the play loop is "try all the fight you can do and find the single one you can manage, then grab the little power up you gain, then retry everything else to find the *single* fight you can manage next, grab the power and repeat until you exhaust the fight", each try is a bunch of reload because you had usually only a couple of turns to figure who is weak to, which status works on... You are playing a section without the ability to return to the saving point? Just a single lost fight (so this mean often making the wrong choice the first round, or having just a couple of bad rng roll) you lose everything and you need to redo the section in full. You forgot the feather? Sorry in this group with a Chibi of a bear there is an instant-kill snake, so you will die. You put your physical gear? Sorry it's a magic fight, so you die. You are unable to stun the big bad in the group the first round? You die, you blind the target, ok, but he was able to hit you for two consecutive rounds, so you die. A boss can two rounds kill you had a 50% debuff resistance, so if you aren't able to land a debuff the first two rounds you die, you still can die if you are unable to refresh it. You use the wrong skill in the first turn? You die. You enter in the wrong room? You die. You make a single mistake? You die. You die, die, die, die die. And nothing else. I thing to have reload more this sole update compared the whole sum of the reload I have to do since the first chapter 5 update was released. Including the one against the skittering nightmare original version. I wonder if adding on top of all chapter 5 reload the whole chapter 4 reload I have done will be greater of this single update, and I'm not sure of it... some suiggestion: 1. If you must use a condition against an enemy, that condition must land, Every. Single. Time. You don't have already any room for error, anytime you let the rng dictate the result is a bunch of reload and frustration. 2. If you must rely on a condition with some intrinsic rng (like blindness) be able to manage two/three bad rng rolls in a row. 3. Give any clear hint on the progression of the locations. The only hint now is "if you die you are doing the thing wrong (and perhaps you need pray rnjesus more)" it isn't acceptable. 4. Having a clear way to gauge the danger of each single enemy group before trigger the fight with it. Because often starting the fight with the wrong group don't leave you the time to understand the error before you die. 5. Be able to leave all the fights, and not block the access to a save point in any cases (a save point, not need to be a healing point). For the section "now or nothing", like the transition between macro-zone tone down the difficulty of some notches. 6. More free consumables, and more powerful. Usually an enemy hit you for 200/250 dmg, a potion healing you for 500 mean, if you are vs a single enemy you can buy yourself one single round (the round you use the potion is wasted), vs two of them a potion is useless, three or more? Only counterproductive. (If the enemy hit you for less, mean you can simply stomp them and for sure don't use a potion) 7. All the merchants are confusing, useless and in the end pointless, your money is basically numbered, and you don't have any idea if you need that item, when and where. Put two or three big, permanent, item and be able to buy all of them if you clear everything.

Runcible Technician

Well, I'm stuck. Pushed into the third area but I've finally hit the wall. You want to know if average folk can pull it off? I'm over 100 game overs in, two locked puzzles (that tower of hanoi is dirty, also I too found the bogus solution) and I'm just kinda done for the time being. Its creative, but juggling gear and running back to the end of a dungeon to find out if ice hurts the boss then dying instantly when it doesn't... I don't know. Also, my path was not optimized over the last several updates and I saw Kuzkoa in the prison. Is that an extra challenge fight or a punishment fight? I ask because he's still one hit ko'ing me at level 21.

Edward Culham

Alright, finally made it to the end last night and wish to make some suggestions as well. My first would be to have more SX able to be grabbed. Some of the merchants that sell the dream potion or the beginning armor are useful and could help us survive. Secondly, some powerful healing items staring in circle 2 or 3 would be make more sense as getting more up in levels make the standard healing potions. Thirdly, the gauntlet to get the Incubus Sword needs to toned down, the five fights are barely possible, and only when suffer a bit more during the previous section as cannot use the items that give powerful effects as need them for that to survive. All said though, was a fun update. Ended up with 2 different solutions comparted to the "correct on". by the way, enjoyed the name of places though only way to see them was using the autosave. Might be worth it to have the name pop up when enter each place.

FenyxSCPlayer

Does anyone know how to beat fuzkao?

FenyxSCPlayer

-_- I dont even know what I did wrong for him to survive. Your game has DEPT

Rachnera

Finally, victory at last! Objective bugs to start: You can access the Shining Sword from below, without actually fighting its guardian. Due to the bit of RNG being involved in the damage calculation, the Fragile Killer will sometimes die, sometimes not, to the same attack with the same DPS-oriented build, making it seems the player needs to find some other bonus to defeat it when in fact they were just quite unlucky. I feel like I've seen variance as high as 200 in damages taken by that enemy. And now, my impression about the update. Let's start with the obvious: The update as a whole is on a difficulty level usually reserved for optional content like the ruins in chapter 4. Unless there's a secret cheese technique, simply reaching Nyx is already a challenge, and gathering enough power-ups to defeat him an achievement. The optional gauntlet is just the cherry on top. There are also a lot of places where you're about certain to die the first time: Locked into a battle above your level you cannot flee, oneshot by a move the enemy suddenly pulled out of nowhere, that kind of things. This is not much of an issue when it happens close to the save point. Far more so when it's at the end of a long dungeon and you have to walk all the way back... Or, in a gauntlet, fight all enemies again. But the true dealbreaker for me is that it seems possible to end up in an unwinnable position, or close enough. Resources (Sx, potions) are very scarce, and a lot of items are permanently missable due to snowballing. For example, if you skip the Offensive Rod, you're unlikely to defeat the Fragile Killer, and thus to get the best helmet. I also really pity the player who will be unable to buy Neranda's Wall because they spent their Sx elsewhere or simply didn't do her quest yet. I tried once without that item (buying Megail's armor instead). And the third section, while technically winnable, turned into a nightmare. Not having the Wall means not being able to defeat Lady Luck early, and so not getting Tertia's boon early, and so having to face a lot of fights with an extremely squishy Simon at the mercy of the RNG. More specifically, from what I experienced: The first section can be speedrun in a relatively pleasant way by sneaking into the mine first thing first and retrieving the Carapace Armor as early as possible. Even without doing that, it's still relatively agreeable. We're rarely far from the save point, so dying isn't so bad, and there are many hints on the theoretical order of difficulty. In the second section, teeth are going to start gritting. It all started fine with that seemed to be an unbalance in favor of the player for once (the common enemies in the Fire/Ice dungeons appear to have a really hard time inflicting any damage on Simon). But then the dungeons got longer, more deadly, and seemingly more random. For example, I haven't found a sure way to defeat the two bears at the end of the cave without waiting for endgame equipment. Sometimes the RNG just decides they will hit again and again in spite of being blind and Simon dies. The third section also started alright... And then, I hit a wall, where I was out of obvious ways to progress, but not powerful enough to defeat Nyx. I then more or less had to try everything I could do on all the bosses still remaining while hoping something would stick (Are they vulnerable to silence/stun/blind? Can I buff/debuff high enough to win in the long run? Etc.). For example, that Numbermaster's pattern changes when it is silenced is just not something that can be guessed. Ironically, while quite hard, the Incubus Sword Gauntlet wasn't the most frustrating part. Maybe because the RNG decided to have pity? The first boss being just a remake of the Wraith, that fight was more boring than difficult (especially since you have to redo it every time you retry the section). The second and third bosses seemed to be mostly about how many potions I still had left in my inventory (Dream Potions were the secret sauce of victory here). The fourth dropped a super status effect out of nowhere the first time I faced it and decided to just die without doing so on my second attempt. And the final boss was... weirdly easy actually. Use Wendis' scroll, make sure it remains debuffed, and that was it. It did a weird super move at the end, but so late it died in one normal attack on the next turn (seems too good an ending to be pure luck, so I guess it is coded to do exactly that?). You know what? Let's start talking about plot instead of balance as a breather: What exactly are the healing pools without which Simon would have died a hundredth time? An incarnation of the power of the shards in this world? Is there a symbolic to the Black Gloves? Since, you know, the other Luck-increasing item Simon started his adventure with turned out to be story-relevant... All in all... I fear it's going to be a complicated release. I trust you to fix most of the balance eventually, no issue there... But it will still remain a very strong, _mandatory_ shift in gameplay at the doorstep of the endgame. And that definitely isn't going to everyone's cup of tea.

Grim8P

Holy balls. I finally finished. Bug reports: https://imgur.com/a/iykRTBI - How I solved the third boulder puzzle unintentionally with steps to reproduce. - You can walk along some unintended areas in the Final Lock. Feedback: - The Ravenous Mosquito had a message like "stunned it cannot properly digest the blood" when I initially killed it by spamming stun. I reloaded to try something out and on subsequent attempts even if I stun it and it never attacks me I still see "Ravenous Mosquito digests the blood" and it full heals. Sometimes it happens on my first attack, sometimes my second. To be clear it isn't hitting me even once in this scenario. I reloaded any of the times it actually did land a hit on me. Is stun supposed to only stop it from digesting some percentage of the time and I got lucky on my first attempt? Took me 5-10 tries to get it a second time. Basically just spamming the Stun ability until it doesn't digest enough times in a row seems like it shouldn't be the intended solution. - I did everything up to the Final Lock and Nyst before finally solving the boulder puzzle the intended way so that's fun. Same for finding the key for the Pink Stone. - Anything that is currently RNG probably shouldn't be. Enemies should either be hit by a status 100% of the time or not at all. Random info you may find helpful: - I went from 1860 saves to 2070 - I spent a bit over 4h on this update not including resets that RPGM isn't going to count. I'd expect I spent 7-10h on this update. This update was really cool. There was a lot of fun to be had for people like me and it was cool to see what Simon thought along the way and how he struggled. I really fucking loved how he was able to draw from his experiences with all of the people in his life to persevere. I do worry about people who do not enjoy this sort of thing. I started taking notes once I got to the third area to write out a walkthrough and just the third area has 41 battles up to and including Nyst. That's a lot even before you factor in the amount of resets I had trying to learn how to fight everything. Then you add in equipment management and a lot of backtracking to heal and save and I can see this being an update a lot of people really dislike. I don't think I have any additional thoughts on how to improve it beyond what was previously discussed, and I don't personally like the idea of cutting it because I personally had a ton of fun. I'm not really sure what else to say. For the people who do like this sort of thing though, I feel like this could be the basis for a game all on its own.

Iijil

I managed to get the incubus king sword, yay :) Pretty much all of the bugs I encountered along the have already been mentioned in other comments. And the planned changes described in the Sunday update sound great. For general feedback I can pretty much just second ADragonDreaming's comment from above. I just wanted to share my experience with the final lock gauntlet, since I spent a few hours trying to beat it: For the first boss I never figured out the strategy, unless the strategy is boosting my def with Carina's skill so I don't take any damage and survive on 1 hp. The second boss was problematic for a long time and I used different strategies: 1. I usually play with battle animations off, which makes it almost impossible to read the attack name. Without seeing the name "Test of Speed" I kept trying to use debuffs/buffs to decrease the damage to something survivable. I did not have any success. It took me a while to change my settings. After reading the name I figured out the better gear quickly. 2. After reducing the damage via AGI gear I tried to avoid the profound silence debuff by picking luck on Simon's gear and debuffing luck on the lamia. That was very inconsistent, but it worked just often enough that I stuck with the strategy. 3. During my last few runs I finally figured out that Simon's heal could out-speed the lamia even without AGI debuffs (which his attacks couldn't). After that I just healed every 3 turns when the profound silence drops and normal attacked otherwise. Suddenly the fight was super easy. :) The third boss was a pushover with a huge healing potion. It did get me with Givini potion once ;) The forth boss I also never figured out. I tried to kill them before I get hollowed and run away and retry when it didn't work. I got lucky it worked on the second try, so I never went looking for a better solution, even though it is a pretty inconsistent strategy. Eventually I tried to stack luck on Simon, debuffed luck on the boss to improve my odds. After reading the other comments I realized the solution was sitting in my inventory the whole time. For the final boss I used Wendis scroll, kept one attack debuff active and dealt damage, healing myself when necessary. I actually died twice to Last Gasp. The first time I wanted to use the Givini Potion, but since Simon has 2 skill menus instead of 1 in this section I accidentally clicked guard. The second time I saw that all my Items are gone as well. With the boss at 10% there is no way a normal attack would kill him. So I figured I'd failed a DPS check, gave up and just guarded again. The third time I failed the DPS check again and just attacked. For some unexplained and confusing reason the boss died... Overall I enjoyed the challenge. If you want to force the players into the "correct" strategies any alternatives need to be punished more obviously. Otherwise someone like me, who has a high tolerance for resets and retries can get some lucky wins. Personally I don't think it's a problem. But I am NOT a fan of Last Gasp. That mechanic is a complete miss for me.

WaxerRed

Something to consider for a bit of flavor. Perhaps the Nyst can function like the Fucklord at the end, and if his IK War score is low, he is pre-damaged for when you fight him in the prison.

Dmitry F

Took a couple of days to get to the end with the incubus sword. My outlook on the update is very unfavorable mechanically and favorable narratively. First, the difficulty: To preface this discussion, I will mention that my save count previous to this update was 343. My save file upon finally completing what I think to be everything is sitting at 455. This area was both more difficult than any optional challenge in TLS, and also significantly more frustrating for a multitude of reasons that will be the primary focus of what I want to say. The difficulty on display here is primarily not satisfying due to the way that difficulty is expressed (in large part due to the nature of this type of jrpg style. Trial and error is rarely fun, satisfying, or even actually that difficult. Am I becoming better at a game by trying every status/elemental effect till I find the one that works? Some of the fights had a sort of puzzle element and some other ones would benefit greatly with some added Simon hint input as you seem keen to try. Ultimately I find the difficulty on display here at minimum at optional content difficulty level, let alone a main story required part of the game. An optional path will need to significantly reduce difficulty and frustration to be consistent with the rest of the game. RNG: This can be explained best by my experience killing Nyst. I knew to use aka debuff because of other discussion and due to my terrible luck I had to fight them 8 times to win with good gear just because of many many false starts due to not proccing -atk and an incident at 40% nyst health where there were 3 turns remaining on debuff and I failed to proc -atk 5 times in a row and then died since I couldn't recover. An additional issue with any level of RNG on necessary status effects is that due to the "find the item/skill needed to progress past unwinnable fights" method of progression, I assumed on multiple occasions that I didn't have the tools to complete a fight, when I actually did but they were just rng so I thought they didn't work. In order for difficulty to be something fun for me, it has to be fair and related to skill. RNG not only unfairly causes defeat when you already have the tools collected and the fight solved, but it also doesn't have the effect of desperation or oppressive environment. Instead of desperation, it just frustration and annoyance. Fix 1, 2, 3, and 4 are pretty good and can mitigate a significant amount of frustration that I had dealing with this update especially surrounding backtracking and time wastes. Suggestions: * Instant battle animations (the only thing that makes the huge swarm of bats in the first area bearable) really bites you back later. Not sure what to do about that. * Hints you seem keen on adding, especially to mitigate "trial and error" * Make non optional content way way easier * Delete RNG for any status effect that is vital to defeating an enemy (you mention you don't want to do this, but I will say additionally that it specifically makes weaknesses confusing since if they dont' work, the player's natural reaction isn't to try again) * reduce backtracking annoyance by allowing saves in more areas In the update post, you mention "interesting parts" of difficulty. I agree that there are some interesting parts to the difficulty in things such as lady luck, some of the final guantlet, fast snakes, etc. All of those things are more puzzle like and involve actual problem solving to complete and most importantly have actual information presented to the player to help them such as lady luck's name and attacks or the snake always acting first. Everything not like that though is just simple time wasting and frustration where you just guess what weakness (and defense you have to stack) there might be, try it, possibly fail, and just walk back again over and over till you beat it since rpgm just doesn't have the information necessary to actually communicate any form of problem solving to the player beyond "you guessed wrong so you die." My point in saying this is that I believe that the more "puzzle" aspects should be emphasized since they are actually consistent with the game and what I believe to be more enjoyable. RNG specifically is not interesting and only serves to waste people's time, especially if they end up as unlucky as I did regarding many many times that blind didn't work well enough or debuffs didn't proc. Overall In my opinion I think that in a game with as little combat skill expression as there is in TLS, only "puzzle" fights can really function at a high "difficulty" and not sabotage the game's fun. "Difficulty" that involves RNG is just confusing if you don't have the fight solved, and annoying if you do. When I think of TLS, I think about having information presented to me and weighing options and solving problems. This update by contrast is primarily trial and error where instead of weighing options and living with consequences, I am brute forcing through a slog of naturally unfun rpgmaker combat and don't have much satisfaction at the end of it since most of it was just annoyance and time wasted rather than anything that involved skill expression or fair challenge to overcome. I hate to provide feedback like this but even though I didn't find it even remotely insurmountable, I found near zero enjoyment in any of the gameplay itself (as was the case for most of the combat in this game anyway since it's rpgm combat after all), only finding enjoyment in what narrative there was to go along with it.

Lord Forte Games

I finished my playthrough. I actually think I found the later sections less frustrating than the earlier ones, ironically enough. A couple of the tricks I'm not sure I'd have gotten without looking here--the biggest thing is, I'm not sure I'd have realized items were actually intended to be used at all =P--but I don't think overall it was too obscure. My biggest issue was needing to die so many times just to see what things -did-, so having most packs be escapable will be a really big improvement. Also, I realized later the extreme feather was kind of a joke, which mildly annoyed me XD I originally assumed it was stronger than the feather at the cost of other stats (I know, mostly on me for not checking numbers, but given that the area talked about "extreme demons" nearby, this was my natural thought process). Overall, I think I enjoyed the challenge of it, but I will say that I think most people I know wouldn't and I know at least one who would 100% ragequit a game forever if she had to actually finish a section like this. So, the sort of "story mode" route you've proposed here definitely seems like the best middle ground. I don't think I'll replay it since if anything I'm more satisfied at having beaten the original hard mode myself though XD I find myself quite curious if our dear faceless "friend" was telling the truth. I wouldn't be entirely surprised, but I also have a different suspect so I think there's a high chance he's lying to sow discord since he knows Simon will also be getting out. Looking forward to next update!

DukeLeto7

This is my third attempt to post this comment and I think there's SOMETHING wrong but I dunno what. If it doesn't take this time I'll try splitting it in two and cutting the links. Feedback on the 0.58.0 content: 1.) This is only going to affect the file crackers, but I am now deeply, DEEPLY paranoid that I'm going to get penalized for using the heal/save points too often. 2.) Does the new Kayzee Party Switch script have anything to do with thisgamething's reported party switching bug for the Divine Claw Ordeal and IK Castle maps? Or is it the mechanism by which Dream Simon gets to have an entirely new and different inventory? 3.) Re: Coding for boulder puzzle. Pursuant the above... I think that I might actually have an idea for writing a Ruby/RPG Maker script that will evaluate any potential maze solution, since it's semi related to the task of writing a script evaluating whether the player is located at any particular location, which I've already volunteered to do to fix the party switching bug. What's the deadline by which you would need me to have a working test version so that you could integrate it into the 058.1 update in preference to messing with boulder colors? Possibly including time for Decanter to vet the code to ensure I don't somehow manage to have RPG Maker Ruby overwrite active windows memory? (If you want to try my idea yourself, basically I'm thinking of a pseudo-multidimensional array of "pressure plate" x,y coordinates and a true/false, which you loop through twice. First time evaluates if any boulder is located at the associated x,y coordinate, setting the associated boolean to true if so, then a second pass to count the number of trues and verify that the puzzle is complete if that number is 5. This is predicated on the assumptions that RPG Maker Ruby supports arrays and arrays of arrays and that $game_map.events[n].x and $game_map.events[n].y will evaluate in a script the way I think they will...) More issues from the thisgamething posts in the bugs thread on the wiki forums (because this is somehow my 2nd (or 3rd) job now): 1.) In the 2nd Gathering, after the 3rd day's investigation by Yarra's party, the scene shifts to the Doom King's Chambers map. It does so by transferring the player from the IK chambers of their choosing to the Orgasmic Capital map, where the event at (000,001) evaluates and then transfers the player to the DK Chambers before transporting them back to the Orgasmic Capital at the end of the conversation. Because of this, there's a very brief period (1-1.5s) between when the transfer player to the Org. Capital event evaluates but before the one transferring the player to the DK Chambers during which the Org. Capital BGM starts playing. It is comparatively easy to fix this by cutting the event @ Orgasmic Capital (000,001) and placing it somewhere on the Doom King Chambers map, deleting the now superfluous transfer party to DK Chambers line, and then correct the second page of the events in the exits of all the other IK chambers maps so that the transfer player line points at Doom King Chambers (010,011) Down instead of Orgasmic Capital (005,015) Right. I'd be inclined to say that this isn't worth the effort because the present code is clearly written to avoid having to make the above edits, but we probably need to mess with the first event anyway because of item 3.) below. I tested the above fix to ensure that it didn't cause the obvious error of the Riala conversation recurring the next time you visit the DK Chambers, and was going to post a patched version to the forum for thisgamething to test to see if he could ensure I didn't break something else, but realized that doing so would entail redistributing a copy of the 0.58.0 content, so I wanted to clear the idea of that with you, look for a way to do it via PM to thisgamething, and possibly have you judge the change sufficiently simple that it can't hurt anything and make the edit, meaning I don't need to do any of the above. Save file with bug: https://ufile.io/9svx2ccq 2.) thisgamething: "When Tanurak makes his 'Universal' disturbance in the tower during Chapter 5, you are diverted to Yhilin, then your tower base. Well, while you are there, you can still talk with Iris about finishing up her personal quest. Fashion is important, granted, but I feel like it might not be a priority during a major crisis/attack/diversion. She is there after returning from rescuing Ginasta too." Save file: https://ufile.io/qo5afwbw This can be fixed pretty easily by moving the point where the switch 3886: RETC: Iris Gone gets set to on from near the start of the conversation with Ginasta @ Tower HQ (035,035) 3rd code page to the end of Teleportation Chamber (018,013) 10th code page, at the same point 3861: TOWER HQ - shift gets turned on. 3.) thisgamething: "Continuation for Iris's quest, She is present in the Orgasmic Emporium shop during the Second Gathering. Fine and all, but that conversation involves quite a few people who simply aren't present, and Iris herself should be off doing other things at that moment. Also, when attempting to access the second floor of the Orgasmic Emprium, Nalili says that they should focus on functional equipment. Nalili is not present in the party at that time." Save file: https://ufile.io/4q77mnpk So, with the first bit, I'm fairly sure he is referring to Riala's FIRST trip to the Orgasmic Cpital, dealt with in item 1.) above, since the present code appears to control for Iris not being there in the second trip to find Xestris later in the 2nd Gathering. I've asked him to confirm this. My first idea for fixing this was to edit Iris' event at Orgasmic Emporium (013,007) so that the 2nd page is dependent on 3886: RETC: Iris Gone instead of 4002 OE Second Visit, and then turning 3886: RETC: Iris Gone on at the end of the event at Orgasmic Capital (000,001) which I've proposed you move to the DK Chambers map above, and setting it off again at the start of the event @ Crimson Hall (001,000). But revising this post I see that just setting Orgasmic Emporium (013,007) 2nd page to be dependent on 3961: NEW ORGEMP will probably do the same while being vastly simpler. The bit with Nalili on the stairs seems to be that the 4th code page on the events @ Orgasmic Emporium (010,005),(011,005),(013,005) and (014,005) is superceding the 2nd and 3rd code pages if you have begun Iris' quest prior to going to the 2nd Gathering. The behavior that I think you intended for these events should be implemented assuming you change the 4th page of these events so that they are dependent on 4081: POST-GATHERING in addition to 4132: Iris Quest Begun, and add a 5th code page replicating the behavior of the 3rd one for each with the switches 4081: POST-GATHERING and 4133: Iris Quest Ended. That's it, please excuse the length of this.