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I thought it would be funny to update with nothing but that epic kitten battle, but I didn't actually take this week as a vacation. It wasn't an overly rough schedule, however, and that also has relaxation value. Maybe I need time to wind down, but meanwhile:

OEA Work: This week I plowed a ton of time into OEA, dealing with sundry issues but primarily adding in the quest log. I don't like working with them, but they add flair and some players did request one. I no doubt missed some things, but for now there are 44 quests, 155 objectives, and what felt like a thousand script calls. -_- This year is running out, so while I'm not fully developing 0.5.0 yet, it's good to have the worst part out of the way.

Audiobook Deal: I finalized the deal, though not the dates (the only way to start before 2024 was to accept fallback slots). This is a moderately large financial step, but thanks to all of you it's a "be gloomy about bad ROI" risk instead of a "homeless on the street" risk.

Twitter: I'm building up a minimal timeline on my Twitter to prepare for the OEA trailer promotion, though right now it's basically empty except when Crescentia decides to rewteet me. I plan for this to end in about a week or so.

TLS Art: This part continues so long as Annikath can work, of course. Expect a post later this week with previews and info regarding the end of Phase Three. And there may be a fun bonus coming up?

I'm not sure what next week will hold. Hopefully some inspiration but not stress.

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Comments

WaxerRed

Sooo...What's the situation with Tanurak's dick? Is it all white? Is it even there? One would have to assume he needs one to be an incubus king, but who is having sex with that guy? And is his dick head all featureless like his face? Can he cum? Is his cum white like his face? I mean it's supposed to be white, but still we can't assume anything with this guy.

sierralee

Asking the real questions here. There will be a full update devoted to each one of these.

Open Sourcerer

Hey Sierra, quick question: I'm playing OEA 0.4.5, and I'm in the Djinn group battle in the Red Arena (kid summons a djinn to protect him). Whenever I get the djinn down to half health, the game seems to get stuck in an endless loop of "The djinn is regenerating its mighty powers..." text boxes. Hopefully this is unintentional? Is there a way around it so I can finish the Red Arena?

sierralee

I believe this bug was fixed in version 0.4.6.

Open Sourcerer

I absolutely love the game, btw! It hasn't had me as enraptured as TLS (probably because grinding for AP is unavoidable so I spend additional time doing non-story stuff, and I have so much time invested in TLS, both in gametime and looking at spreadsheets trying to math out my investments), but I've really enjoyed the unique way you flip all the tropes and storytelling in such a creative way. Your dialog continues to be wonderfully written and your characters compelling. General questions/comments (edited in here because the post Sierra replied to below seems to have been eaten by Patrean): 1) Is there a way to get the Bloody Bones if you missed them on your first run through? The save I ended up progressing after this was one where I was trying to "be a good girl and stick to the path," but I am scared that not getting them means I can't craft the last item listed: the Bloody Cloth. 2) What counts as an "unusual status effect" for Hood's Alloyed Charm? I was hoping it was another full status blocker so I could finally have one for everyone, but that doesn't seem to be the case. 3) Could I maybe make a request for my own little bit of happiness? Could each character get a unique "ultimate weapon"? It's one JRPG trope that always makes me happy, that final mark of "I've done everything and am now a demigod" at the end of a game. Ingrid especially, as I feel like I've been using the Lava Basket forever, and baskets are the only thing her best archetype can use. 4) Is there a mechanical purpose to the Formation menu? 5) Could we maybe get a "quit to desktop" option in the exit menu? 6) Thank you for the naked TLS cameo! Now I'm wondering where it fits in the TLS timeline and what level of the Tower (maybe?) contains the OEA spheres/fables. 7) Sometimes in the list of failed crafting attempts where the target item is blank. I think it's the amalgam? Also, in said failure messages when the Amalgam does appear, it's listed as the target item when it's actually an ingredient, which breaks the pattern I think the rest of them follow. 8) If the mouse gets moved over the game window it interferes with menu navigation using the keyboard. Could there be a config toggle to switch between control schemes? 9) Same question but for wasd vs. arrow key movement.

sierralee

0.4.6 is the most recent version and all .4 releases should be compatible. Glad to hear you're enjoying OEA! 1) You can only get the Bloody Bones on your first run, but the Bloody Cloth just requires sufficient Intelligence, I believe. 2) The Alloyed Charm blocks everything that standard status blockers don't (Order, Frozen, Blight, lots of things). If you combine it with another status accessory she can have the best status protection in the game, but I intentionally made all in one accessories rare. 3) I didn't want to fill every slot with a unique ultimate, but Ingrid actually does have an ultimate weapon! Some of the others do have unique best weapons. 4) You can make somebody else be the walking sprite, if you want. 5) Reasonable request, but I don't know that there's actually an easy way to give that option. 6) The cameo is not a cannon. =P 7) Report again if it's still there in the most recent version. 8-9) Not possible in the engine by default, I'm afraid, and I don't know if there's any good way to add the functionality.

Open Sourcerer

> 6) The cameo is not a cannon. =P I can't believe I misinterpreted that line. It's exactly my kind of joke too. :facepalm: Headcannon is still a thing though (just don't try it at home, fitting a head in a cannon doesn't work well because heads are such an irregular shape). I'm gonna slot it in where I want now!

sierralee

Normally I don't do multiverses or cameos, but since OEA is an infinite storyscape of all possible stories, I figured that it made sense for it to brush up against my other work. I got a notification for a comment with skill thoughts. If you didn't delete it, it was probably eaten by the Patreon filter. It seems to do this randomly.

Open Sourcerer

My reply with the numbered questions and a second one about skills seem to have disappeared from Patreon, ugh. Here's what I recall of the skills post: Again, I have not played 0.4.6 yet, so some of these may not still apply, and it's of course up to you whether or not you think any of these are appropriate enough to implement. 1) Would it be possible to give the Grandmother archetype one moderately-damaging magic skill (nothing compared to Sorcerer, of course). As it stands, the best magic damage skill I have for Ingrid is Slay Spirit from the Slayer, and that feeds off the Strength stat, so the only reason to invest in magic on her is healing, and Hood carries Healing Wave nearly as well. We do get to see Frieda use a lightning spell in her flashback. Maybe a magic version of Swift Strike, or one that pierces MDef like Piercing Strike/Wolfbite? 2) Speaking of Slay Spirit, could Slay Flesh be a Magic-based skill that does physical damage? The symmetry with Slay Spirit is appealing to me, and otherwise the skill is kinda pointless because it's outclassed from the start. It also gives Hood a late-game way to do reasonable (but not excellent) physical damage against magic-proof/resistant enemies (if that's something you would want to let her do). 3) Would it be possible to find room in the display for what stat an attack feeds off of? I was excited for Ulfina's magic fang skill, but when I discovered that it seemingly uses the Magic stat (which I haven't found any other use for on her) it immediately moved to my "never gonna use" pile. It's also not clear which stats are used for some skills without a good amount of trial-and-error, like Ingrid's upgraded wink. Maybe color-coding could work to not take up limited room in the menu? 4) Would it also be possible to do similar for the relative speed of an attack? I noticed that Stomachcutter gives me a preview of where I end up in the turn order, but I haven't seen that for anything else. I understand your position also depends on your speed, the rubber banding algorithm, and probably some random/weighted probability factor and as such that the final position might not be easily previewable (or you just might not want to give players access to that information). Maybe a middle ground could be to add a numeric speed or "fast/average/slow" note/icon to the out-of-combat description just so players can compare skills with each other to get a general idea. 5) I think pushback and slow should be different terms in skill descriptions. Warding Blow does pushback and Crippling Strike applies an agility debuff, but both use the word "slow" in their text. 6) How does Wilhelm's Shield work? Is it an active taunt that affects the probability he'll get targeted over other party members? 7) I've never seen Silence limit any enemy's actions. They all seem to be able to do the same things whether or not it's applied. Similar with Destroy Magic and their MP reserves, although that could just be because I haven't stuck to Destroy Magic long enough to limit any of their skill selections. If that's the case, it might be worth it to up the amount of MP damage it does so that's a legitimate strategy to use more than twice in a battle (to just get the double debuffs). 8) Thank you for putting in the Bell of Tasks. 9) I need more skill slots. This is complement, not a criticism or a request. I love having to make tactical decisions that have real tradeoffs. Being able to do absolutely everything in your toolbox in a job-style class system is boring, but there are still enough that I feel like I have a little bit of leeway to not have to completely dump one aspect of a character in order to be effective in others. You've also done a great job of varying encounters where that's exactly what you need to do sometimes (see: the Red Arena). Having puzzle fights occasionally is a great way to keep combat interesting; otherwise strategies become stagnant because everything gets beaten the same way. 10) There are three-ish fights in the Arena where I was able to cheese them by spamming knockback/crippling bite, to the point where that became the first strategy I tried every time. I like having that as the solution to one fight, but being able to beat multiple puzzle fights with the same cheese feels a little less satisfying, but that's just my personal opinion. The arena as a whole is great. If you ever feel like adding to it, there's mention by several NPCs of the endurance fights where you don't get a break in between, but those don't seem to exist. Maybe the Gauntlet fights are supposed to be this? They were all easy enough that I didn't bother to break in between and didn't notice if I had the option or not.

sierralee

The filter seems more likely to eat long comments, so you might want to back the text up if you write a lot. Sadly, this is just something we live with on Patreon. 1) Hmm, I'd at least consider it. 3) Giving more information to the player is generally good, but I tried not to make it too ambiguous, with attacks being fairly clearly divided into physical and magic. Both Wink attacks scale off Magic, for the record. 4) A true estimate of turn order is impossible due to the number of variables, so I think Stomachcutter is actually showing you something else. As for indicating speed... this is more complicated under the surface, but adding general speed indicators is something I could be convinced on. 5) Sure, fair enough. 6) Yes, it multiplies his targeting "weight" by 300%. It's not a guaranteed taunt, but it should influence the rates significantly. 7) I'll admit this isn't ideal, since it's opaque to the player, but the idea is that Silence and Destroy Magic are mainly useful on human-like magic users. 10) The Gauntlets are indeed the fights without breaks. I considered adding an "Elite Gauntlet" during the design phase, but didn't in the end. As for cheesing fights with knockback... uh, to be honest I don't remember when that bug was fully fixed. All significant challenges are meant to be immune or highly resistant to knockback to prevent this. If you remember the exact fights, I can double-check them.

Open Sourcerer

> 7) I'll admit this isn't ideal, since it's opaque to the player, but the idea is that Silence and Destroy Magic are mainly useful on human-like magic users. My only comment on this is that it does still work on Wilhelm and Ulfina, who are not magic users (plus Ingrid and Hood's non-magic skills), but that's a nitpicky annoyance that's not worth bothering to address imo. Otherwise that makes more sense with what I've experienced, and silence did indeed work on the kid in the Djinn arena fight I just played on 0.4.6.

Open Sourcerer

I think I still have a save before I went through the last half/third of the arena, so I'll check the knockback out at some point and see if and where I can reproduce the cheese on 0.4.6.

Open Sourcerer

All of this is making me want to learn the recent versions of RPGMaker so I can make sure things I'm commenting on are at least possible. I'm often burnt out of coding at the end of the workday, but learning game scripting has always been fun for me.

Decanter

Gotta be just a dick-shaped white glow like in certain Japanese artworks.

Decanter

Just gonna ask here for the explicit sake of having a citation for the wiki: Are Varia and Altina named that because they have variants and alternate versions?

Open Sourcerer

Speaking of the crafting and Bloody Cloth, I can confirm I have this problem on 0.4.6: When I hit 175 intelligence, the Bloody Cloth just stopped showing up in the crafting messages. I double checked that I didn't craft it previously without noticing, and it just never showed up. Somewhat related: Is it possible to miss intelligence spots? I hit 180 (including the three new ones in 0.4.6: Frieda's bookshelf, the puzzle cube, and the dancing minigame), and I can't find any others. I did do the "trick Ingrid into jumping so her boobs bounce" event in the Bangville library at the beginning, so maybe that kept me from hitting the cap. I don't know if it's actually possible (Ingrid doesn't seem to think so), but I *really* want to see if I can dig up Frieda's heart branch... Completely unrelated: I don't know if it's just me, but I found the final-final boss to be pretty easy, while I still haven't managed to beat the last group of strong mobs in the Crucible. Similar with the Arena champion group fight, the champ was much easier (for me) than the last hyper-offense group fights. Maybe it's just that I haven't found the strategy or key targets in those fights, but single enemies I've found mostly easy as soon as Ulfina got access to Roar. If these are fights you want to be challenging, maybe give them resistance to attack/magic debuffs? The reward for beating the Arena also felt a little lackluster; I'm very happy with the Champ/Brunhilda scene and was very happy to get the last flower for Ulfina, but that didn't feel like very much after working through all the fights leading up to it, especially since there wasn't the general payout you get from beating all the other tiers. It's not a problem mechanically/gameplay-wise as by that point I had all of the rest of the best equipment other than Ingrid's final weapon (which I did get later), I just kinda felt a little unsatisfied that I made it through this gauntlet that I've been slowly working on since about the second hour of the game and didn't get the (ahem) climax I felt the arena deserved after the rest of it was so well done. As with all of my comments these are just my personal opinions and are by no means things causing me to enjoy the game any less, I just thought I'd offer my impressions since I know you've asked for feedback and are working on the game at the moment.

Open Sourcerer

Oh, a minor thought on status effect clarity: When hunting for intelligence spots I did find the book in the Hoodton library that explains status effects including how silence works. I had previously thought it was just ornamental or passed it over because the shelves in the back of the library had been too difficult to read for most of the game. Might I suggest giving the player that information as a key item note from Brunhilda, or at least moving the book up to a more prominent/standalone location near the front of the library so it's more likely the player encounters it early in the game (also not locked behind a library fee they may not want to pay immediately)?

Open Sourcerer

I'm also missing two scenes that have signs in the rewatch zone that I can't seem to trigger, maybe I missed them or made wrong choices: "Hood and Fenris have unfinished business" and "A monster in Ingrid's home has changed." I assume the latter is a reference to Mister Wolf, but he just says "..." when I talk to him now. The completionist in me is itching.

sierralee

Bloody Cloth: The event logic means that you'd stop getting the failure message once you have enough intelligence, but if you didn't craft the Bloody Cloak, I don't have a real theory about why. Intelligence is absolutely missable, but there also might not be enough in that version. All interactions in the prologue can only help you, regardless of what the screen says. Crucible: Though this has surprised me, you're not the only person to say the standard enemies were harder than the boss. I'm more surprised about the Arena Champion seeming easier, but I'll consider resistance to offensive debuffs. Red Arena: Well, the problem with the hardest areas is that there's not much you can give as a reward, since the player has already finished almost all the main challenges. What would have been satisfying to you at that point beyond even more special equipment? Missing Scenes: These are both easy. First, you should return to the place where you first saw Hood and Fenris. The monster is an enemy running around somewhere in Ingrid's forest. Though it's possible to kill it, you probably ignored it.

Open Sourcerer

Re: Champion: The single fight was still difficult; I ended up having to use Swift Strike/Improved Wink plus the counterattack accessory to get in essentially free damage while healing myself every turn with Ingrid. With a party vs. single boss fight, the skills to make sure Wilhelm holds as much aggro as possible (shield + the aggro manipulation passive skills applied accordingly), Stomachcutter on Ingrid with high defense to make sure Wilhelm stays alive, and having Ulfina keep up roar means single attacks always have a sponge to protect the damage dealers. AoE attacks generally do less damage, so they don't have much of an impact after Roar is up (a single Healing Wave is enough). I don't know if status effects are involved, as I do my best in JRPGs to get as close to immunity as I can to the disabling statuses (stun, sleep, confuse, ensorcel). The champ still requires tight prep and it was a fight I had to pay attention to more than many other bosses, but that's the standard strategy I used for all late-game bosses and I beat it on the first try with plenty of leeway. Also, Ulfina's Wild Blows does a ridiculous amount of damage to single targets; using Gift on Ulfina to get her more turns is often the best way to get damage out of Ingrid (this is not a bad thing, just part of the strat). As for arena rewards, something unique. I wouldn't ask for equipment -- that's enough of a reward for standard bosses. You're kept out of the Champion's house, but I was kinda looking forward to getting access when I got the arena, and unlike TLS you don't really have any other "home base" for the party as a whole in the game; you're always resting in beds in other people's homes. It doesn't need to be customizable (please don't put in the effort behind the TLS decoration), but a couple of rooms with a trophy on display would be nice. Money and consumables don't matter much at that point in the game, so a token effort of access to free healing items (low-level ones like bread and water?). I always liked getting new archetypes, but skill flood is there already and I don't think anything else is needed. Maybe a skill slot for everyone? Or a unique skill to give to someone (like Stomachcutter) to summon the Champion or Brunhilda once a fight for a strong attack that pierces all defenses or does a static high amount of damage (to make it feel unique, but not necessarily beat out the highest damage skills when at endgame stats)?

sierralee

Thanks for sharing your thoughts! I'm afraid I have to tell you that some of those are pretty unlikely: I commissioned the maps for this game at some cost, so I'd have to go back and commission more to add maps. A unique skill could happen, though.

Open Sourcerer

Completely understood. Maps are hard. Anything I have ever attempted to do is either rudimentary, abstract, or procedurally generated (usually poorly). RPG maps are a whole different animal.