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Okay, here it is:

UPDATE: 0.26.1

 Download:  https://mega.nz/#!HoNiUTqb!XoQpoqsmYV10G4eWN7OEIFTRzxE-sn4C0iDO1m4IW-Y  

RTP:  https://mega.nz/#!H5tAiQQA!N5GCHg1HssLm0CWq7t12ReCekIcJPO1xt07tZMpRuD8  

TLS 0.26.0

 - New section setting the stage in Eustrin and Aram.

 - Party switching mechanics implemented in preparation for upcoming content.

TLS 0.26.1

 - Fort trap bug fixed.

 - Minor polishing.

 - New balcony image courtesy of Lamsey.

This took longer than expected due to all the time spent on the survey and demographics, sorry. I'm glad I did those, but eager to focus on game releases again. This update introduces the Eustrin/Aram situation, so as usual there's more maps and not everything is concluded. I hope everyone finds it satisfying enough.

The new content should be pretty stable, I hope. I'll still be looking forward to hearing from the first person to make it through the new content, of course. And if there are critical bugs, I should be around to deal with them ASAP.

There's all kinds of stuff in the pipeline and I'd like to talk about it, but I'll leave that for a weekly update. For now, enjoy the release!

Comments

Dorago

Yay, I will try it as soon as I can, it's cool you were able to get it out friday like you were hopping for :)

Ripe

Angry Janine! I almost fell from my chair from laughing when Qum explained that nickname...

Ripe

OK... hit a bug. After you talk to Captain Palina, if you return to the courtyard in order to talk to her again, you can't leave. BTW, is her aunt Linda the one we get to meet in your prequel story?

John Smith

Bug: At the Aram Fort, after you speak to Palina, if you re-enter the central garden, you are unable to leave

sierralee

Censuur, I don't know if Patreon ate your comment or what, but I got the email. Thanks for the bug reports, and glad you liked this section so much! >The Maranite talking about the blight cave felt a bit suggestive to me, and I actually went back a save to make sure I hadn't missed some quest or dialogue by clearing the blight cave before talking to her, a note in the conversation where Simon mentions they already dealt with it or some such could help with clarity here. Whoops, yeah, she needs more conditionals. >At some point after finishing most matters in Eusterin, coming back to the queen's chambers had a total of three copies of her standing around in varying locales, which looks a bit awkward. This... is a thing. I don't want Neranda to be standing around just anywhere, but it is kind of cramped. =/ I don't want to put all the conversations in her main NPC, though... >One question I have is about the varying merchant stalls, I was able to convince all but one of them to trade but I had talked to the guild and got their approval after convincing only half of them, does this matter at all? You just have to convince most of them to get the guild, and it's impossible to convince all of them. The one guy just hates you no matter what.

John Smith

Bug: Aram Fort. If you speak to the soldier to the left of entrance to the garden from North, Simon attempts to move up two blocks but gets blocked by the kitchen table

AN

I might be reading the code wrong, but the conditionals for the Border Disaster responses seem a little weird? It seems like you get the middle ground option if Border Disaster flag is set to on...

SJ99998

Minor nitpick: At first when I visited the northwest shop (where you talk about lubricants), I thought the dwarves there were purposely ignoring me. When you enter the shop, they're located on the left- and right-hand-sides of the table, but trying to interact with them there yielded no response. Since I'd seen some other dwarves who were reluctant to talk, I assumed this was also intentional. Only when I did started another playthrough due to the courtyard bug did I realize by chance that I could talk to them by interacting with the middle of the table. Perhaps it could be changed so that interacting with any part of the table brings up the lubricant conversation? Edit: Found a bug: You can walk through the suits of armor in the armor shop.

Skull Leader

Bug: In the South Tunnels, if you approach the rock pile that is the 5 rocks in a straight line in the middle-right side of the map from the SOUTH, and then choose not to blow it up, the event is set to move Simon north one square which the game can not do, causing the game to freeze. Approaching from north the event works correctly but not from the south. Also I just have to say this version's of the broom joke and all of its build up was great. I should have seen it coming but it came as a complete surprise.

John Smith

Question: After clearing out the Southern Mines, the dwarf at the entrance mentions clearing out the Deep Mines. Is it possible to do so? I am unable to find an entrance to it

Captain Hair

The last release of this game better have Simon stumble into a giant warehouse full of brooms damnit.

Sycrus

Dunno if it's a bug or not but, after the illusion switch-around in the Aramite Fort, it seems Simon is now wearing his old lighter-colored armor together with his new black outfit. On a side note, I'm rather curious about how he actually looks like in his "Dargai" persona, to the people who are not in on the illusion.

Sycrus

Just noticed something. I've already cleared the quest involving the Ivalan Priestess. Now, when I try to go in or out of her room via the southern entrance, Simon is teleported to the western one.

Lord Forte Games

Aside from the various minor bugs other people have already mentioned, and one spot near the end where the text behaved weirdly--which, in retrospect, I should've screenshotted, I can go back and look for it tomorrow if no one else has reported it more accurately by then--I didn't run into any issues this version. Lots of fun moments, though, I laughed a lot at Sad Janine amongst other spots. The allegorical negotiation was pretty good, too... Poor Megail. =P It was a good section overall, and one that I enjoyed despite being generally not particularly fond of dwarves. While I voted for Simon in the poll, Megail and Orlise both come pretty close, so it was fun to see them get some screentime. Looking forward to what happens next time, and to the war finally happening.

Argo The Ratfolk

Hey Sierra, great update as always! Not sure if I should say this is a bug or just asking for a spoiler, but I have played through all of the latest update content and explored every side area I can reach, got every trader I could on my side, did the blight cave and all that but I only encountered one new sex scene (the one with Megail and Orlise in the tent after the initial talks start with the tribe.) and I can't for the life of me figure out what the trigger/when the other plot scene is. Unless the second one that you mentioned in the description just isn't supposed to happen yet? It's driving me crazy trying to figure out how I missed one :(

wearMoniker

One minor nitpick: the Ore salesman (salesdwarf?) invites the team to check out the ore samples he has on display and to ask any questions if they're curious, but there's no flavor text associated with the five pillars. That he offers to answer questions seemed like a prompt in that regard.

Lamsey

I need to do a second pass to catch some typoes I accidentally skipped past, so will report back more fully later, but I've got a small offering now. The balcony overlooking the graveyard doesn't look great to me - it has some awkward bits around the borders and I think the focus blur is excessive. I'd also have thought the Dwarren would put up some sort of barrier. To that end, I mocked something up: Current appearance: <a href="https://www.dropbox.com/s/diu6lrkfbk2myj0/balcony-original.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/diu6lrkfbk2myj0/balcony-original.png?dl=0</a> Altered appearance: <a href="https://www.dropbox.com/s/lxwim7d45wk3l0d/balcony-altered.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/lxwim7d45wk3l0d/balcony-altered.png?dl=0</a> I yoinked the crenellations from the Aramite garrison (seems legit, they'll have the same kind of stones available in the area), and I darkened and desaturated the lower level a bit, to give the impression of depth. If this is of any use, here's the full image (284x284 = 9 game squares). Happy to make any desired modifications! <a href="https://www.dropbox.com/s/1szq00bh7esr682/graveyard.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/1szq00bh7esr682/graveyard.png?dl=0</a>

Blue Dragon

Bug in the Aramite Fortress: If you go back into the garden area after your discussion with Cpt. Paltina, the door back into the fortress does not work.

Bladestorm

Ugh patron why did you delete my past comment, I ll try to repeat what I type way early this morning. Alright after playing the update I believe all the bugs I found have been found but let me repeat them just in case. One the major one is after talking to Paltina and going back to talk to her again you can't leave the courtyard. You can go through the armor in the armor shop. You can go through the basket in the general store for the dwarves that live there. If you enter from the south when you get rid of the fake dwarf and go towards the priestess you get teleported and walk left. Now for nitpicking a simple thing where when Megail goes to negotiate when you talk to the tribe members when she left she still talks like she is still with the party. Now on to the review part of the game. Overall, it was interesting to see the past characters from the past come into major roles with their own character developments. Such as the assassin, I don't trust them, but this character interests me with what are they truly trying to accomplish and how will they hamper or help us as we progress in the dwarvern kingdom. I found the character of the queen to be interesting so far with her thoughts on her role and her character itself. The dwarvern part is interesting with their thoughts on life which have been thought provoking for me and how they view themselves, their culture, and how they think about death in many different ways. I must say about that end though with those clues and small hints about what might be happen I should have had a small guess towards what happen at the end but I didn't see that coming, so a great twist that makes we want to to play the next update as soon as possible. I love how some choices we did in the past or more recent came up in this update showing nice rewards and preparedness I have a great build up so far. I also love that the queen mentions the choice I made to talk to her and how that changed the perception she had of me, nice. What I liked you done is that FANCY WALK orc , there is no words to describe how I felt about that but just well done. You had a great mixture of characters in this update with unique ones mixed in that didn't overbear on what was already there. Just got to mention though nice job on that broom and making that joke running good, I just hope we find a broom merchant or something with all this demand of brooms in the world. Overall, I just got to say while I blasted through this update after a couple hours it was a well done with just a few bugs I found and some nitpicks other have mentioned, with that lovely twist happening at the end I just got to say I can't wait for the next update on this amazing story and the event that is coming.

wearMoniker

Story-wise, this update had a lot of neat stuff about death and "moving on". The dwarf mythology was intriguing, with the various takes of venerating a dead goddess, and how human atheism in-universe is arguably a secularized version of dwarven practices. I was also intrigued by how the Queen mentioned that the war changed the Church into something that couldn't, for reasons of survival, tolerate free-thinking as much, which has popped up in the past, such as the increasing grip the Church has on Robin's former academy and that one priest remarking how men can't advance up the hierarchy anymore. Occupied Yhilin, in a way, seems like a return to the spirit of the pre-war situation, where the Church has to play ball rather than run the table. In terms of characters, there's also a vague air of "post-Simonness" to the haremite's dealings, or at least what they'd do outside after the harem stops being a roving band of adventurers. Megail continues to shepherd her apprentice. Hilstara has another fling, and it's slightly more serious than the past ones. Aka gets a quasi-friend in a senior assassin. Robin lays out her eventual return to academia.

Can't Wait

My old laptop finally breathed it's last and it took my save files with it. I have the day off today and I haven't made any plans. I know what I must do.

Dr. Genesis

I like this Mestan character. A little chaotic neutral influence to keep the schemers guessing is just what this game needed.

Ferr

Bedst. Fucking. Story. EVER.

Lamsey

OK, just finished my second playthrough - general comments first: I like the Dwarren in general. They're recognisably dwarves, but not stereotypically so; they're much more nuanced than your typical stoic, introverted miners and smiths, and Galvia certainly breaks the mould more than most. There's a lot of nice attention to detail about subterranean life, like the need to deal with the smoke from the forges, or with burrowing invaders (anyone who's played Dungeon Keeper will sympathise with that one...). It's good that pretty much everyone in the party gets to contribute something at some point, including the non-combat members. I'm intrigued by Mestan - if he's going to be sticking around, it looks like he'll offer an interesting counterbalance to much of the rest of the cast. The big mobs in the desert are damn satisfying - if that's a response to the blog discussion about the AoE spells being under-utilised, it's a good response. My first encounter was unknowingly going with an entirely single-target party against what turned out to be eight wolves, which then made it all the more fun watching all the snakes go down in one round of Commanding Presence, Shockwave and Lightning Storm :-) The Anti-Toxic synergy skill is good - a situational requirement where multiple characters need to pool their talents, which is exactly the kind of thing where the synergy skills make sense. I also like the way it ties in with the explanation of how antidote potions work on so many things, and the evolutionary implications for poisonous creatures. I'm not entirely sure about the name - skills are normally verbs ("Heal", "Cleanse") or nouns ("Fire", "Ice"), not adjectives. Maybe "Anti-Toxin" would be better? The border incident was fun - I'm guessing it goes very differently without things like the border reinforcement investment or high orc stats (or, indeed, FANCY WALK). It's almost enough to make me want to do a purposely sub-optimal playthrough to see how things change... Oh, and the anticipation with the notice boards is just getting downright excruciating now, you unashamed broom-tease :-p I believe the following issues are not yet reported and all still applicable in 0.26.1: Megail still says this even after sealing the deal with the helm merchant: <a href="https://www.dropbox.com/s/lojscobe0dzbq33/Screenshot%202017-04-22%2011.40.10.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/lojscobe0dzbq33/Screenshot%202017-04-22%2011.40.10.png?dl=0</a> thine -> thy: <a href="https://www.dropbox.com/s/c74vtcf8af9w1cs/Screenshot%202017-04-22%2010.31.47.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/c74vtcf8af9w1cs/Screenshot%202017-04-22%2010.31.47.png?dl=0</a> mine -> my: <a href="https://www.dropbox.com/s/my81y2wez4x1v3e/Screenshot%202017-04-22%2011.05.27.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/my81y2wez4x1v3e/Screenshot%202017-04-22%2011.05.27.png?dl=0</a> though -> thought: <a href="https://www.dropbox.com/s/ypvl10irz3ejw3t/Screenshot%202017-04-22%2011.33.02.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/ypvl10irz3ejw3t/Screenshot%202017-04-22%2011.33.02.png?dl=0</a> galivant -> gallivant: <a href="https://www.dropbox.com/s/pw9wf5n1rxor19r/Screenshot%202017-04-22%2011.41.42.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/pw9wf5n1rxor19r/Screenshot%202017-04-22%2011.41.42.png?dl=0</a> negotiatons -> negotiations: <a href="https://www.dropbox.com/s/5nslxzpxjx6fuc0/Screenshot%202017-04-22%2012.18.30.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/5nslxzpxjx6fuc0/Screenshot%202017-04-22%2012.18.30.png?dl=0</a> Captin -> Captain: <a href="https://www.dropbox.com/s/3mqyva39mkt1m5m/Screenshot%202017-04-22%2012.22.47.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/3mqyva39mkt1m5m/Screenshot%202017-04-22%2012.22.47.png?dl=0</a> done great -> done a great (aside - missing "a" and "the" always makes me giggle, I can't help reading it in a Russian accent. "Are you ready to discuss next step?"): <a href="https://www.dropbox.com/s/vsfhkhey2ewlnw6/Screenshot%202017-04-22%2012.49.39.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/vsfhkhey2ewlnw6/Screenshot%202017-04-22%2012.49.39.png?dl=0</a> as human -> as a human: <a href="https://www.dropbox.com/s/50606qsuhjtymys/Screenshot%202017-04-22%2012.54.35.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/50606qsuhjtymys/Screenshot%202017-04-22%2012.54.35.png?dl=0</a> compentent -> competent: <a href="https://www.dropbox.com/s/yd34wlpdb46wpng/Screenshot%202017-04-22%2015.49.20.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/yd34wlpdb46wpng/Screenshot%202017-04-22%2015.49.20.png?dl=0</a> infection -> infestation? <a href="https://www.dropbox.com/s/bu1jp5ylzm67hbo/Screenshot%202017-04-22%2016.21.23.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/bu1jp5ylzm67hbo/Screenshot%202017-04-22%2016.21.23.png?dl=0</a> like to goes -> like it goes: <a href="https://www.dropbox.com/s/ei3wyk1vtqplgal/Screenshot%202017-04-22%2016.29.03.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/ei3wyk1vtqplgal/Screenshot%202017-04-22%2016.29.03.png?dl=0</a> Aramite -> Maranite? <a href="https://www.dropbox.com/s/p64fe1n2m4oi16z/Screenshot%202017-04-22%2017.29.24.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/p64fe1n2m4oi16z/Screenshot%202017-04-22%2017.29.24.png?dl=0</a> self-incrimination -> self-recrimination? <a href="https://www.dropbox.com/s/a2c3tzqa10kn6ny/Screenshot%202017-04-22%2017.58.25.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/a2c3tzqa10kn6ny/Screenshot%202017-04-22%2017.58.25.png?dl=0</a> This line isn't updated after the Elder starts talking with Megail: <a href="https://www.dropbox.com/s/n0i716apkiate1x/Screenshot%202017-04-22%2018.51.22.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/n0i716apkiate1x/Screenshot%202017-04-22%2018.51.22.png?dl=0</a> Stray space after 'lazily': <a href="https://www.dropbox.com/s/1ga5jat54vu6sdx/Screenshot%202017-04-22%2018.54.06.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/1ga5jat54vu6sdx/Screenshot%202017-04-22%2018.54.06.png?dl=0</a> Stray comma (or maybe it should be an ellipsis): <a href="https://www.dropbox.com/s/hh9ofmg500rrbx0/Screenshot%202017-04-22%2019.01.42.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/hh9ofmg500rrbx0/Screenshot%202017-04-22%2019.01.42.png?dl=0</a> Nittiest of nits - sleeping with a spear or with open eyes is a bit weird; maybe use the knocked-out/dead sprite instead (the one that's used after the last battle back in Megail's Path)? <a href="https://www.dropbox.com/s/0lpphag9zkzqozm/Screenshot%202017-04-22%2012.41.04.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/0lpphag9zkzqozm/Screenshot%202017-04-22%2012.41.04.png?dl=0</a> <a href="https://www.dropbox.com/s/dn8vjuvoo00g0f0/Screenshot%202017-04-22%2012.41.12.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/dn8vjuvoo00g0f0/Screenshot%202017-04-22%2012.41.12.png?dl=0</a>

HarmlessArachnid

Minor bug in the border camp: the soldier guarding the tent with the girl appears even if she does not, which makes his "Poor girl..." quite puzzling. :)

Secular Reason

I had a random thought that is probably nowhere near the correct answer but... How long has Estaven been alive? Because now I'm wondering if Sabitha his captive, is the Dwarven mother. It would explain why they believe their goddess dead. The pointy ears seem elfish but aren't apparently from her dialog, but who says the mothers of a race need to look like said race? Of course the dwarven mother could really be dead, or otherwise incapacitated, or maybe just gave up caring but... Unsolved mystery from many updates ago? I look for connections eternally! I'm suspecting that not all mysteries will be revealed in-game though. Now I'm hoping for at least another pdf with a set of short stories that tell the behind the scenes mysteries once the game is done.

ECD

A couple of minor ones. At the start of the section, the dwarf you speak to refers to 'aide' I think that's supposed to be 'aid' The other one I've noticed is the aramite soldier you talk to about supplies, if you talk to him from the top, then when Simon walks away to talk about it, there's not enough room for the three steps he otherwise takes and the game just hangs, trying to take that last step. Can't speak to either of the dwarves in the upper left store.

Secular Reason

While Galvia is travelling with the group (Short time I assume? Haven't finished the update yet.) She still shows up in the shopping zone. Also, thanks for that. She's a Dwarven version of Morrigan Aensland. And I love me some Morrigan. Megail also still says "Let's find that helm merchant." when reading the sign, after said merchant is found and agreeable to trade.

qwertyuiop99999

Bug Report: Can't leave the central courtyard of the Aramite fort after cutscene with the captain if you reenter

Edward Culham

Damn Sierra, replaying the game and found that optional fight during Aka route in the order trials. Was so glad to finally beat it after quite a few attempts

Can't Wait

Hearing Yarra's "twisted world of a mad god" comment, I could only think of a sinister robed Sierra Lee.

Blue Dragon

In the lower right-hand corner of the southern tunnels (just south of a chest, with a large patch of the rocks which need an explosive crate), the game will freeze if you choose not to blow up the rocks. It looks like Simon is trying to move north, but can't move through the wall.

SJ99998

You can walk on the Chosen's skeleton after the initial interaction with it; it's still present in 26.1. Though I suppose Aka doesn't mind... Also, I've missed the camp theme. Thanks for including it in this update!

Lamsey

Just remembered to do a run through with my alt save - found a few more typoes: wrong the -> wrong with the: <a href="https://www.dropbox.com/s/jkn83q6nr3d49da/Screenshot%202017-04-23%2022.50.14.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/jkn83q6nr3d49da/Screenshot%202017-04-23%2022.50.14.png?dl=0</a> do adapt -> to adapt: <a href="https://www.dropbox.com/s/4dcbj3ptlui8l8v/Screenshot%202017-04-24%2023.15.36.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/4dcbj3ptlui8l8v/Screenshot%202017-04-24%2023.15.36.png?dl=0</a> pushing aside -> pushing inside? <a href="https://www.dropbox.com/s/4rzbke9yzxgawvl/Screenshot%202017-04-24%2023.19.21.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/4rzbke9yzxgawvl/Screenshot%202017-04-24%2023.19.21.png?dl=0</a> prefer me avoid -> prefer I avoid / prefer me to avoid: <a href="https://www.dropbox.com/s/emrczmm2j31zl6s/Screenshot%202017-04-24%2023.46.26.png?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/emrczmm2j31zl6s/Screenshot%202017-04-24%2023.46.26.png?dl=0</a>

Hopeless romantic

Hey! So just a few things I noticed in 26.1: namely, Neranda doubles herself when she's moving around the Royal Chambers area and there are events where you can talk to her. For example, when you talk to her at the Royal Tomb, she's both there and in her study (?). This happens again when she's outside the king's room. EDIT: When you finish the tasks given to you by Neranda and Carina mentions the abbey - she says northeastern border, but it shows as northwest on the map.

Dubsington

General help question to the community-- what is the hidden requirement for the office orgy in Simon's Route? I've completed the office work and the lower-left office girl says to go see the boss, but the boss just comments on my age. The various guides just mentioned that the work needs to be done, but I'm clearly missing something. It's day 67; maybe that is too late? If I can't get the orgy, is there any point in doing the office work?