[LT] [COMPLETE] Eislinn's Last Sunset v1.3 (5 Chapters)

I read the whole thing!

Gameplay

Yep, the intent was to have it so any of the playables could pop off. Given that it’s a short game and replaying is encouraged (achievements/game modes) it helps make each playthrough unique. Looking at your final team I’m seeing a lot of purple stats. Lucky you!

There’s a lot more to it than just tweaking the convoy. Enemies get higher growths (enemy level ups are randomized, btw) in hard, higher in lunatic. In lunatic they even get higher base defenses. Other difficulty changes have text boxes pop up when they’re relevant (i.e. on hard/lunatic you have 2 less turns to escape in chapter 1. Like many things with popup text, codex entries get added for each one.

Other people have made this complaint and I’m okay with changing this in the update to accommodate the masses. My intent was to have normal difficulty act as an introduction to the game, to get the player familiar with its systems and the freedoms therein.

Story

Ch5 has Ailsa’s and Orla’s houses, they each have their own flashback scene +prf reward and Elspeth has a prf reward for visiting each. Similar to how in Ch2 you can get Saraid’s flashback at Elwynn’s house, and Elwynn’s 2nd or Quinley’s at Elspeth’s house. The textbox at the start of ch1 says “they or somebody close to them”. Also, when you select a unit and they have a unique visit the house tile glows (which I’m sure you’ve probably noticed).

Presentation

Thanks! A lot of work went into the visuals and audio!

Glad to hear it! It took me a long time to get that done between engine editing and making the graphics.

Chapter-by-Chapter

Ch1:

Noted, will include an explanation for the funky prfs that get included in the codex.
Ch2:

Wait, what? What do you mean delayed game over? Can you please clarify this, this may be a bug.

Ah, yeah I can see that being frustrating. I’ll make sure it’s telegraphed to the player.

I think the move is to have the tutorial pop up on turn 1 to avoid any confusion.

Yep, based on whether or not Leod lives in Ch2. They also give Elspeth a different staff in Ch3 (Lamonte’s buffs an ally, Garvey’s debuffs an enemy).

Ch3:

Normal mode!

Not really an exploit, it’s intended behaviour!

Ch4:

Incredibly cracked little girl with a harpoon does incredibly cracked little girl with harpoon things. Part of the fun is going nuts with a blessed unit, aha.

Ch5:

Good. It’s supposed to be intense. I hope the explanation about the boss/promoted death reinforcements was well explained, as killing too many in a short time can overwhelm you with a whole hoard of reinforcements.

Endgame Team

Blessed units going off the rails, you love to see it. So many purple stats.

Raelin:
Popping off seems to be pretty common for this lass. Getting a few lucky level ups in tandem with her mobility makes her a solid contender for any endgame team. I call her Racecar Raelin when she gets Mov blessed.

Elspeth and Corridon:
With so few deploy slots and so many free actions at the player’s disposal, overtuning the supports was the only way to make them viable. Which in turn, ended up making them very fun to use.

Alpin:
Getting Lionheart is actually a fun little secret! Each of the trainees has their own skill upgrade. I implemented a tutorial box that explains them after you trigger one of them (which I’m hoping popped up).

Quinley:

Yeah, they aren’t as important in normal mode as they are in higher difficulties. Having them pull aggro is a great trick to have up one’s sleeve on hard/lunatic.

Lamonte:
Most people who have an opinion on Lamonte have a negative one. While he isn’t a bad unit as is, he just doesn’t really fit well with the player-phase oriented game play like you mentioned. Even on higher difficulties where ORKOing is much less common. People think even less of him after getting Garvey (Garvey is insane).

I too, feel like Lamonte doesn’t really fit and he needs some love. He’s been buffed/reworked in the past but it seems I’ll have to go back to the drawing board and revise his personal skill/prf. I won’t spoil you on what his counterpart (Garvey)'s kit looks like, but you’ll come to your own conclusion should you decide to replay.

Saraid:

In every map after you recruit Saraid you get plenty of opportunities to play around her skill (she doesn’t even have movement penalties for forests). Although you did get 2 pts of STR, eventually she would end up being stuck with chip damage duty (where in normal mode ORKOing is the norm), making her usefulness kinda meh. Her skill does work with the pillars in ch2 and the crags in ch5 btw! Wasn’t sure if that was 100% clear in the description.

Shayla:
Huh. Weird Shayla. 1 STR and 0 SPD levels makes for a sad Shayla D;

Thrall:

Devilry Thrall best Thrall?! Experts say yes.

Achievements:

Good job on getting so many in your first playthrough!

Bugs:
The bugs have been noted! Thanks for sharing.

Thanks for playing and giving feedback! Please give more details on the ‘delayed game over’ issue in ch2 to help me figure out what’s up with that.

2 Likes
Replies

Okay, that makes way more sense. Explains why things felt a bit easy! Would be nice to add this to the codex after finishing the game once I think.

I meant that the house here is labeled as Ailsa’s, but upon entering I got Eslpeth’s flashback with Orla. And vise-versa with the other house (I saw both).
LT_2024-11-06_02.19.10.658568

I got both Alpin and Raelin killed during the chapter, in the final turn. Then I finished it anyway, and the ending cutscene initially played as normal, but after everyone entered the church I got a message along the lines of “you have lost too many units!” followed by a Game Over. I assume it registered Garvey’s death for the losing three units loss condition? I don’t have a save to replicate it unfortunately…

Oh, that sounds cool! Will make sure to get Garvey next time.

That was very fun indeed!

I… completely forgot about this mechanic, explains why there were so many of them. The explanation was fine though, I remember it now that you mention it, I’m just forgetful.

Oh yes, I got the popup, that’s a very cool mechanic! Hope I’ll figure out the secrets for the others when I replay it, Lionheart is amazing so I’m curious what the other ones are.

Yeah, he’s in a weird spot where he’s very good but doesn’t really feel satisfying? I kind of underplayed him here though, he still helped a ton in chapter 3 and more than, say, Shayla and Saraid did in chapter 5.

Oh, her skill working on more than just forests makes a lot of sense, I didn’t really think about it. Yeah, chip damage wasn’t very useful to me so using her felt a bit frustrating, but I guess that’s a normal mode symptom then.

Yes, that was very sad… I really liked her skill but she just couldn’t do much… But so many other units got blessed so I can’t really complain.

2 Likes

Just updated the download!

Buffs:
-Lamonte:

  • Buffed his base DEF and RES by 1
  • Old skill: Lifeline, heals allies within 3 tiles based on his STR when Lamonte initiates combat
  • New Skill: Phalanx, If an ally within 2 spaces is attacked, after combat inflict non-fatal damage equal to Lamonte’s DEF to the attacker. Triggers once per ally.

Lamonte wasn’t performing as well as the other units. With this new skill he’ll have more of a niche role focused on enemy phase positioning.

Nerfs:

  • Laisren’s skill had its range reduced to 2
  • The secret tomes were way too strong and had to be reined in, a lot. Won’t go into to detail but just take my word that they were busted.

Gameplay Changes:

  • Hard mode unlocked from the start

  • Bonus modes unlocked after first clear

  • The Lose condition for losing too many units in earlier chapters has been made a little tighter to avoid rolling into end game with very few units if you suck at tactics. It’s a strategy game, you have time to plan (this is a long running meme in the community, don’t flame me for it).

  • Better telegraphing of boss AI.

  • Including durations of status effects in item descriptions (and there’s a neat little clock icon!)

Bugs Fixed:

  • Ch3’s end events having a black background instead of a map with moving units n stuff
  • Fixing ‘Lootable’ display icon addition/removal
  • Ch5’s outro borking due to boss death quotes triggering twice
  • Elspeth visit locations
  • Laisren’s skill activating from any interaction
  • Menu staying up during a certain event in Ch5
  • The range bonus from A/S staff rank no longer displays for items in inventory that can’t be used by the unit
  • Ch4 reinforcement with wrong inventory
  • Typos
  • Other minor misc. stuff
8 Likes

Unable to escape even though I visited all houses and killed the boss

2 Likes

Fixed!

For some reason the event for escaping was deleted. :confused:

I went through the changelog to double check any other accidental deletions and we should be good to go. Apologies to you and the one other person who downloaded the new version!

Edit:

YT playlist of the whole OST added to the OP.

3 Likes

So, turns out the last update introduced a new problem that flew under my radar (doesn’t occur when I run the game from the editor).

tl;dr, changing how modes worked caused variables to not get set on the first playthrough so anyone starting fresh had no skills on Alpin, no visit events, etc. etc.

Fixed now though (v1.3).

My bad.

3 Likes

dark magic pupil ftw