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Progress Report

New Update

After not having played for a while, I thought let's play The Lost. And the immersion feel wasn't there so... I redid the whole prologue section to urge my needs of feeling engaged again with my own game.

Update notes;
- Revamped the prologue dialogue where I felt it needed it.

Progress Report

The Lost Update

Finally, a big step has been made to increase performance. This should be a MAJOR update for the people playing on low-mid-end computers. So rejoice, make a bonfire, do a rain dance, and play The Lost!

Can we please optimize this game!?
- Optimised the prologue with lesser events running and swapping out some plugins. This is only for the prologue, so there will be graphic and performance issues after the prologue.
- Balanced down the agility of Lizaru by 20% so they do not always go first once you reach the level threshold.
- Balanced down the agility, defense, and magic defense and upped the % of damage from spells for the 'Relics of Old' hunt monster boss.
- Balanced the tutorial fights so the enemies are weaker and it is easier for the player to get by.
- Balanced the movement skills to give an extra buff or de-buff depending on the target and added a better explanation.
- Fixed a mini label not showing anymore after doing the 'Here Camel, Camel, Camel' side event.
- Revisioned the dialogue in the 1st area in the Desert Region.

Progress Report

The Lost Update

This is for you players to smoothen out the pacing a bit more!

- Fixed a direction issue in the Denari settlement.
- Fixed an autosave not happening at one of the Mezun Merchants after being healed.
- Fixed some tile visuals as they were not overlapping right when racing against Pellik.
- Revisioned the dialogue in the 2nd area when playing Ragno.
- Lowered the agility of the skeletons and skeleton heads in the 'mysterious building'.

Progress Report

The Lost Update

Hurry up and give me some visuals!

- Revisited all the text boxes in the starting area (Dokta-Drunk Lizard- Bridge- Rikta Tribe + Plam Forest) when playing Ragno to be more punchy and less wordy.
- Revised the 'black screen' cut scenes in the starting area when playing Ragno and gave them cut scenes.
- Deleted the font option. Many fonts are not functioning right in how I set up the game.
- Put text speed on 10 as standard. Text will be shown faster now.
- Re-organized the descriptions of skills.
- Changed multiple TP skills to target 1 ally rather than the user only.
- Changed the difficulty of the prologue to be more difficult.
- Gave Jomal a TP skill to use in the prologue.
- Gave Kaan his sword skill earlier. It makes more sense when you find the double-handed sword for him to have the skill to use.
- Gave the fights with the captain more spunk by having their own battle music and adding 'boss moves' to them.
- Gave the fight with the Rat boss leading the pack and the Fanged Chieftain its own battle music.
- Fanged battle groups when doing Mikatu's side event are linked now, reducing the number of possible enemy battles by 50%.
- Fixed some grammar issues.

Progress Report

The Lost Update

After some great feedback from Padr and 2 other lets players, here is the next update!

CAN WE PLEASE HURRY UP!?
- Revised almost all the text boxes in the prologue to be more punchy and less wordy.
- Revised the 'black screen' cut scenes in the prologue and gave them cut scenes.
- Fixed some small grammar issues.
- Fixed the agility (speed of attack) of the Bat and Bateye in the prologue caves.
- Fixed a bug still giving you the items and gold that you shouldn't get after choosing the 'Hard' option after the prologue.
- Fixed the long wait before the text 'You gain increased stats' shows up when choosing 'Hard'.
- Fixed a few enemies having a skill that could potentially put the whole party in a 'stunned' state.
- Fixed a bug when choosing Brutal where Kaan climbs a wall instead of the stairs next to it.
- Fixed a transfer bug from the enemy main camp to where you found the survivors putting you on the right map but in the wrong spot.
- Added a -3 on the action cooldown timers after winning/losing/escaping a battle making it more fun for the player.
- Added back the sepia effect for the intro as people said they liked it more than the black and white.
- Added some volume to the suspense music after beating the first captain.
- Added a massive boost in TP (x3 Recharge rate) and added 2 TP skills for Mila so she becomes more useful at the start of the game.
- Added a text pop-up that helping out the tribes have secret benefits.
- Added extra warriors gain for each side quest.
- Added a graphic render fix that should stop the game from freezing up.
- Changed Akila's paralyzing bite skill to a bleeding bite skill.
- Changed the HP of many early game enemy packs with - 20/30%.\
- Changed the paving tile to blend in more with the surrounding.
- Changed the paving running through the tribes to have sand on the tiles.
- Changed the paving tile at the Dudok guild.
- Balanced the Brutal and Hard stat increase when choosing Brutal or Hard and added a free full recover afterward.
- Balanced (de-buffed) the rows a little so they have less of a positive impact. The negative impacts still stand as they were.

Progress Report

The Lost Demo

Played the game till I finished it and got some fixes into the next build;


- Fixed a bug with the buff en de-buff crystals giving more turns than they should.
- Fixed a sizing error with the magic skill; Sacred Blessing.
- Fixed a clipping bug in the drunk Lizard.
- Fixed some clipping errors in your stronghold.
- Fixed the fast travel signs putting you in your first layer of base building.
- Fixed multiple tiling issues at the Denari tribe.
- Fixed Namur intervals for telling the player what to do. It was still on the old numbers.
- Fixed Obasu's event putting you in the first layer of the base building and popping up again.
- Fixed a bug at the Dudok Guild first hunt continuing the hunt if you talk at the counter again while it shouldn't.
- Fixed the transfer-pass function at the Sanctum after you have acquired your base.
- Fixed a bug in the event of your uncle still showing he had a side event while Persmerga left.
- Fixed Lehkan not saying anything at all when you have less than 5k gold.
- Fixed the clipping error for the 'grand entrance' build for your base.
- Speeded up the intro with around 10-15 seconds.
- Smoothened out some more dialogue and corrected some of the wording.
- Cleaned out some 'dust up' animations in the Sand Dunes when stepping on a Lizaru pack.
- Added better shadowing for the Denari tribe, Dokta tribe, Sand Dunes, and the Mini Race Game area.
- Added many more resources on the main path to the resource gathering spots found there.
- Added way more gold on enemy kills.
- Added more gold into the early game chests.
- Added more exp on enemies, especially the early game ones.
- Added more 'warriors' to the counter when recruiting optional characters that are more obvious to encounter so you reach the last layer of a base-building easier.
- Put the switch event that gives access to the last stage for the fighting pit in Dokta on the main storyline.

Progress Report

The Lost Update

Finally added all the layers of base building and branches! w00t w00t!

- Added all the layers to the base building.
- Added the possibility to trade resources for decorations, to spice up your base even further.
- Added the possibility to change your appearance (of the main character only) once you recruit Tiuri.
- Added autosave function to the inns, and each time you heal at a Mezun Merchant.
- Added the 2 missing Battlehud faces for Juo (My son found this one when he was playing. That's my boy!)
- Changed the set-up of shops in your base to sell more things each time you get to a new layer.
- Fixed a bug of having the same message repeated when you talk to the same person through the base building layers.

Progress Report

The Lost Update

A great day for a great update! Mostly mid and end game stuff.

Update: Jan.26 2022

- Added more dialogue flavor to parts later into the game.
- Added some more plot points into the prologue to entice the player better.
- Added animations for special sword attacks.
- Added animations for bows and crossbows.
- Added sound effects when getting your father's ax enhanced in the sequence event with your father.
- Added a fail save at the farm where there was a data overload.
- Added level info on the hunting quests when talking to the guy at the counter.
- Changed the battle music of one of the side event battles to be more epic as it felt underwhelming while the battle itself is pretty intense.
- Changed the hardness of Timal's hunt mission. Boss has more minions and is stronger in general.
- Changed the hardness of The Seer's hunt mission. Boss has more speed and is stronger in general.
- Changed the hardness of Test subject 3 boss.
- Changed the hardness of Tiuiri's team in the fighting pit.
- Changed Ramu her skill set to be more unique.
- Changed Uzziel his skill set to be more unique.
- Changed the prices of the special swords and rapiers that Jabary is selling in your base.
- Fixed a bug on Talib Recruitment quest getting stuck in the process.
- Fixed ASPIR skill to always drain the 100MP and have no variance so it doesn't give you 0 sometimes.
- Fixed Raziya her event when recruiting her, she was still there on the map but also at the party.
- Fixed Destine's house event to change when you recruited her.
- Fixed Ramu, not disappearing after recruiting her.
- Fixed an error with Ramu her face graphic not showing up in battle.
- Fixed the last hunt so it can be completed.
- Fixed the event sequence with recruiting Juo, it had many errors. All are tested and fixed.
- Fixed a few minor plot points later into the game.
- Fixed XP gain on killing the group of the Stone Guardian, hunting boss groups shouldn't give XP or Gold from the fight.
- Fixed multiple collisions in the eventing of Kaan's hunting quest.
- Fixed some sound clipping errors with Lizaru engagements in the Dokta village.
- Fixed some sound clipping errors with the mini-game side events cheering sound after completing one.
- Fixed lots of small grammar errors later in the game.
- Fixed a bug with the Deformed Being boss still getting dots while he should be immune.
- Fixed a bug with the Deformed Being boss still acting like the Dwelling Spirit is there to continue both event sequences.
- Fixed a bug where the character stands still after performing sword and ax skills.
- Fixed a few small bugs with some of the hunting events popping up before they should.
- Fixed Tayla's AI to move out of her worst role if she is put in it.
- Fixed a passability issue with Pellik's race because I added a few visual pointers for the secret paths.
- Fixed an event pointing towards the secret hideout that was still playing after the side quest was done.

Progress Report

The Lost Demo

All bow down for this glorious update!

- Added some flavor for the story here and there and also did some further streamlining.
- Added descriptions to all weapons if they have an element what they are strong and weak against. Not all of them had that yet.
- Added a proper description of the battle tactic book in battle.
- Added extra permanent stats when you pick harder difficulties than normal when prompted them in-game.
- Added the story for your Ragno's father's Axe.
- Added a new plugin that shows the appropriate weapon for dual-wielding characters using a specific weapon skill. Ax skills show an ax, sword skills show a sword.

- Changed 2 side quests in Dokta to be completed in 1 go rather than having to do it in multiple parts.
- Changed more tiles to the green arrows mini label popping up from 3 to 5 tiles.
- Changed the TP cost for Taun by 20% as it wasn't used a lot anymore while it is a core skill for Guardians. Minus 10% for the taunt skill for supporters as they can put it on someone else and that could become too overpowered as they get increased TP gain.
- Changed the target rate for Guardians to + 75% chance to be targeted as enemies kept targeting squishy allies too much. Probably because I made them a bit too smart.
- Changed some dialogue and a bit of the cut scene of the prologue ends.
- Changed Akila's (dog) passive tp rate and doubled it.
- Changed equipable weapons for Tacticians, Guardians, and Berserkers that we're able to equip swords to be able to equip Special swords now too.
- Changed Akila action times probability to attack a maximum of 2-3 times on a very low chance.
- Changed the naming of the difficulties, the percentages that are changed based on the difficulties, and added detailed information about each difficulty described in the information books.
- Changed Bateye enemies to not substitute in every role anymore. It was confusing as the Defenders Role already gives this passive.

- Fixed some mini labels showing here and there on black screens.
- Fixed (I hope) a nasty bug happening in the prologue where you can get stuck while trying to reach the captain on top of the mountain.
- Fixed a bug where you can get stuck in the second camp with one of the walking guards.
- Fixed a bug where you can get stuck in the main camp with one of the walking guards.
- Fixed Korza getting the battle skills sub-menu while he has no battle skills.
- Fixed Korza's event giving you the whole story again if you took him with you. It gives a short version now.
- Fixed (I hope) a bug, made a fail save, where the western resting quarters would already show all the residence that moved back in while not having cleared the area yet.
- Fixed a bug where the mini labels didn't show anymore after talking to one of the Denari captains.
- Fixed another mini label bug after the boss fought with Korza his quest.
- Fixed the lighting in a battle against spiders at the Denari caves.
- Fixed the collider box of the spiders in the Denari caves.

Progress Report

The Lost Update

List of fixes;
- Added auto revive after the battle, so the item scene doesn't lock up when a party member is dead.
- Added immune pop-up messages for elements for a clearer understanding of what's going on on the battlefield.
- Added more element resist pop-up messages for a clearer understanding of what's going on in battle.
- Added in a pop-up for states to tell the player when it is immune.
- Added elemental absorption for enemies that clearly would absorb a particular element like fire elementals absorb fire damage.
- Balanced the difficulties settings further.
- Cleaned up the status information screen, removed two non-used states, added two new ones, and added a poison element.
- Cleaned up the Battle Tactic book and updated all the information to the newer version of the battle system.
- Fixed the Immortal state not doing what it should be doing. Using an instantly cast item will not take up your turn but does count as an action.
- Changed the showtime of pop-ups in a battle to be longer.
- Removed some of the autosaves at the start of the game. It was too frequent, and it just slowed down the flow of the game.
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