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Delvio
Sep 14, 2007


What's this?

Dead in Bermuda has you control the lives of a group of people whose plane crashes on a mysterious island, filled with mysterious creatures, and inhabited by a mysterious
group of strange "people".

It sounds a lot like Lost.

Well, I wouldn't say that.

Why not?

Because I have never actually watched that show.

So how does the game work?

Each day of the game is split up into three phases: Morning, Afternoon, and Night. For the morning and afternoon phases, you assign a task for each castaway to perform, and
at night you chow down before starting the next day.

That's all?

Well, no. There are more things like CYOA events in the jungle, bamboo technology to research, character relationships, and various other thing that we will discover as we
play.

So where do I come in?

Each days activity will be chosen by you. Our poorly informed, undemocratic group will control everything these islanders do each day (just like Cuba!) and slowly starve
them to death (just like Cuba!), before a lucky few manage to escape the island (just like you get the idea).

Updates

Day 0 - Intro & Characters
Day 1 - Tutorial
Day 1 - Afternoon and Night
Day 2 - Tiebreaker
Day 3 - Now in a readable format
Day 4 - Westward Ho!
Day 5 - Abridge too far
Day 6 - Cheese, but no fruit
Day 7 - Week in review
Day 8 - All tapped out
Day 9 - No Exit
Day 10 - X marks the spot
Day 11 - Something fishy
Day 12 - Hanging around
Day 13 - Plot advancement at last
Day 14 – Too Weak / Two Weeks
Day 15 - Camping
Day 16 - Meet/meat cute
Day 17 - Illyana's jungle adventure
Day 18 - Nearly there
Day 19 - Now we're cooking!
Day 20 - Ginseng party
Day 21 - A huge pair of huevos
Day 22 - Two fish and ten breadfruit
Day 23 - Helping hands
Day 24 - The lion sleeps tonight
Day 25 - Johnny on the spot
Day 26 - Feeding time
Day 27 - Jacob's spirit quest
Day 28 - Flower girl
Day 29 - Axes of evil
Day 30 - A heavy cross to bear
Day 31 - On the hunt
Day 32 - Hunting for spies
Day 33 - Reruns
Day 34 - Rum, pirates, and one wild woman
Day 35 - All downhill from here
Day 36 - Pollo loco
Day 37 - Day of rest
Day 38 - An apple a day
Day 39 - Don't go chasing waterfalls
Day 40 - The proper response
Day 41 - Karma
Day 42 - Getting stoned
Day 43 - Balance in all things
Day 44 - Weapon of choice
Day 45 - Fighting entropy
Day 46 - Wheel of Fortune
Day 47 - Bad luck and good news
Day 48 - Dr. Feelgood
Day 49 - Don't worry, be happy
Day 50 - Tyrants and poets
Day 51 - XIX The Sun(flower)
Day 52 - The throne
Day 53 - Running from your problems
Day 54 - Two wolf moon
Day 55 - Monkeying around
Day 56 - Owl's well that ends well
Day 57 - Beasts of the south-eastern wilds
Day 58 - My strength and my weakness
Day 59 - Opening a can bag of worms
Day 60 - Follow the trail
Day 61 - Julia changes everything
Day 62 - Yuri makes everything too complicated
Day 63 – I'll bite them to death tonight!
Day 64 - Minor arcana
Day 65 - Those who hunt monsters
Day 65b - All we hear is radio ga ga
Day 66 - I'll send an SOS to the world


Day 0



Here we see our top of the line accommodations for our three hour tour. Dead in Bermuda is a bit unclear about what year it takes place in, with the 1950's era plane you see
here, but also referring to modern things like Sudoku. I suppose the budget airline they are taking must not have upgraded their fleet in a while.


Here we have the first glimpse of our cast. There is one more person, but we will meet her in a bit.


This is why you do not keep flying the same planes for 60+ years.


Get used to the cast in various stages of panic and terror. We will be seeing plenty of it over the course of the game.


And this is our destination. The in-game cutscene has a first-person shot of the island slowly appearing thorough a cloudbank, but I wasn't able to capture it in the
screenshots.


This is the end of the intro movie. Everything from here on in is done in the same talking heads dialog style that the rest of the game uses. I'll stop commenting for a bit
and let the characters introduce themselves.




























After events like that, the game will inform you of how the characters were affected. In this case, we found some materials, but all of our characters were significantly
depressed by the events of the day.


This message at the end of the intro is the start of the in-game tutorial, which walks you through the first half of Day 1. Due to the length of this segment, Day 1 will
continue on the next post. Before then, lets take a look at what we have to work with.






These shots show us the different portions of our campsite. Right now, all of the characters are situated at the "campfire", but they can be moved to different locations to
assign them to perform different tasks. The camp is a bit empty now, but as we unlock new tasks, different items will appear around the campsite for us to use. Before we
start assigning people to tasks, we need to know what they are capable of.


This screen shows us the general status of our castaways. Right now, all of them are in top condition, except for the depression that we received from the introduction. As
these conditions increase, the character starts to recieve various penalties to their skills. Not only that, but high levels in some conditions can cause other conditions to
rise each day (you would start to get depressed too if you were half dead from sickness). If any of these stats reach 100%, it's permadeath time for that character. I will cover the specifics of each condition as they come up in the game.


Here is the skill screen for the group. Most of the skills are directly related to the different daily tasks, with higher skills giving better results. The main exceptions
are the Strength, Agility, Constitution, and Intelligence skills.

Str, Agi, Con, and Int each affects the amount of fatigue gained each day from the different tasks. Intelligence also determines how many skillpoints the character gains each level, and Constitution affects how fast you recover from fatigue.

The green arrows next to the discussion skill show that each character gained some skill XP from the introductory conversation. With enough skill XP, the character will gain
another point in the skill, and after enough skill increases, the character will level up.

Skills go from 1-100, and are slightly randomized for each playthrough. The skills of each character do line up with the dialog from the introductions, with Dr. Winters
having high Medicine, and Bob having a high fishing skill.

The little photo icons by everyone's portraits allow you to see more detailed information about each person:



Alejandro has two positive traits that we know about, and three that are unknown to us. Open Book causes his traits to be revealed 2x faster, and Family Farmer causes his
Harvesting skill to level up 2x faster. The traits assigned to each person are randomized each playthrough, just to make things interesting.

The second screen shows how Al feels about everyone else. Characters who like each other perform better when working together on a task. From his screen, you can see that
Al has average feelings about everyone but Jacob.



Illyana has the same Open Book trait, but also has the Sunny trait, which causes her depression to drop by 1-5 points each night. Illyana really likes her father, but
dislikes Jacob and her stepmother.



Jacob has Handyman and Hunter, which increases his skill gains in the Crafting and Hunting skills. Jacob tolerates Alice, but distrusts everyone else.



Winters has Gymnast and Gym Guru, which increase the gains in Agility and Physical skills. Winters has average feelings about everyone but Jacob.



Yuri has Strong Metabolism, which decreases his rate of sickness game by 40%, and our first negative trait of Secretive. Secretive slows the rate of traits being revealed by
50%. He loves his daughter, but is rather ambivalent about his wife.



Julia has Thief, which increases the gain of the stealth skill by 2x, and Lazy, which increases fatigue gains by 50%. She suspects her husband and everyone else, but has
especially dire feeling toward her stepdaughter.



Bob has Fishing Hobby (Fishing skill rate 2x) and Hates Sports (Physical skill rate .5x). He has a loving relationship with his wife.



Alice has Hiking Fan (Exploration Skill rate 2x) and Bulimic (Hunger drops less when given food items). She loves her husband, and likes everyone else (even Jacob!)

Stay tuned for next time, where I will take us through the first part of the tutorial and then let you vote on what we do for the second half of the day.

Delvio fucked around with this message at 22:13 on Mar 29, 2016

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Delvio
Sep 14, 2007
Day 1 - Tutorial


When we last left our castaways, they had just finished introducing themselves around the "campfire"


The optional tutorial lead us step by step through the first day. Because this task is for scavenging, we will want to use our best scavenger for it. In our case it is
Yuri. If you ever forget what the next step your active task is, the game will always have a reminder in the upper left corner below the day counter.


If you click and drag a character over the drop spot for a task, the game will helpfully display a popup with the relevant skill level of that person.


Once you drop off a character at the plane, the game will automatically proceed to the next stage of the quest. The next two parts of the quest are to do the exact same drag
and drop task and assign two people to the Research task (the pile of books on the right of the screen)...



and send three people off into the depths of the jungle to explore. For Researching, the obvious choice is to use Jacob and Illyana, and while Alice could probably do the
explore just fine on her own, Julia and Winters will go along with her for the purpose of this tutorial.


When you assign more than one person to a task, the personal relationships between the characters will affect the success rate of the task. When you hover over a group of
assigned people, the pop-up will show you both the average relationship between the characters, but also an efficiency rating that combines both the skill levels and the
average relationship of the group. In some cases, the moral boost from a low skill character will far outweigh the boost an average skilled helper would give.


The next task is to assign a crafting task to our crew. Crafting is done on the makeshift table between the airplane and the "library"


When we select the crafting table, we get a menu where we can select which item we want to create. More items will be unlocked as we progress in research (in fact, the only
thing that research does is unlock crafting recipes).


When you select a recipe, the game will helpfully display the required ingredients for it. In our case, it needs 10 wood, 2 stone, and one tinder. The tinder item is
actually a type of flammable mushroom, which it turns out is a real thing. They even went to the trouble of making the in-game item look like a Fomes fomentarius mushroom.


Once we complete this task, all eight party members will have something to do today. By process of elimination, it is up to Al and Bob to do this. They both have a moderate
amount of skill in Crafting, so they are not bad choices for it. The ideal choice for crafting would be to pair up Yuri (due to his higher skill) and Illyana (due to her
good relationship with her dad). They are both busy with other things, so we will just go with what we have.


Here we see our fully filled worksite (you can also see the full "library" to the right). When you click on a task location, it will pull up a ring where different options
are available for that site. Right now, only Crafting and the Jungle have any options available. The Crafting option opens the selection menu we saw earlier, and I will
cover the Jungle option in a bit.


Once the arts and crafts table is staffed, the game lets you know how to let time progress. It is the little hourglass button in lower right corner. Not only does the
button let you know what phase of the day you are on, but the island background changes as well to show the progress of the day.


When you click on the button, the game works its way from left to right, focusing on each occupied station and showing how they have progressed. Some of the in-focus sprites
cause some overlapping issues with other sprites, as we can see here. I am not sure why an aircraft would have so much wood on-board, but I suppose a plane this old might
have wooden chairs on-board.


If you click on the big trunk near the campfire, you can see your entire inventory and get detailed item descriptions. Wood is used for both keeping our soon to be completed
campfire going, and is also used in most crafting recipes.



Rope is another common crafting item we will need for more advanced recipes. The first time you scavenge at the plane, you will always find enough materials to complete the
next crafting project that you unlock.



Food is only used once a day at the nighttime. Some types of food (like these prepared meals) will decay over time. Three star meals are the best food item in the game, and
will remove a large amount of hunger (20%-30%). The amount of food that decays is random, but it seems to be about 25%-50% of each food type will decay each night.



When food decays, it first drops in quality. A three-star tasty meal will decay into a two-star meal (10-20% hunger), then dropping again and again until it finally become a
useless rotting mess.



Fruit has two uses. It is a non-perishable food that will remove a small amount of hunger (only 5%), but it is also our only reliable source of fresh water on the island.

Each unit of fruit can be converted to 3-5 units of water at the watertank to the right of the campfire circle. Each person requires one unit of water each night, but we
start off with a decent supply of 50 water thanks to Jacob.



This pillow is a unique crafting item. Some recipes (like the one we are currently researching) need a special item in order to craft them. These special items can be
aquired in different ways, but you will generally find the items about the same time that you unlock the recipies.



Coffee is one of the "anytime" items. During the assignment phases of morning and noon, you can give certain items to people. Coffee gives them -10% fatigue and -10%
depression. This is useful as it allows a critical party member to continue working at a task without needing to take time off for rest.


After the progress results for the task, then you see how the party member was affected by the labor. Poking around the plane that nearly killed you is a depressing task,
and drives Yuri a little bit deeper into depression. It also causes him a few points of fatigue (not shown). Scavenging the plane is very profitable, but you only can do it
so many times before the resources are exhausted.


Depression - Depression is increased by Scavenging the plane, and by one other task we have not unlocked yet. Depression increases each day if any of the other hazards are too high, and
depression is also one of the most common result of the night-time events we get before we end each day. The night-time chats can also decrease the hazards, but these
decreases are unpredictable and should not be depended on.

There are also items and Jungle events that can affect the various hazards, but we will cover those as they appear.


When you start a crafting project, all of the material are consumed at soon as you start working on it. In this case, the stone, wood, and tinder are all withdrawn from our
camp inventory.


Crafting tasks (along with research and exploration), are done in terms of percentage. The higher efficiency score of the crew you assign, the more percentage gets
completed. In our case, the tutorial task is completed. Crafting is not a depressing task, but both Al and Bob are fatigued by the work.


Now that we have a fire, we can finally reduce the depression of our characters (warning - campfire chats are not FDA approved for the diagnosis, treatment, or cure of
depression). The campfire appears in the center of our camp where everyone was sitting at the beginning, and all eight characters can use it at the same time. You need at
least two people at the fire to gain any benefits, and the amount of depression removed depends on the Discussion skill of the participants. Note - a character's Discussion
stat only affects how much their own depression stat is reduced, and does not affect the other characters around the campfire. Campfire chats also reduce fatigue by a small
amount, but it is more of a happy bonus than a useful fatigue remedy.


Al and Bob both take a bit of fatigue from the task. Al takes 10 points of fatigue, while Bob only takes 8 points. This is due to the fact that Bob has 10 points more
Strength than Al.


Fatigue - Fatigue is increased by most daily tasks, and is affected by that character's base stats (Str, Agl, Con, Int). A low Intelligence character like Bob (Int=19) will get a lot
more fatigue while researching then a character like Illyana (Int=74). Similarly, Illyana (Con=20) will tire out faster on a jungle hike than Bob (Con=80).


When you have more than one person working at the same task, their relationship will be affected. In our case, Al and Bob did not hit it off very well. The v1.02 patch for
Dead in Bermuda changed the mechanics of this interaction, so that the chances of a bad encounter are affected by the depression and existing character relationships.


Just like Crafting, our first Research project is completed.


Now that we have addressed our depression, it is time to get to work on our fatigue issues. Fatigue and depression are the two hazards that go up the fastest, and need to be
addressed the most.



Here is a list of the materials we will need to create the resting area that we have researched. Conveniently, we have all that we need, along with some extra wood to feed
the fire.



Both members take a bit of fatigue, and become a bit closer to each other.




Our intrepid explorers have finished there exploration and unlocked a new area on the island. By selecting the map icon in the upper-right hand corner, we go to our island
map.


On the map, you see our camp, explored area (solid lines), areas available to explore (dashed lines), and unknown areas (clouded). It also shows if there are new events in
that area (red exclamation points) or old events that you can still interact with (white exclamation points).


If you click on the Jungle location in the assignment screen, you can bring up a screen where you select the specific location to explore. If you do not set a location to
explore, the workers will choose a destination at random.


Being able to select your location is not terribly useful. The only think you can tell from the map screen is if the location is a Jungle or Beach tile, and you generally
only have vague hints about the next place you need to go to. The map coordinates are based off of (0,0) being in the top left corner of the map, with our camp being located
at (5,10), the event is (4, 10), the unexplored square to the south is (5, 11) and the one to the north is (4,9).


By clicking on the exclamation point on the map screen, we can go to that event. Island events do not take any amount of time, so you can do as many of them as you like in a
single time period. Each island location will have a single encounter, but some encounters can be used more than once.


By clicking on the encounter, you get a wheel that list your options for dealing with the encounter. On the wheel, the (1x) shows how many times we can do that action, and
any action in red will permanently remove that event (it is hard to search something after it is broken up for firewood).


All encounter have an inspection option that gives you a short description about the encounter. This description tells us that this crate might not be as innocent as it

looks.


If you select either of the other options on the wheel, you are brought up to a list of characters and what skill is used in the encounter. In this case, searching the crate
will use the Scavenging skill. If we hover over the characters, the game will also display their Injury, Fighting, and Stealth stats.

That is somewhat concerning, but what could be dangerous on this island? Are we going to be attacked by ferel dodos? Menaced by malicious dwarf elephants?


Of course, if we choose to scavenge the crate, it will also use the Scavenging skill. It looks like busting up the crate will also use up a bit of our fatigue (along with
the same odd note about the stealth and fighting skills).


Nobody has ranked up in any skills, but they have all taken a bit of hazard damage over the day, so here is a list of their conditions.


We still have a little bit more of the tutorial to do next time, but we have a bit of flexibility, so I figured I would let you guys start choosing. Here are the things we
need to decide:


Exploration:
Do we explore the north or finish up the south?
Who searches the mystery crate?
Who scavenges the crate?

Job assignments:
Scavenge the plane (Max 1)
Craft (Max 2)
Research (Max 2)
Chat (No Max)
Explore (Max 3)

After enough input, I will playthrough the afternoon, and stop for voting prior to meal time (the in-game meal time, not my dinner time).

Delvio fucked around with this message at 21:45 on Sep 13, 2015

Powerfrog
Nov 3, 2012
Finish up the south.
Bob searches the mystery crate.
Alice scavenges the crate.

Job assignments:
Scavenge the plane, do some research, and have a nice chat! (Am I doing this right? I dunno how many tasks we can vote to do.)

Also I vote we eat Julia first. You know. Should it come to that.

Ghostwoods
May 9, 2013

Say "Cheese!"
Julia is dangerous, she can search the crate.
Yuri can scavenge it.

Also, finish the south first.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Ghostwoods posted:

Julia is dangerous, she can search the crate.
Yuri can scavenge it.

Also, finish the south first.

These seem like good choices.

Also, check your formatting. It looks like you've got random linebreaks stuck in your first post.

Ignatius M. Meen
May 26, 2011

Hello yes I heard there was a lovely trainwreck here and...

Why did you

format your post

like this?

Otherwise this looks good so far, also agreeing with Ghostwoods on Julia to search the crate, Yuri to scavenge, and to go south first.

Delvio
Sep 14, 2007

Ignatius M. Meen posted:

Why did you

format your post

like this?

Otherwise this looks good so far, also agreeing with Ghostwoods on Julia to search the crate, Yuri to scavenge, and to go south first.

I prepared the post in a text editor before posting it, and it looks like the formatting it used put in some line breaks where I wasn't expecting. The previous posts should be better now. I will let the voting go on for another hour or two, and then I will get started on the rest of the day.

Picayune
Feb 26, 2007

cannot be unseen
Taco Defender

Ghostwoods posted:

Julia is dangerous, she can search the crate.
Yuri can scavenge it.

Also, finish the south first.

Agreeing with this, because drat, Julia is a scary lady. Let her face the island wolverine or whatever.

Indiiea
Sep 26, 2013

Ghostwoods posted:

Julia is dangerous, she can search the crate.
Yuri can scavenge it.

Also, finish the south first.

I have to agree with the other posts that this seems good.

Anyways, I had no idea this game existed until I saw this thread. Looks like the sort of game I'd enjoy, so I'll probably begin playing it too. Thanks for bringing it to my attention, I guess?

Delvio
Sep 14, 2007
Day 1 – Continued

When we last left off, we were about to have Julia search the harmless-looking crate on the beach.



Julia stealthily approaches the crate and...



Huh. I guess it was just a crate after all. Let's see what is inside this crate.



We find two cups of waterlogged coffee.



Next we have one package of spices. We can give these spices to a castaway to give them a permanant +5 to their cooking skill.



And finally, two medicinal herbs. Each medicinal herb can remove three points of sickness from a person.



Now that the crate is empty, we can have Yuri come and break it up.



That is not a good sign.



That's an even worse sign!





Well, at least it looks like the snake wasn't poisonous. Yuri got off with 10% injury.

Injury – Injury is one of the hardest things to cure, but it is also the rarest hazard. The main way that you gain injury is by monster attacks from Jungle events. You also gain a small amount of injury if you perform strenuous tasks when too badly injured. The 1.02 patch greatly increased the amount of damage that monsters do. Prior to the patch, Yuri would have only gotten about 3-5% injury from that attack.









We did get a good amount of materials from the crate (along with the standard fatigue). Nails are another one of the structure crafting goods we will use later on.



The game demand we make water before moving on, so we will make a quick pitstop before moving on with the game.



This barrel contains the lifeblood of our colony.



Right now, we have five days worth of water in here.



Changing fruit into water takes no time and does not require any character skills. I am not sure why the fruit loses all its nutrition when you juice it, but it will not restore any hunger now. Since fruit is non-perishable, there is no real reason to juice fruit if you have plenty of water.



Now that we are done with that, we need to use the campfire. Yuri is depressed, and Julia has a bit of extra fatigue from searching the crate, so I move both of them over there offscreen.



The next task is to use some of the coffee we found.



By clicking on Jacob, we get this ring menu. Due to his low Int. Score, Jacob has taken a good bit of fatigue from researching. He also has a single diget Discussion score, so campfire chats will not work very well on his depression, so we will let him have the coffee.



To do that, we bring up his item menu. We can give him any of the items we have found, and it will not take any time. This means that you are free to use as many items as you want on as many people as you want.



Yes, this means that you can bring a man back from the brink of death by giving him enough coffee, but any college student with early morning classes could tell you that.



It looks like we may have sequence broken a little bit with the tutorial.



One quick trip to the empty beach, and we are back on track. The last part of the tutorial is to end the day.






Here are the results of the Crafting and Research. The research will be done tomorrow morning, but Al & Bob will not finish until nightfall.







Yuri and Julia both bond over their salvage expedition, losing depression and fatigue, and getting a good boost in their relationship.







The explorers complete another square of the map, and have a fun time doing it. (I forgot to switch their destination to the southern square, so they randomly chose the other square instead). Alice also gained a point of Constitution from all the hiking.



Once all the afternoon results are in, we automatically switch to our dinnertime chat. I will stop commenting and let them speak for themselves.





































Now that they are through, we can get on with business.



The game conveniently shows us their hunger values onscreen so that we can decide who feasts and who goes to bed without their supper. In our case, we have more than enough food for everyone, so I give everyone one of our meals.



We got lucky with our rolls, and we manage to eliminate all our hunger with one item each.



You also get a handy reminder at the end of the day with a summary of camp conditions.



At dawn, we get the final task for the tutorial. Before we finish up the tutorial, let's see what Alice and Winter found on the beach yesterday.



Just an old fishing basket. I wonder why they didn't just bring it back with them.



I suppose hauling that through the hot jungle would not be the best idea.



The only option we have is to search the basket, so we need to decide who does it.







Here are the stats for the tasks and the crew at the start of the day. We only have one location to explore in the jungle, so our choices for the day are:

Who searches the fishing net?
Should anyone chat, or do we all keep working their tasks?
Do we search the plane in both the morning and afternoon or do we save some of the searches for tomorrow?
Do we give the spices to anyone to raise their cooking skill, or should we save it for now?

Picayune
Feb 26, 2007

cannot be unseen
Taco Defender
Hm. I think we should have Yuri search the fishing net, because his scavenging is good--and also his constitution, which sounds to me like it will help him not throw up from the smell. :sweatdrop:

Let's keep working our tasks, too. Chatting is nice, but if we keep everybody working we'll finish our first bout of research and maybe crafting, which sounds like a better deal.

Search the plane in the morning but not in the afternoon--that sounds slightly less depressing, I guess?--and we should save the spices for now.

Did I miss anything?

RickVoid
Oct 21, 2010
Julia is loving Toxic. If I wasn't concerned that Yuri would get depressed, I'd tell you to starve her to death.

That said, Julia should search the fishing net because she has the best stealth skill. (And I'm hoping she'll sting herself on a deadly pufferfish, better her than someone with a positive attitude.)

It kind of sucks that the discussion skill only effects that character's depression stat. Otherwise I would label Alejandro Camp Counselor who's job would be to give everyone a pep-talk, and Alice would be Camp Mom. Illyana can be a Junior Counselor

We need to get Jacob a stabbin' tool, rename him Snake, and send him into the Jungle to get his hunt on. Yuri can cook whatever he brings back.

The sooner we get the supplies from the plane the better. And I doubt it's just bad memories of the plane crash that are depressing our castaways... I find it unlikely that they've taken the time to bury the other passengers.

Lacedaemonius
Jan 18, 2015

Rub a dub dub

RickVoid posted:

Julia is loving Toxic. If I wasn't concerned that Yuri would get depressed, I'd tell you to starve her to death.
With her skill at fighting and stealth she's probably the best explorer, especially since she's so expendable.

We should rotate between Alejandro and Yuri for searching the plane to help mitigate the rise in depression.

I advocate saving the spices for a few days until roles have more calcified. No point giving it to a great cook like Yuri if all he's going to do is build stuff all day.

What exactly is the cost/benefit of talking to people?

And most importantly

RickVoid posted:

We need to get Jacob a stabbin' tool, rename him Snake, and send him into the Jungle to get his hunt on. Yuri can cook whatever he brings back.

You can't just name him Snake, he needs a prefix word. I'm thinking "Slow Snake".

Delvio
Sep 14, 2007
OK, the voting is now closed. Update in an hour or two.

RickVoid
Oct 21, 2010

Lacedaemonius posted:

You can't just name him Snake, he needs a prefix word. I'm thinking "Slow Snake".

Caustic Snake

Delvio
Sep 14, 2007
Day 2 - Tiebreaker
Well, the voting was not very unanimous, so I had to be the deciding vote on a few things. We had one vote for Yuri to search the net, and one for Julia.


People seem to not like Julia, so I will have her take the hit.



Unfortunately, her reckoning will need to come another day.


So what fabulous treasures will we find in the fishing basket?



I guess it is logical to find fish and a basket in a fishing basket. Fish is a food item that is perishable, and causes a small amount of sickness to the person who consumes it.

Sickness – Sickness is another rare hazard that is difficult to cure. Sickness is only acquired from unhealthy food, random events, and as a side effect of certain item. The nasty thing about sickness is that it is self-perpetuating. If a survivor has a non-zero sickness score, then each night, they have a chance to gain more sickness, and even to spread it to others. Healing herbs will remove 3% sickness each, but right now, we do not have an easy way to get them.


I guess this is what was producing the smell. Fishing bait is another skill boosting item. If you couldn't tell, it boosts the Fishing skill.


Since Yuri searched the plane yesterday, I will send Al today. Yuri has good crafting, so he will help with construction, and Julia will go back to exploration.


Before the game will let us progress, we need to finish the tutorial.


Keeping the fire going is not a big problem. Wood is one of your main building components, so it is not a rare item, and the game gives you plenty of warning when your fire is about to go out.


Our current stock of wood will last us for a good while, as long as we do not blow it all on crafting projects.


Now that we are free from the grips of the tutorial, we can finally see where the morning will take us.





Since we have already found seven meals, along with the fish, I think that we should have enough food for the day.



Unfortunately, we cannot use the axe to get wood yet. For some odd reason, our castaways need to figure out how to use it properly first.


Tools are the Crafting boosting item. Since we are currently crafting up a storm, we should probably use it now.


With Yuri's help, the rest are should be done before nightfall.


It looks like Jacob and Illyana figured out how to use that ax already. We already have all the wood and rope we need for this project, and we just found that axe on the plane. Unfortunately, we still need to find a machete before we can build this.


Our amazon brigade manages to finally get that one square down south explored. Let's see what they found.



Looks like we found some of our lost luggage.


Again, this is a scavenging skill scene. There are other types of events, but right now, the game is being nice to us and letting us scavenge a lot of free items.


Since we have enough food for the day, and almost enough materials for the gathering tools project, I decide to let Al talk a bit to get that depression down. Winters has built up a lot of fatigue from exploring, so I let her take a break.


When we start the afternoon going, it looks like our sleeping area is done. The red on red text bleeds a little, but it says that we can send 3 people to rest and let them recover their fatigue.


Unlike chatting, you do not need a partner in order to recover. Higher Constitution will let the nappers recover more fatigue each time-period.


While Al and Winters chat, we find out that she eats like a bird. This is helpful, as we can use her share of the food to keep the others alive.

Alice and Julia manages to explore another location, but we are forced into the nighttime cutscene before we can see what they found.










A lot of times, the results of night-time events will be asymmetric. In this case, Alice meddles and Al suffers for it.



Since we only have seven pieces of decent food, I let Winters go hungry tonight (thank you Healthy Diet!)


Not too bad of a day, but we cannot start working on the Gathering Tools crafting project until we find a machete. I guess we will just spend tomorrow checking out the location the gals found in the afternoon. I mean, it's not like there are machetes just lying around for people to take.


I stand corrected. Of course, I bet we need to solve some intricate puzzle or pass some superhard skillcheck to get it.


Or we could just pick it up and take it.


It looks like there will be no rest for our crafters today.


We have no progress on our new crafting project, and a good amount of our next research item done.



Here is our end of the day status update.

Who searches the suitcase?
Who to give the Tools to?
Any changes to tasks? When should people be allowed to take breaks (25% Fatigue/Depression? 50%?)
Do we only scavenge until we find enough food for the day, or do we stock up and let some of it rot?

Current Jobs-
Scavenge the Plane (1 person max)
Craft (2 people max)
Research (2 people max)
Rest (3 people max)
Chat (no max)
Explore (3 people max)

Current Usable Items-
Toolbox (+5 Crafting)
Fishing Bait (+5 Fishing)
Spices (+5 Cooking)
Coffee (-10% Fatigue & Depression)
Medicinal Herbs (-3% Sickness)

Kinfolk910
Nov 5, 2010
Is it my eyes or is anyone else having a problem reading the text in the pictures?

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
It's not just you. PNGs aren't that much bigger than JPGs, OP.

Delvio
Sep 14, 2007
I'll try jpgs for the next day and see if it helps. Now that we are done with the tutorial, there should be a lot less pictures per post.

Here are the full-sized versions of the status screens and the finished shelter:



Ignatius M. Meen
May 26, 2011

Hello yes I heard there was a lovely trainwreck here and...

Let's give Yuri the toolbox and have Alejandro search the suitcase. People can rest/heal/etc. at ehhh we'll say 33% maluses. And we'll only overstock half a day of food.

Powerfrog
Nov 3, 2012
Julia searches the suitcase. (she's already a thief so she can take the moral hit)
Yuri gets the Tools.
We only scavenge until we find enough food for the day. Yolo.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Delvio posted:

I'll try jpgs for the next day and see if it helps.

...don't you mean try PNGs? :raise: Because you've been using JPGs.

Delvio
Sep 14, 2007

FredMSloniker posted:

...don't you mean try PNGs? :raise: Because you've been using JPGs.

I really need to stop posting so early in the morning.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Delvio posted:

I really need to stop posting so early in the morning.

Just making sure. Having a batch image maker kicking out JPGs instead of the PNGs you thought it was would be far from the biggest technical snag an LP has hit (not even counting LP Curse stuff).

Ignatius M. Meen
May 26, 2011

Hello yes I heard there was a lovely trainwreck here and...

Personally I think we need to not immediately murder Julia despite her depressing and vaguely dickish tendencies - we'll be paddling up poo poo creek if she's out of commission if/when we run into serious trouble or need her stealth skill to sneak some goods away from hostile people. Thus Alejandro since he's the currently least affected of the group by fatigue/depression/etc. and still has a comparatively good scavenging score.

Delvio
Sep 14, 2007
Day 3 – Now in a readable format

We voted to have Al search the case and give the tools to Yuri. Rest at 33%, stop searching at 100-150% food.


Al seems to have pretty decent stats, so he should do a lot better than Yuri at this.



Oh dear.


It moves awfully fast for a bizzaro-crab thing, and managed to pinch Al pretty good.


Let's see if it was worth it.


We found some fabric for crafting bandages.


A psychology magazine, which will let us boost the discussion skill.


A box of chocolate, which we can give to someone for a -20% depression.


And some painkillers, which reduce injury by 20%.



We give Yuri the tools for a good boost to his crafting.




And here are the morning assignments. Everyone with a >33% fatigue was sent to rest. Now let's see what they can accomplish.





Most of the stuff from the plane is stuff we have seen before.


Meat is another unhealthy food item, which give a slightly larger hunger benefit for a slightly larger sickness penalty.


Here are the stats after all that work is done. Winters did manage to explore a new square all by herself, so lets see what she found.


I don't think we are in Kansas anymore.


I hope he is friendly.


It looks like we can try two things on him. We can search him...


Or we can see if he can speak a human language.



Since Jacob, Julia, and Alice are all rested up, I shuffle our people around for the afternoon session. Alice and Julia are off in the Jungle to the right. Now let us speed up time and see what the rest of the day brings.


It looks like Jacob was able to finish up the research on his own. Now we can gather fruit (but only after another building project).


We don't have quite enough material left to make our fruit basket, but at least we have the basket.
Alice and Julia manage to finish exploring right before the goodnight cutscene.











Harsh. It looks like Al is not as smooth as his Discussion skill level implies.



We have plenty of food, so everyone gets a bite tonight.




Here are the stats at the start of the Day 4.


And here is our current island map. Now that we are off the peninsula, we have some options for exploring. But first, let's see what that new red event is (white is where the weirdo is).



Just a bunch of non-swingable vines. What can we do with them?


We can search them (only once)...


Cut them (obviously destroying them)...


Hunt the monkeys (tearing up the vines in the process)...


Or play with the monkeys (which does not seem to have a limit)

The choices for Day 4 are:
How do we deal with the Old Guy?
What do we do with the vines?
Which way do we explore?
Do we use any items?
Do we change any task assignments?

Current Jobs-
Scavenge the Plane (1 person max)
Craft (2 people max)
Research (2 people max)
Rest (3 people max)
Chat (no max)
Explore (3 people max)

Current Usable Items-
Toolbox (+5 Crafting)
Psychology magazine (+5 Discussion)
Fishing Bait (+5 Fishing)
Spices (+5 Cooking)
Coffee (-10% Fatigue & Depression)
Medicinal Herbs (-3% Sickness)
Painkillers (-20% Injury)
Chocolate (-20% Depression)

Delvio fucked around with this message at 02:15 on Sep 17, 2015

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Talk to the old guy
Cut up the lianas
Explore west

Is the island randomized beyond some starting bennies?

dscruffy1
Nov 22, 2007

Look out!
Nap Ghost
It...might have been said already. Does this game have some sort of overarching story? I'd assume so, gotta be a way to win. Otherwise it seems pretty interesting. I like it!

Let us talk to the old man.
I get the feeling hunting will fail terribly and the vines probably contain something nasty if searched. Cut them shits.
Go North young man!

kjetting
Jan 18, 2004

Hammer Time
Search vines
Play with monkeys
Talk to old man
Explore west

Ignatius M. Meen
May 26, 2011

Hello yes I heard there was a lovely trainwreck here and...

Glazius posted:

Talk to the old guy
Cut up the lianas
Explore west

With all of these, and Julia looks like she could use a rest.

Thesaya
May 17, 2011

I am a Plant.
Play with monkeys then cut the vines.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Saw this thread today and it seems I'm literally Al, sharing a name, country of origin and a knack for accidentally offending people. And being annoyed when someone brings up the topic of grandchildren :v:

Anyway,

Glazius posted:

Talk to the old guy
Cut up the lianas
Explore west

This seems a good idea.

Fat Samurai fucked around with this message at 12:00 on Sep 18, 2015

Delvio
Sep 14, 2007
Day 4 – Westward Ho!

For the votes, we will talk to the old guy, head west, and play a bit before cutting the vines. Since Alice has the highest discussion skill, I will let her do the talking.


This is the first CYOA event we have in the jungle. We can pick different options to try different approaches to the event. Since you said to talk, I will go ahead and try to communicate.


There are different penalties for failure besides monster attacks, but we will need to wait for another time to see them.



And here begins the real plot of the game. It looks like we will need to start looking for more of this prophecy


It looks like Alice learned a bit from that conversation. She also cheered up a bit from it too.


Yuri is a bit depressed from all the scavenging in the plane, so I send him to romp with the vine monkeys for a bit before we cut them down (cut down the vines, not the monkeys).


Unfortunately, the lumbering giant gets caught.



Caught by a two headed green rabbit?


He takes another chunk of damage, but at least we have painkillers back at the camp.


Fortunately, he is still up for a playdate with the monkeys. His depression drops below the 33% rest limit, so it is back to work for him.


Since Julia has the highest stealth, I send her to cut the vines.


It looks like she is not stealthy enough though.


And she gets mauled by a sheep.



We do get more rope to make our fruit basket, but we still need a bit more for it.


We also get our first level up out of it. Because Julia has a good Intelligence score, she gets a good haul of points to spend. I will hold off and let you guys choose what to spend them on.

Here are the morning task assignments:



Julia is really beat due to her events and her Lazy trait, so she will probably be spending a good bit of time in the tent.


If you try to advance time when there is someone who has points left to spend, the game will warn you like this. The game will also warn like this if your fire is about to go out.


Besides the wood, we also loot:
2 ropes
2 tasty meals (three stars)
1 regular meal (two stars)
5 barely edible stuffs (one star) – These only restore 1-5% hunger, but give no sickness
1 painkiller
1 chocolate box

We did not finish our crafting project, or our research, but we did open up a new location.


We either found a giant clam, or the birth of Venus.


It looks like we will need a good bit of strength to open it up.


Due to all the hiking,Winters gained a point in exploration, and managed to level up. She also has a lot of Intelligence, so we also have a lot of options for her.

That is all for the morning. Let's see what the afternoon will bring.


Since the morning was a bust on food, we will need to scavenge some more to keep ourselves fed.


Julia is still beat, so she will need an extra rest in the tent.


I am not sure if Winters will be able to explore an entire square on her own, but we will see what she can do.


Yuri gets a point of skill from scavenging, and also finds:
1 wood
1 rope
3 regular meal (two stars)
4 barely edible stuffs (one star)


And we finish our gathering tools project! Now we can finally get our own materials. There are some materials we cannot gather, like fabric, but we can still find those in the Jungle.

Winters did not finish exploring, so that is the only major thing to happen in the afternoon. We will now skip on to the evening.














Now that we have some hope for getting off the island, everyone is feeling a bit better.



We have enough food, but we do need to stuff everyone with barely edible stuff. Once the airplane food runs out, then we will need to decide what we want to do about food.


We will need to use some of our wood to feed our fire tomorrow, so we will need to gather some more for construction.


Here is what we need for the fruit basket.


And here are the options for Scavenging materials. (The game says “Gathering Tools”, but it actually uses the Scavenging skill)

Here is the stats at the end of the day:




Our choices are:

Who opens the shell?
How should we level-up skills for Julia & Winters?
Who should have gathering duty?

Current Jobs-
Scavenge the Plane (1 person max)
Craft (2 people max)
Research (2 people max)
Rest (3 people max)
Chat (no max)
Explore (3 people max)
Scavenging Wood/Rope/Stone/Herbs (2 people max)

Current Usable Items-
Toolbox (+5 Crafting)
Psychology magazine (+5 Discussion)
Fishing Bait (+5 Fishing)
Spices (+5 Cooking)
Coffee (-10% Fatigue & Depression)
Medicinal Herbs (-3% Sickness)
Painkillers (-20% Injury)
Chocolate (-20% Depression)

Jeabus Mahogany
Feb 13, 2011

I'm mad because of a thorn in my impenetrable hide
Seems like Stealth is really loving important if we don't want to get chipped down by the wildlife.

Delvio
Sep 14, 2007
I was hoping to get to the next page prior to the next update, but if there are no other votes, then I will update in half a day or so.

Ghostwoods
May 9, 2013

Say "Cheese!"

Delvio posted:

I was hoping to get to the next page prior to the next update, but if there are no other votes, then I will update in half a day or so.

Honestly, without being in position of needing micromanage everyone personally, the choices seem too abstract and frequent to really spur me into voting. I have no idea about the skills -- I really don't yet know what might be useful and what wouldn't be -- and short of saying "use the best people for the various jobs, allowing for fatigue and depression levels", I don't have any useful thoughts for the gameplay.

dscruffy1
Nov 22, 2007

Look out!
Nap Ghost
Bob Bob he's our man, if he can't crack that shell no one can!
Also gonna second that stealth vote. Didn't expect it to come up so much with us getting attacked by jackalopes and who knows what else.
Alice looks like a harvester to me.

Ignatius M. Meen
May 26, 2011

Hello yes I heard there was a lovely trainwreck here and...

Yeah stealth and fighting looks like they'll be constant issues. We might have to get Julia better at scavenging so she can hopefully come away without scratches or too much tiredness.

Delvio
Sep 14, 2007
Day 5 – Abridge too far

By customer demand, I will be taking over the minor day to day details of life. This is not a blind playthrough for me, but I will try not to use my fore-knowledge too much.

For the level-up skills I chose the following distributions:
Julia- Stealth up to 87. Now she can be our designated adventurer.
Winters- She is average in everything, so I gave her Harvesting up to 41 so she can help pick fruit once the basket is ready.

Julie safely opened the clam and found the following items:


Ancient Wisdom gives a + 1 to all skills, and Miracle Potions remove 10% from each hazard.

Since you guys have already seen the day-to day camp scenes, I will skip them, and just give you the summary.

AM assignments
Yuri – Scavenge the plane (Result - Found 3x wood, 1x rope, 2x 1-star meals, 5x barely edible stuffs)
Illyana, Jacob – Research (Result - Research is up to 75%)
Al, Winters, Julia - Rest
Bob – Gather wood (his skill is bad, but we don't need him anywhere else)
Alice – Explore (Result - 100% explored & leveled up)

I put all Alice's skill points into Exploration. She should be able to explore without much help now. She also found the following odd scene:




We can search it (and still leave it standing), and still sit down and take a rest (and possibly restore our fatigue).

PM Assignments
Al - Scavenge the plane (Result - Found 2x wood, 1x rope, 2x 2-star meals, 4 barely edible stuff)
Illyana – Research (Result - Got up to 97% on the research...darn it)
Julia is tired from opening the clam, so Jacob, Yuri, and her will rest.
Bob & Winter don't have anything better to do, so they will chop wood (Result - got 4x wood)
Alice will explore all by herself (Result - 100% Exploration) [Note – always use the buddy system when hiking in real life. Remember, you don't need to outrun the monster, you just need to outrun your buddy].

Due to her high skill, Alice finished exploring and found a nice little fishing spot on the beach:



We can either search it once and use it up, or we can dive into it (and hopefully restore our depression). We do not have the tech needed to catch the fish though, so we can also catch the fish later on if we do not search it.

We have enough food from the plane for everyone, so lets end the day with a bit of character building:










The game is a bit opaque about the mechanics behind character interactions, but Jacob and Illyana have been researching together quite a bit, so it may have contributed to triggering this conversation.


We have enough resources for constructing the fruit basket, so hopefully we can get that finished before we starve. There is a cheesy tactic we can do later on with the couch, which I may show off later (although they may have patched it out in the last update). No major decisions for now, but feel free to chip in with suggestions or requests. No major decisions for now, but feel free to chip in with suggestions or requests.

Current Jobs-
Scavenge the Plane (only 5 more time, 1 person max)
Craft (2 people max)
Research (2 people max)
Rest (3 people max)
Chat (no max)
Explore (3 people max)
Scavenging Wood/Rope/Stone/Herbs (2 people max)

Current Usable Items-
Toolbox (+5 Crafting)
Psychology magazine (+5 Discussion)
Fishing Bait (+5 Fishing)
Spices (+5 Cooking)
2x Coffee (-10% Fatigue & Depression)
3x Medicinal Herbs (-3% Sickness)
4x Painkillers (-20% Injury)
2x Chocolate (-20% Depression)
1x Ancient Knowledge (+1 to all Skills)
2x Miracle Potion (-10% to all Hazards)

Delvio fucked around with this message at 04:37 on Sep 22, 2015

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Ignatius M. Meen
May 26, 2011

Hello yes I heard there was a lovely trainwreck here and...

Since I based my 33% suggestion on a guess that there were penalties to results based on how bad your conditions were, but had no proof, are there penalties like that for various percentages of malus conditions or do characters always get the same chances for results of doing things until they hit 100% and then instantly become too tired/sick/dead to work any more?

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