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Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

KillingPablo posted:

I feel there needs to be a method of somehow "saving" corpses to make them last longer, but I only see them being sacrificed or raised from the dead.


Can you just talk to a follower or summon about them? I’ve kept lots of summons alive by just having them talk to one another.

Alternatively, could you paint using corpse as inspiration?

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Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Autonomous Monster posted:

News of the build Illopolitan!

http://weatherfactory.biz/christophers-build/

Among other things, a pleasant surprise: Mr Kennedy is planning to take the bad bit of his game and... fix? It??


Perhaps he has been possessed?

I'll say that the way I made the game 100% less grindy was reducing the durations of all explore, talk, and study by half. There is no reason I need to spend 60 seconds waiting for a hireling to take the coin I'm handing them. If I've got the people I want/need for an expedition, I'm not going to benefit from another half minute of waiting. With no changes to other counters, this might be somewhat of a buff, but drat it means I can actually clock through the end game expeditions.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
Is there a lore explanation for why the only available victories are through lantern, forge, and grail? Or is it just that they haven’t quite figured out the mechanics of building ascensions for the other paths in game?

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Carcer posted:

In my first fumbling game I accidentally got promoted at Glover and Glover after Mr. Ailden retired and lived out a nice, peaceful life.

I'm still incredibly confused by what I'm doing but I didn't completely gently caress up and die so :confuoot:

I did the same. I also managed to “win” by completing the cop chain, and got promoted to inspector, long before I figured out how to enter the Mansus

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
I’d love a few more ways to deal with evidence. Right now, it’s either moth or nothing. At a minimum, I’d like to use maybe grail or knock instead.

In more complex, it would be nice to use a disciple or summon to either degrade the case (damning to regular, regular to notoriety), or maybe pay off the case. You could balance that with generating the usual bad effects if you fail.

E: I finally got to start my first new game + last night, and man is it more fun and tense than regular. Dealing with the adversaries gradually increasing attacks is a fun new challenge, but also offers me a convenient place to drop some of my summons that I have to have talk to one another during downtime. I almost ate it early, because the adversary drained all my bank accounts before I could get to R3H3P3, so I was in a mad scramble to keep working health just to stay alive long enough to buy some books from the bookstore.

And then did eat it later, when I had a double fascination running, and adversary plus quiet streets dropped 2 more on the board, before I could get a winter lore.

Dalaram fucked around with this message at 00:50 on Jan 28, 2019

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Gato posted:

They've made this a bit less exploitable with the most recent update - you can't use the top-tier summons as ingredients to summon themselves any more, sadly.

That’s too bad, but kind of reasonable. I sure as hell don’t want to summon a Name by stabbing him in the heart, just so he can show back up and hang with me for another 3 minutes.

And from earlier, I finished a change victory, and it’s worth having a dance passion just to be able to eat lovely influences like fascination or dread.

Also, don’t forget about always sleeping dread+fas or content+dread together if you can. Dread and content especially - the content timer is way short.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Avasculous posted:


Also the ratio of time : payoff gets a lot worse if you factor in forgetting which Commission came from which Mentor and having to manually try every combination when you turn one in.

I solved this my very first time playing. Always line up your patrons together, and place their commissions under them when received. When done, place the completed product above them.

But yeah, grinding commissions in between expedition bursts can rack up big dough. It’s certainly less tedious than Dance/Banking/manual labor to keep afloat.

I wish you could sell lore. By late game, I’m swimming in books, none of which I can gauge what kind of lore they’ll spit out, so I translate and read all of them, but end up having way more lore than I can upgrade.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Phi230 posted:

How do you advance your temptation and why would you do that?

Advancing your temptation is the only way to get a standard or better victory.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

ZeroCount posted:

Except they also sometimes just eat Mystique instead so they're actually only useful if you've got Notoriety and nothing else. Secondly, the talk verb is often in high demand so there is almost always something better you can be spending it's runtime on (like anything else). Thirdly, Hunters are little babbies after the earlygame so who cares about Notoriety.

The main use I’ve found them is when I know I’m finishing up an expedition. I can start them talking about cult business when I finish the last challenge, and they’ll happily eat the notoriety that pops up with expedition close.*

*does not apply if you paint for a living or generate mystique, and will sometimes randomly fail

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

TastyLemonDrops posted:

You've been reported to the Bureau.

Alternatively, you’ve gone someone interesting. Come with me

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Mr. Pool posted:

TIL you can auction off influences you find in the mansus for money :O

Wait, what?

You sure you don’t mean artifacts? I know you can hock tangible poo poo like Iotic essence, but you can sell things like “a wintery breeze”?

Dalaram fucked around with this message at 12:57 on Oct 6, 2019

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Mr. Pool posted:

Is there any reason to keep tools around once you can a tool of the same color but a higher level? (esp if you're not using the rite that uses up tools)

Not really, but I can’t help myself but collect one of each artifact, lore, essence, and paint of each lore type...

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
I played through exile and after getting my poo poo pushed in a half dozen runs, I started to figure it out. But with a lot of dissatisfaction.

- I get the need to be on the run all the time. But it’s almost the converse of regular cultsim, where you’re expected to slowly build your army. The pace and constant movement, with the ticking clock of your limited years is a different kind of stressful.

- Some of the chances of reckoners are bullshit. Quietly sitting in a town with no traces still has a 10% chance a minute to spawn recliners. And when reckoners appear, there is no way to counteract them except move out.

- The only way I’ve found to generate funds without spending years seems to be underworld connections, forge, and warehouse counterfeiting. This sucks, because you always need funds to move, which means you are burning years constantly. To be fair, because it’s so painful to send money ahead it’s almost never worth having more than a few cash on hand.

- There doesn’t seem to be nearly any lore. All locations, relics, and people have very little character

- Cheap way to cheese the later game that became necessary: If you have at least one obscurity, you can set worm setting on, and hold it. If you never set the card down without the game paused, reckoners will never do anything but look for it, giving you time to skip dodge. And the Obscurity (or stack) if you had one come with you, meaning you can indefinitely hold off even under bosses and your foe just by playing keep-away with the obscurity

All in all, I’m glad to have a little more cult simulator, but this wasn’t really what I was jonesing for.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
Picked this up over the weekend and put about 4 hours into it so far.

Having played a ton of CS, there is a lot of familiarity in the mechanics and art. The unique mix of card game with timer based interaction is unique among games, and a lot of the dopamine hits that CS gave you are present here too.

At first, I was a bit miffed - the card art seems almost directly pulled from CS, and this felt like an asset flip. However, once you unlock the house, and get into the game proper, there is a trove of new art, fiddly bits, and doodads. There is no handholding, or tutorial really; it’s just dive in, and start experimenting. If you aren’t familiar with the mechanics, I can see how this would be a game that you would make no progress on, and get frustrated with after 2 hours and refund. If you do like the free form CYOA style engagement, then it will rapidly grab you. Not sure there is going to be good replayability.

Speaking of which, I spent nearly 30 minutes trying to get a 3 knock helper to open up the house of hush, before I realized you can actually zoom in on the rooms, and interact with stuff in them. The earlier complaint about UI holds; there are some really irritating UI items that In seeing.
- having to click on the card space to unlock a room to see what it needs, rather than just the room
- having to click on the pop-ups to dismiss them, rather than them fading after a second.
- getting one of said annoying pop-ups literally every time you go into the skill tree.

There’s also some neutral items I’ve found
- there is the ability to copy text; but does it just copy to clipboard, or some journal that I’m unaware of?
- and if it doesn’t exist, having an in-game indexable (and searchable) journal/log would be excellent
- there’s a million interesting bits in the rooms; but so far the interaction with them seems to be pretty mundane; you can occasionally use them to aid in researching a book, or for crafting; but otherwise spending a soul point to interact with them seems to only generate very basic memories; and you can’t use them to pump up your helpers
- there seems like a ton of lore; but unless you’re somehow copying all of it into a spreadsheet or something, it’s very missable or disconnected.
- Skills seems very samey. Despite each having neat art and lore; they don’t (yet) seem to have different effects

Overall, if you liked CS, then highly recommend buying or acquiring this.

Dalaram fucked around with this message at 15:40 on Aug 21, 2023

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
Is there a way to recall all completed tasks? I keep losing soul aspects by using them before dawn to generate stuff; but the text size on completion is so small, I end up losing them for days sometimes.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Infinity Gaia posted:

No, but if you press Backspace (by default) you zoom over to a completed task no matter where it is. This should really have been in the tutorial rather than just hidden in the keybinds.

loving lifesaver.

Rapner posted:

So... should I wait to place skills in the wisdom tree until I can verify that what I'm getting can be upgraded?

What he said; but I wouldn’t worry about it. It’s really hard to align wisdoms with workspaces in your house with aspects of soul. Just pick whatever, and upgrade as you unlock the house. I’m guessing there is a workbench for all wisdoms and all aspects eventually

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
Ok, and holy poo poo. You don’t have to catalog, or decode books through inspect; you can use desks instead! This also means you can actually use inks, or tools to give you a little boost when translating, versus inspect which only gives you memories and skills.

This also means you can potentially be generating memories with inspect while seconding, which is where I kept struggling.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

CommunityEdition posted:

Next you’ll tell me assistants have a use other than unsealing rooms.

You can talk to them to generate memories for free; early on, you can also use them to open the other two doors that aren’t your “friend”.

Other tricks;

- You can restore your aspects mid day. If you claimed a bed, you can put a fatigued aspect in “restore”, plus a drink. It does take a while, but once you claim the well, you can drink unlimited well water. If you wanted, you could almost constantly be pulling up water and resting skills.
- alternatively, you can also use the Inn: put a tired skill in the left slot, and a coin in the right.
- you can use the free assistant, or pay a shilling to the other two townsmates or inn fodder. But if you burn an aspect with any coin in the right slot, you can get someone that comes with 3 skills at 4 each; plus they can generally use unique items, like candles, music, paints, etc to buff their stats.
- skills of the same aspect don’t always have the same effect. So 5 moon with a moon skill might generate an item; but with a different 5 moon skill, it might generate a memory
- have you found the two scavenging spots? Ones on the beach, ones on the far right side. You can scavenge up low level mats; you can also scavenge up a dog, snake, or a cat!
- in addition to the fire, you can also toss “things” and beasts into the ocean.
- altars can use animals as an input. To restore the animals, talk to them with an aspect and food.
at least early on, it seems like the dog resets his happiness without being fed, if you don’t have renewable food sources (chickens and garden)

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
Completed books in the reading room. Contaminated books in the cold room with a bed near the entrance.
Books that should be able to be read in the room next to that, with the tall desk.
Books that I can’t read because of language in the librarians quarters.
Uncataloged books in the bridge room.

But the only thing that actually matters is one row of books sequestered off that re-reading them gives you a 2-grade aspects memory, so you can rapidly churn out good memory amplifiers. I’ve almost got a full set of all 13 aspects, and it makes crafting/upgrading/researching much easier.

The adjacent question is how do you arrange your crafting goods? Do you arrange by crafting station? (Metals by forge, liquids by chemistry) by aspect? (Highest aspect items in the room with an appropriate forge)Or for aesthetics? (Booze in the wine cellar; food in the pantry?) I kind of do all three - but also have a poo poo load of low aspect miscellany sitting on the bridge in front of the house.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
Now that I’ve (mostly) figured out how to use desks/books in parallel to “inspect”, I’m really struggling with “Talk”. You are pretty much gated mid game with using talk all day to feed your helper buffs, so they can open a room. While you’re doing that, you can’t tend chickens, use/reset pets, or amuse guests. And as best I can tell, there’s no way to interact with guests besides talk.

I would definitely welcome some meta-progression beyond getting more soul cards, or having access to new crafting stations. Like, talks happen 5% faster; or you get more vegetables scaling from your health aspect; or you get two weather memories per day. (Or perhaps the ability to generate a new weather a day?). I’d rather get some of those kinds of permanent bonuses than another Fet card.

Also, it would be neat to have room specific tendencies; like keeping a room with more than 15 or so of an aspect would slowly influence the room; conferring an aspect specific bonus. (Extra drink pours from nectar? Residual objects from incinerating in a forge room? Ability to kill your animals in a winter room?) Perhaps even add downsides as a room gets more influenced.

Also, for fucks sakes - schools of thought are really terrible. Except for adding a crafting station specific gate for soul level ups, there seems to be no unifying theme to them. They don’t seem to clearly align with any one aspect, or soul. Like, come on - at least align Infernology with mettle cards, or Forge. They are just another I’ll described system, that doesn’t seem to add to the game.

All that said - the basic loop is still really really good and fun. There’s a lot of potential to make this really excellent with some tuned QoL and system enhacements.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

nokko posted:

Can’t decide whether purposely injuring your own soul so you can read more is the mark of a poor Librarian or an excellent Librarian.

You know, that’s a pretty good idea. Having a damaged health to continuously draw water, or forage, or gather vegetables, or catalog books, etc seems like a fairly optimal play strategy.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Google Jeb Bush posted:


a lot of these ideas are good

Thanks!

Then I’ll keep going with some more then.

- Ability to have assistants do more. Poets can work desks. Nuns can work shrines. Engineer forges. Use them instead of soul cards. Maybe take an efficiency/time loss to balance.

- Change the economy of souls. Instead of gathering multiples and combining them, you have to unlock all 9, but they don’t tire each day; leveling them up makes them run faster; or generate more from one offs- in addition to having more aspects. Now the plate spinning simulator from CS really kicks in, when you’ve potentially got 9 subtasks (plus your helpers!). If unbalanced, maybe they tire for 2 min after use, less 1 min if you rest them in a bed/bar; same as CS did with your 3 aspects.

- fix the “three more try system”. De-prioritize weather. I once got 2 weather tries; you can only ever have 1?!? Get rid of bullshit epiphanies. Emphasize art, things, and comfort. Maybe even increase odds of maladies, since this would make it easier.

- also, find more use for things, comfort and art. Maybe add more bar helpers who can use them. Or better; let everyone use comfort at least once. Add a workstation that uses art/comfort. Perhaps an easel? Upholstering station? (Would also need to change the classification of pets, who are comfort)

- put a timer on memories; don’t wipe them each day. Let persistent memories stick around, or perhaps decay. In fact, maybe that’s the answer - let memories decay every 3 mins losing 1 aspect in all levels. Memories with no aspects left fade out. This keeps the pressure to generate and use them while they’re good; but you aren’t in the constant situation of having a bunch of stuff at the end of the day that fades out, because you’ve spent all your soul, and now all your books/research are finishing.

- same note on help. Enlist their help for 24 hours, not till dawn. Complements the “souls don’t tire”. Probably still should have them leave after unlocking a room though; it would be pretty powerful to just keep paying them to stay. Or maybe it increases each time, making it harder to keep around your well trained person. You can talk to them after clearing a room or any time to reset the 24 hour cycle.

- add to the day/night and season cycle. Perhaps Moon aspects get +1 at night, lantern -1 (minimum 1). Flip during day. Perhaps forge gets stronger in autumn? Winter stronger in… winter. Add more seasonal changes to the house too - the gardens seem to be the only ones affected by seasons.

- Make the skills actually unique. Add a few more qualities than candle making, or good against curses to give some hints as to what the skill actually does. Distillation, to make liquids. Smelting, to make metal. Prayer, to make signs. Sure, some of this gamifies the spirit of the game. Instead of reading and absorbing lore, you are now making it straight forwards. But absent a cohesive in-game journal, you’re either a grog making the notes yourself, or just keeping your wiki alt-tabbed. Maybe this could be “lore mode” versus “game mode”

-Fix the Inn/spintria economies. My health could rip the arms off a long, or I could use it to make 6 pence hauling firewood? Have the income scale; but also give more to do with it. Afore mentioned “increasing costs to keep help”, or perhaps a wandering trader that sells foodstuffs, drinks, raw materials? Maybe a random one every other day; one sells food, one sells teas, one sells cloth, one sells metal.

- For spintria, there has to be a better answer than “learn language or buy book”. Rare trader sells exotic materials? Use Spintria to buy temporary buffs to a room/station? Buy lessons? Also, one visitor per day.

- Events are meaningless, and benefit/consequence free. Bring consequences, or adversaries to the house that have to be placated, or pacified - with possible spintria rewards - or rare materials or persistent memories. Also, visitors are both boring and meaningless.

-Reallocate the books by period. Make the baronial books 4-8, dawn 6-10, such and so forth. Tilt the eras more forwards the right of the house, so I don’t end up with no early game solvable books.

- re-wicker the skill tree. These ideas mutually exclusive:

1. At a minimum, try and line up closer relevant schools with associated soul aspects
2. Better: associate each school directly with a soul aspect. Slotting “nature school” skills adds heart
3. Best; adopt no new skill cards, like my concept above. Unlock all souls at level 1 (except for your starter 2) then add one or more passive bonuses each level. (+aspect, -time, others). This may also mean needing to reduce skills, requiring you to focus on a couple trees, and not unlock everything; else all trees now just “same-y”. You could fix with with perhaps a choice every two levels; pick a unique ability, which gates the other.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
So you can use a corrupted skill to infinitely generate stuff, once you start hitting tier 4 skills. Just find an appropriate bench that take the now singular aspect your soul has, and one that takes either aspect of the skill you want to generate. Voila - endless production of tier 5 crafts, with no memories or other items needed. You can make this a little earlier if you use a desk, and a re-usable tool that matches the aspect you’re looking for.

That said, you can’t use corrupted souls for any gathering, or talk related tasks. Only workstations.

It looks like there’s a lot of QoL patches coming “, including a button for completed tasks. I’m sure they’re overwhelmed with fixing glitches for now, hope to see some balance patches soon.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Demiurge4 posted:

Worst part of the game so far is scrolling the map to the village.

I think one of the patch notes said he was against improving this, because he wanted the house to feel isolated?

While I don’t agree with that opinion in a game that might take 40+ hours, I do appreciate the length of the bridge, since it is my grab bag collection of poo poo that I’ve foraged up that has no nice place to put in the house.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

SettingSun posted:

"We made this arbitrarily annoying on purpose" will not hold up very long I suspect.

I mean, this is weatherfactory. Part of the appeal is the cryptic bordering on impenetrable systems in their games. “Muh vision”, and whatnot.

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Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Bad Seafood posted:

I enjoyed figuring out Cultist Simulator, but once I'd figured out all its mechanical quirks replaying the game didn't hold my attention. Not that every game needs to be replayable, but when there's an achievement for every possible ending and romance option, I thought there might be a little more incentive to revisit it. Once you've learned the recipe for success though, you can just do that every time with little need (or room) for tension or imagination.

How's the Book of Hours on that front?

Getting close to the end, I’d say one and done. There doesn’t seem to be real Choices that meaningfully affect the plot, save your choices for slotting skill (since it seems like there is less than 99 skills, so you can lock yourself out of T9 school skills).

I think it’s probably better to save before you close a history, then reload and do a new one.

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