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lordfrikk posted:What does the Inland Empire stat represent? I'm not a native speaker. It's apparently a metropolitan area in the US and also a David Lynch movie. Can't figure out more than that.
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# ¿ Sep 26, 2019 21:57 |
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# ¿ May 15, 2024 02:29 |
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While I can't disprove that he's ever written under those influences, I don't know that there's any first-hand source anywhere that actually claims as fact Michael Kirkbride having taken mushrooms/LSD to write for The Elder Scrolls. There was like, an anonymous rumor on 4chan that used an image from a music video and claimed it was a picture taken by Todd Howard of Mike after locking himself in on a drug-fuelled bender.
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# ¿ Sep 28, 2019 00:15 |
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As far as templates go, I haven't tried to stat concretely but I thought of a hero that I'm curious to see complete this game: Inspector Hildibrand Manderville, agent of enquiry from Final Fantasy XIV! Quick synopsis of the character: a bumbling meddler in the vein of Clouseau, with a sleepy sidekick (who specializes in pyrotechnics) and a sort-of modern Cato in the form of the player character (though it's his family that keeps him in physical peril). He's quite physically fit (though that's mostly to do bodybuilding flexes and endure extreme abuse - he's not really a fighter), a bit self-aware (gets kinda petty when someone upstages him and/or finds out the real causes/culprits while he's concocting wild theories), and kinda sweeps people into absurd situations. I thought about him while thinking of non-explictly-Lynchian detectives who'd still be a fit for Inland Empire - his ideas and priorities are usually some dreamed-up stories that still somehow get him embroiled in the actual events of a case even when his theories are wrong. So probably fairly high FYS scores across the board (likely barring Electrochemistry - any madness about him isn't chemically induced), a mix of MOT scores (he's klutzy and often unobservant, but he'd probably also qualify for at least some Savoir Faire and Composure), actually some decent PSY with high Volition and Inland Empire, moderate Empathy, and maybe even some Espirit de Corps, and... fairly low INT across the board; his best might be Drama and Conceptualization, but even they wouldn't be THAT high. I just know he's going to need this in his Thought Cabinet. Hogama fucked around with this message at 07:54 on Sep 28, 2019 |
# ¿ Sep 28, 2019 07:36 |
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That is the design intent, yes, that Motorics are the UNquirk compared to the other three lines.Meet the Motorics posted:Above all, the Motorics skills make you cool. And, unlike the other skill sets, they don’t come at a huge cost. Put too many points into Physique and it turns you into a violent animal – something like Marv from Sin City. Overdo Psyche and you’re Dale Cooper on MDMA. Too much Intellect turns you a Holmesian pedant. The twist with Motorics is – there is no such twist. Ultra high levels of the Motorics skills surprise you with expanded functionality. It’s the stabilizing element of your build, the binding agent. A high Motorics cop is one smart, streetwise operator, closest to the classic Detective archetype: your Johnny Dollar or Sonny Crockett. It’s also the flashiest attribute animation-wise, and definitely the best-dressed. Which is not to say that the Motorics skills make you perfect. You may come off as jumpy or high strung. A bit of a cokehead, even. But, honestly, that’s nothing compared to the trouble you can get into with the other three.
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# ¿ Oct 1, 2019 12:21 |
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You do have a little bit of flex in controlling your moment-to-moment stats if you want to try to avoid/encourage some outcomes through Clothing and Drugs. Thought Cabinet is a bit more rigid because you have limited slots and have to spend a skill point to remove anything, but completed thoughts give multiple buffs so it might not be too painful to swap out at least a few in a game. Gonna be wild to see the speedruns on this and guy's running around collecting disparate gear and booze to slam through skillchecks.
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# ¿ Oct 2, 2019 17:29 |
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Looking at this video for some dialogue/skill check examples that more explicit than what was in the trailer or the main site's screenshots, I see some examples of conversation with your attributes, how you can hover to see what a skill check will take, and at least once where a failure gives you some different response choices than if you'd presumably passed. First one's on the official site, just an example of inanimate objects pitching in, too. Spoilering the others just as backup; I'm sure some want to go in with as little foreknowledge as possible. Couldn't say I noticed explicit thresholds of when your stats might start offering feedback if it's more involved than "do you have it unlocked yes/no" but there is an example of getting a task solely from your mind. Something that stands out to me a bit more on this is noticing the passage of time; I dunno how much pressure there'll be to keep ahead of a hard limit, but the clock does keep ticking in conversations.
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# ¿ Oct 2, 2019 19:28 |
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Alpheratz posted:For what i understood by playing the demo last year, the skill don't really force you to choose a specific option, but determine what options you have in the first place, outside of some default ones.They do so by talking to you and forcing you to notice specific elements or try to push specific lines of talk or action. Having higher points in a skill gives it more influence on you and makes it more likely to try to push you in a specific direction, becoming potentially really angry if you fail or refuse.
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# ¿ Oct 2, 2019 22:30 |
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Alpheratz posted:well you get options relate to failing a check, or even open a completely different dialogue tree The main idea being that you still mold your available options by your Skill spread, Clothing, and Thought Cabinet ideas, in addition to choices you make. Another thing I'm curious about : when you roll and fail a skill check that can be tried again, it puts LOCKED on that check. Do you happen to know if that's for the current conversation (so you have to back out and try again) or if some amount of time needs to pass or whatever before another attempt can be made? I'd assume the latter so you're not incentivized to just brute force coin flips on the spot, but still maybe take a shot at them since it's not necessarily a permanent failure when you miss?
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# ¿ Oct 2, 2019 23:32 |
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I've already observed some notable Skill divergences in the two videos and feel like I grok the system better now. Minor mechanical spoilers, I guess? You only see when your skills chime in when you have a successful check, but at character creation, you can only set your category ranks and make a single skill your Signature, which puts a point into it and increases the cap for that entire category by 1 (which means you can even have 1 Intellect and still have a skill cap of 2 for Intellect skills, if you want). So yeah, you've always got all 24 voices in your head - but with how the rolls work, the ones associated with your strongest categories are going to interject a lot more frequently. Because rolls add your category score to your skill score to your dice and compare the total to difficulty check; greater or equal means they get to chat, less than means they stay silent. So if you're starting up a Sensitive character, Inland Empire gets a lot of early influence even without a single invested point because the CATEGORY is at 5, which means that, say, the above auto-check passes with a 3 or greater roll (2 always fails, 12 always passes). But if Psyche was only 1, that roll would have to be a 7 or higher - you'd still have a fair chance with such an easy target number, but it's no longer nearly guaranteed. And that applies across the category, so a Physical character's going to get bugged by Electrochemistry for drugs a hell of a lot more often than the Thinker does. The mirror conversation has two difficult checks that are certainly meant for either coming back with bonus help (like how stopping the fan makes it easier to make the Savior Faire check to get the Horrific Tie), but also that's where focuses start to come in as well, since you'll have a much better chance with skill points backing up your rolls. But it's never 100% and it's never 0%. Also successful checks you choose to make aren't necessarily amazing outcomes anyway - dodging out of the manager asking about your bill doesn't mean you coolly get away with it, you just kind of piss him off as you awkwardly run to the door. Anyway, seems like build theorycrafting needs to take into account the 8 category points you start with and the Signature skill. Obvious as any of the above may or may not have been already, I'm already loving the writing.
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# ¿ Oct 3, 2019 21:29 |
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ShelticRule posted:I've been looking forward to this game for quite a while, and remember watching a preview quite a ways back that showed off some gameplay. But when I watched a preview of the first 20 minutes or so of the game this morning, it motivated me to go back to the Devs' "Introducing Metric" page. And I realize that I don't know how to parse the following: Checks use your attribute + relevant skill, so your Motoric 4 cop automatically has a base of 4 anytime those skills get checked. Someone playing a Motoric 1 cop only has a base of 1. When you put points into a skill, your rolls improve further, but you can only put points up to your cap. So, unaltered, your Motoric 4 cop can have a base of up to 8 in any one Motorics skill (MOT 4 + Skill 4).
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# ¿ Oct 3, 2019 21:40 |
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frajaq posted:https://www.youtube.com/watch?v=NxYJyMFjbao This is 1:22:46 extended game time, continued from directly after the first 18:22 video. Obviously more spoilers - but more chances to see the characters and how the skills flow and interact, and honestly it seems to still be barely scratching the surface of the game. No less than three Skills are incensed that the manager rejects your plan to sing karaoke! And there's more intra-Skill responding than just Volition.
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# ¿ Oct 4, 2019 21:52 |
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Was thinking about how this isn't a game of particularly high numbers. Though I don't know the actual max potential caps, so far the lowest difficulty check I saw was 8 and the highest was 18. So you'd need a total of 15 points in a single skill to have the best odds you'll ever have for that; that'd require a 7 in the Attribute and 8 Skill Points to do without other bonuses, which is something you can't get from character creation (though the preview images on their site do show a 7 Attribute). 6 in the Attribute and 7 Skill Points would only need to make up 2 from items, though, which should be easy; heck, even 5 Attribute and 6 Skill only needs to make up 4 points. I'd anticipate being able to achieve that with maybe 2-3 Skills in a normal playthrough, though the more you do, the fewer resources you'd have to spread elsewhere. Not to mention the mechanic of "adding a point unlocks white checks" means there's a bit of a tactical aspect in the timing of leveling - you might not want to rush your levels. But you also have to have a threshold for the MANY passive rolls, so it's not like sitting on a hoard of unused points is the strongest strategy, either. But anyhow, the chart helps me visualize some things: assuming you have to beat the difficulty like the METRIC blog says and not just match the roll like I saw happening in an early build, whatever Attribute(s) you have at 1 enjoy a little worse than coin flip odds to chime in on the easiest rolls for associated Skills. That drops to a mere 16.7% for Normal checks! Mitigating that's possible, but even an investment's only going to really help with baseline competence. But that might be enough to get by. Something I've read to consider for anyone planning on a low Physique run (minor early spoilers): the Volumetric poo poo Compressor Thought is obtained from vomiting multiple times while trying to deal with the hanging corpse. This is probably a useful Thought to keep active because Endurance also serves for your Health pool, so it's one of your few ways to compensate for your squishiness. Hogama fucked around with this message at 23:41 on Oct 6, 2019 |
# ¿ Oct 6, 2019 22:37 |
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It's a little thing but I like that your cop has a body that can be read alternatively as "age and alcoholism covering a sturdy frame" or "weak, flabby intellectual" with the same model.
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# ¿ Oct 8, 2019 02:27 |
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ChrisBTY posted:Wish they would set a price though. https://twitter.com/studioZAUM/status/1180123328591355904
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# ¿ Oct 8, 2019 04:09 |
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SlightlyMad posted:https://twitter.com/CohhCarnage/status/1180878673936867333 SlightlyMad posted:FextraLife will be another channel streaming Disco Elysium some time on Tuesday.
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# ¿ Oct 8, 2019 12:45 |
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And on that note, Cohh failed a roll and got Morale damage and got a game over.
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# ¿ Oct 8, 2019 14:05 |
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Cohh just discovered some Morale loss wasn't instant even at 1 point, and had time to use a healing item before it depleted.
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# ¿ Oct 8, 2019 14:30 |
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Well, the margin of error at 1 is however many health restorative items you have on hand, which you will eat through like candy at 1.
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# ¿ Oct 8, 2019 14:57 |
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Neat. Looks like the Copotype Thoughts can have some hefty build ramifications.
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# ¿ Oct 8, 2019 15:57 |
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An interesting look at your partner: Kim's his own man. He has his own hang-ups and little quirks and flights of fancy (like surmising one of the boot prints belongs to a drummer), if perhaps less vividly external as you have the potential for, and he has failures, too. He's not a bad cop, and seems a lot more brushed up on protocol and procedure than you, but he'll miss a lot of finer details you can muster or wring out of people, and he's no marksman. Bit more nuanced than simply the straight-man foil. Personally it's probably going to be hard to try "bad" runs where I deliberately disappoint him.
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# ¿ Oct 8, 2019 17:25 |
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https://zaumstudio.com/2019/10/08/welcome-to-revachol/ Devblog about the game's primary setting. Maybe more spoilery than prior devblogs.
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# ¿ Oct 8, 2019 19:38 |
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Crappy Jack posted:It sounds to me like this is actually a pretty good way to miss a lot of content. Which is also what makes me so drat excited, most games only skillbranch as far as "You either succeed at the thing or you can't do it and have to do something else" as opposed to "you either succeed at the thing or you fail, which leads to an entirely new set of events and consequences", which is exactly what an RPG SHOULD do, in my mind. Now, I don't recall any examples shown at the time, but at least some Thoughts are also supposed to be conversation influencers down the line if they're active, so it's entirely possible that you'll miss out on a dialogue option or two without Volumetric poo poo Compressor active, if not just more roll bonuses like the +6. (More immediately, it's a build shaper for having used FYSique as a dump stat: if you have 1 FYS, this effectively raises your max Endurance score to 5, which means 5 Health, which is slightly better than if you'd started with 2 FYS. If you started with 2 FYS, your max score goes to 6, which would be roughly equivalent to having started with 3 FYS. But none of that matters if all your stats are already capped.) Hogama fucked around with this message at 02:11 on Oct 9, 2019 |
# ¿ Oct 9, 2019 01:05 |
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Comparisons to Alpha Protocol seem rather apt as you're definitely not getting the full effect without multiple playthroughs to see the reactive changes to choosing different sequential approaches and dialogue options, only compounded here because it's at an even more granular level. I mean, I assume the main storyline is always going to follow mostly the same trajectory regardless of how well you investigate, but your Thinker Superstar Cop is going to feel like a different story from your Sensitive Cop of the Apocalypse, and both are going to be different from your Physical Hobocop's game, and all of those have plenty of possible permutations depending on where you side with the different factions.
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# ¿ Oct 11, 2019 02:21 |
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Oxxidation posted:alpha protocol was 15 hours or so. this can apparently clock in at 90 (But perhaps with a break in-between, 180 hours sounds like a hefty commitment all at once.)
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# ¿ Oct 11, 2019 02:30 |
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Perhaps a hamster posted:You can fail to solve the case and there are multiple endings. (If I'm wrong, I'll be gladly wrong.)
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# ¿ Oct 11, 2019 05:17 |
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I saw one streamer actually pass the Suggestion check with Klaasje. The response was far more muted than the failure one. Just reinforcing to me that a game of succeeding with all your rolls isn't necessarily going to get you what you want, though it will be different from frequent failure.
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# ¿ Oct 11, 2019 16:08 |
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It's kind of great seeing streamers get increasingly exasperated by how much of a gently caress-up your detective is/has been and absolutely flabbergasted by meeting Measurehead. (Paraphrasing one: "wait... is he, insulting... white people?")Kyle Hyde posted:As someone who always stats characters to maximize dialog choices and seeks them out, this game's potential is both exciting and frightening.
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# ¿ Oct 12, 2019 21:38 |
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Kyle Hyde posted:Speaking of stats, I wonder how that evolves down the line. It looks like between the Thought Cabinet and various clothing the potential range between good and bad skills can be appreciable. I wonder if, like other games, initial stat choices become less relevant as time goes on because most of your increases come from external means. One thing that seems interesting about Drugs is that your temporary Attribute increase also gives you a higher cap while active? So if you had some skill points lying around you could take the damage to raise your Skills without investing in a Thought you might not otherwise need. But related to that, you could also decide to drop a Thought once you’ve invested all the points you want, like say one just sets your cap in a Skill to 6; once you have 6 points allocated, you can ditch the Thought and still have all the points in that Skill. But your Attributes are still pretty important; after all, each point is equivalent to 6 Skill points even before considering they determine the base caps. You’re probably not going to have nearly enough points over a game to raise everything you want without editing your file, so having a good start should still help for the duration of the game.
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# ¿ Oct 13, 2019 22:43 |
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It wasn't a final build but I saw an amusing bug on stream where the player clicked a point of interest with no immediate path and the hapless detective decided to try clipping through a building and walking on their own past the painted zone into the abyss.
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# ¿ Oct 14, 2019 06:02 |
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adamarama posted:I'm wanna play Sherlock - high int and motorics, think that's one of the default builds. Does that block me from developing Shivers in the physical tree? That sounds like the most interesting skill in the game but I'm not interested in the rest of the physical skills.
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# ¿ Oct 14, 2019 08:31 |
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Freaking Crumbum posted:i'm suddenly worried that it's going to be another PS:T-style glorified visual novel with only the most minor contrivances to make it technically count as a game (A lot of people WANTED Torment to ditch the perfunctory fights in the first place, though.)
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# ¿ Oct 15, 2019 06:04 |
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Davincie posted:its absurd to me that a small indie team can release a nearly bugless 60 hour rpg while every major game studio releases buggy messes (It might break more regularly once it's out in the wild; that's when you get the largest stress test with the widest pool of hardware, after all.)
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# ¿ Oct 15, 2019 11:02 |
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All the abilities have their own personality, which has been one of their main ideas for the project. The negative sides might even be surprising, like, say, Empathy. Sure, it helps you know what lines of questioning are distressing a witness. But then it'll push you towards, say, relaxing your chosen feminist tenets because really, that girl needs a Man before she becomes a spinster. And also on that note, the other guy she might possibly have liked? Yeah, it's best to manipulate him into having a strong negative view of her. Empathy just wants what's best for You.
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# ¿ Oct 15, 2019 12:40 |
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Some mechanical spoilers on Copotypes and politics (you can eventually see them in-game, but I don't believe you have the knowledge upfront at the start). There are four political philosophies accounted for: Communist, Fascist, Ultraliberal, and Moralist. There are also four Copotypes: Superstar, Apocalypse, Sorry, and Boring. You can also track how often you try Good Cop/Bad Cop and exercise Honour. There's probably at least one Ability that's particularly tied to each.
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# ¿ Oct 15, 2019 14:34 |
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The unhidden achievements aren't particularly spoilery except for knowing you can choose X type of dialogues/actions Y times for the cheevo. Also that you can, in fact, eventually either earn Kim's respect or get him REALLY fed up with you. (Maybe both???)
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# ¿ Oct 15, 2019 17:40 |
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The Info panel might help you decide with the "COOL FOR:" suggestions. Also, SelenicMartian posted:High motorics could absolutely make the character kinaesthetic and in a dire need to touch things to process them.
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# ¿ Oct 15, 2019 18:20 |
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My Superstar Cop is talking to a local girl who admits I've been running around before today with no shirt on telling people I'm a star. Now I'm even more curious how this changes if I'd picked a different Copotype.
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# ¿ Oct 15, 2019 21:13 |
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Davincie posted:has anyone figured out how to unlock new thought slots?
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# ¿ Oct 15, 2019 21:34 |
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Stabbey_the_Clown posted:I'm making a lot of saves, but I'm going to try and resist the urge to ignore them as best as I can. But "You suffer chest pains reaching up for your tie. You are no longer able to attempt to reach for your tie again until you level up." ... *quickload*
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# ¿ Oct 15, 2019 22:00 |
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# ¿ May 15, 2024 02:29 |
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Broken Cog posted:Man, the communist thought is worthless
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# ¿ Oct 15, 2019 23:06 |