- Oct 14, 2020
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Thanks for the typo report. As for the story speculation, well, I don't want to spoil anything, but more plot-relevant scenes will be coming.Found a typo during this event, caught me by surprise haha
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to attract more donors, he's overnjoyed. Pretty sure it's meant to be "overjoyed" x3
Coincidentally, this one event touches the subject i was referring to some posts ago. I am dead certain that the very organization the chosen are in have their own agenda in this conflict. The way they treat the chosen is a dead giveaway, but i would not put past this organization for wanting to experiment and harness the power the chosen wield. The more i take a look at these events, the more i wish this had a strategic element to territory capture. In one hand, we have the Demon Lord's faction, our faction. In the other, we have this interesting organization that the chosen are serving under. I wish we could have more choice in expressing how the demon lord rules.
What i mean is, well, ever played Overlord? In that game you have a similar situation. You get to decide how your Overlord rules, will you kill everybody and seek cruelty and destruction? Or will you take a more merciful approach to your conquering? Even if it's a flavor text in the form of a description about how your subjects perceive you, how you treat the cities you conquer, etc. I mean, we are playing as a Demon Lord leading the demon faction in this little game of political intrigue, aren't we? :3
That particular event showed up just after i triggered the negotiation distortion, and it didn't surprise me since i was expecting the chosen to be treated this way by their own faction.
I can't wait to see what CSDev has in store for this particular aspect from the game, the game world is very interesting.
This is a good point. I imagine that a lot of players have a particular "interaction" in mind as a goal when they create custom Chosen, but for the later species, it can take several nights of playtime before you reach the loop where they can start to show up. And that's just for individual Chosen - once it's possible to tell the game that you want two specific Chosen to show up together, it could take even longer to reach a loop with both species.A shame i can't start a campaign with chosen from different species joining in on the first loop. I get that balance-wise they're a more powerful version, so you would need to be strong enough to go against them but still....erhm : /
Not really a big deal, just annoying that in campaign (my favorite game mode) i have to do multiple loops to get a animalistic chosen to pop up, and i imagine that androids are going to be the same...gonna be a pain to get a team of favorite characters from series set up![]()
I suppose it might be time to prioritize the multi-loop scenario system so that players can make "mini campaigns" where they can still enjoy the cross-loop game of corrupting the Chosen in order to turn them into useful Forsaken, but without the need to play more than 2 or 3 loops before reaching the desired interaction they had in mind.
The existing save system is definitely very inefficient. I think it will significantly improve with the relationship system refactor I'm doing right now, however. Up through R39, Chosen and Forsaken keep track of each other with arrays which basically store a copy of the entire relationship partner. Originally, I did this in order to make it simpler to directly refer to the partner, but it's really not sustainable for large numbers of lategame saves. R40 instead uses a very simple hashmap which associates each character's Chosen ID with a list of all applicable relationships. For the sake of save compatibility and bug safety, the old arrays will stick around on old saves, but new saves going forward should be much smaller.Suggestions/Questions for CSdev, long-term:
1) Have you considered making a folder of save files instead of of making it all one file, for easier management and performance reasons? I think the saves.sav saves a lot more information than is actually needed, and the game parses this entire file constantly in a way that's very noticeable if you are somewhat of a saveaholic and your saves.sav gets very large, which is the way you suggest as the intended way of playing the game. I suspect it may be storing a lot more information than is needed for a complete game state as well. Adding a new save (on loop 3) added about 80KB to the file, which seems kind of like a lot of information to me (that's roughly 20 pages of text, information-wise). In R38, my saves.sav was 18MB and when an action required parsing the save file (not just saving and loading, it seems to be pulling some gameplay information from this as well) it would take several seconds (3-5) for the virtual machine to respond to certain inputs, and these actions were not just saving/loading. That's the JVM for you.
I know optimization of already-working systems is every programmer's nightmare, but now that there is a working gameplay loop that rewards lots of saves to try doing different things you may want to make this process a bit easier.
2) I find the bait/relationship system kind of hard to use. The benefits of using it seem to be rather small with a large downside. It's a system that primarily affects the flavor of interactions, but it's tied to gameplay mechanics that give it significant penalties. Making a Chosen easier to train is something you can do on your own within the system, and 1-3 extra turns of Capture varies in usefulness between "OK" and "actively bad" at times. But the penalties are much more severe than the rewards.
Let me explain: If I set up a chosen as Bait, I have no way to tell if the Chosen that she starts related to will be in any way "useful" as Forsaken. I don't want to keep a bunch of pages of Forsaken I never use for anything. But if the Bait Forsaken starts with a relationship with one of the Chosen that I don't see a future for, I've now got permanent penalties to training the Bait Forsaken, or a Forsaken in my list that I can't use for anything. A penalty to accepting training seems really difficult to overcome, since the primary way you fix it is... with training... that she won't accept.
For this reason, I find myself not using the Bait position at all. For similar reasons, I rarely try to make a group of Chosen become friends, because usually I'm going to get a replacement for one of them down the line, and I don't want to have to check and remember who is friendly with whom. I'm also generally going to get one Chosen that isn't worth making a Forsaken out of every loop, and while I can let them die in the final battle, I'd rather Sacrifice and get some benefit that way, which has consequences if they're all best friends.
From reading the help files, the penalty for Sacrificing a loved one is up to -50 to training consent, and the bonus for having a loved one Forsaken is up to +20. I think it would make sense for this bonus/penalty to fade, and I'd find it a lot more usable if it did. The bonus to training is mainly useful the first loop or two after you get a Forsaken, and if I wasn't afraid of long-term penalties on my more useful Forsaken, I'd engage more with this system of the game knowing that I wouldn't permanently mess up my Forsaken that I want to keep. Maybe--could the penalty/bonus fade by half every loop? I may be misunderstanding how this system actually works in-game, but it would make sense mechanically and, I think, put the penalties/bonuses more in line with each other. Just a thought as I examine how I play the game for this challenge.
The existing bait system is meant to be a bit tricky to use effectively, because it plays into some features that will unlock in later loops. Angel and Devil species (which will start showing up as early as Loop 11) will give you some other "sacrifice" options that clear out the Forsaken roster clutter but with a better gameplay tradeoff.
Thank you very much for uploading the save, it allowed me to very quickly narrow down what was happening and put up another bugfix release for it. Fortunately, the Punisher information was indeed being stored correctly - it just wasn't being referenced when it should. I've confirmed that playing your save on R39h causes your Forsaken to immediately start getting the correct bonuses again.CSdev, there is a problem in 39g.
Sometimes, for reasons I've not been able to ascertain, Forsaken are forgetting who their punisher was for T4 breaks. This means that they don't get all the bonuses from those Punishers. It may have something to do with them being Chosen in the same loop that someone suffers a Rampancy Break, as that's the only thing I did differently this loop.
Here's my evidence:
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Since I've been keeping my save file size down this time to maintain playability, I don't have a convenient place to test this. I do have saves just before Loop 3, "nowloop3" , on the day of choosing Loop 3, during which I chose the city that had a Superior Forsaken. I have a comparative save after Loop 3 where I am quite certain I used Ritual to complete about 2/3 of the T4 breaks, "loop3training". I am absolutely certain she did both of the T3 breaks on Berserker/Cheer, and she did a significant number of breaks (3 or 4) on Bonecrusher/Paladin (most notably the INJU/Drain T4 CON break, which seems to be reflected in her low Obedience score of 22%, despite having a T4 Obedience break)
However, other bonuses are missing. For example, the thing that made me notice this was that Berserker/Cheer did not have greater than 100% Motivation, and Ritual should be giving her +38.5% from her Impregnation. This is pretty significant in terms of my long-term plans for doing a deep dive into how many loops I can get.
So, I don't really have the time to go in and repeat all these steps and see if things turn out differently or if this problem repeats itself, at least not for a few days. What I remember doing this loop that might be relevant is:
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Sorry for the lack of step by step. The saves.sav is attached.
Edit to add: I think this may have happened to one of my earlier Forsaken from Loop 2 as well. That's a less challenging Loop to test this in so I'm going to go with that and see if I can confirm. I'll keep saves every 10 days.
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