- Sep 11, 2018
- 8
- 3
Is there any way to cheat on the campaign im a beginner at cheat engine, i can add more days on single play but not the campaign
You get to day 50 and beat the Chosen at the end in some way, then the option to choose the next city should appear either at the end of that day or in a few days after. Also, keep in mind the earlier you go into the final battle, using a certain option to start the final battle early, the longer it takes to get the option as you do need to go through all 50 days in a loop.To go to the next loop so I can actually fight the boss. I usually lose steam after 3 to 5 loops
Look at the options on the main menu, there should be a cheat option, which should let you cheat in campaign.Is there any way to cheat on the campaign im a beginner at cheat engine, i can add more days on single play but not the campaign
No need for CE unless you're after something super specific. Go to the Options menu and press C, that should enable cheat mode. Not sure how that interacts with an ongoing save, mind.Is there any way to cheat on the campaign im a beginner at cheat engine, i can add more days on single play but not the campaign
I know how to play the game but I am asking if I can actually skip playing from loop 3 above just to get to the boss since I've already played the game tons of times and most of the time save games from previous updates don't work on the new ones so I have to start over again and now I have to get to Loop 10 to get into the new content. If there is no other way aside from grinding again then I guess I'll just wait for more updates when there is more content between the bosses aside from what I already have grinded a year ago.You get to day 50 and beat the Chosen at the end in some way, then the option to choose the next city should appear either at the end of that day or in a few days after. Also, keep in mind the earlier you go into the final battle, using a certain option to start the final battle early, the longer it takes to get the option as you do need to go through all 50 days in a loop.
You can play against the bosses in single play mode. I think It's actually easier in single play than in campaign mode because the other two chosen are normal in single play.I know how to play the game but I am asking if I can actually skip playing from loop 3 above just to get to the boss since I've already played the game tons of times and most of the time save games from previous updates don't work on the new ones so I have to start over again and now I have to get to Loop 10 to get into the new content. If there is no other way aside from grinding again then I guess I'll just wait for more updates when there is more content between the bosses aside from what I already have grinded a year ago.
I was able to get all three. I had Tyrant be friends with both of them while others were bitter enemies.Here's how I did it:So, I finally made it to the endgame of my first loop and have tried a few times to see if I can end it early while capturing all 3 Chosen. I'm able to capture 2 fairly consistently but either Tyrant or Whisper get away each time. I wanted to upload my save just in case anyone here had any tips for this particular scenario (I tried going for all to be Bitter Enemies but Whisper had pre-broken vulns that caaused me to accidently make her friends with Tyrant)
The relevant save is named "Continuation"
Traumas: (extra text shows up only if not contributing to opening - so if not purple text currently. An option would exist to enable/disable it. Off by default, with a reminder it exists in a tutorial text at some point and in tips, to avoid overwhelming new players)
FEAR: 0 [Lv 0] Need another chosen captured
DISG: 0 [Lv 0] Up to [max (floor(Defense/2), 1)]
PAIN: 0 [Lv 0] Need Lv>(previous defence level)
SHAM: 0 [Lv 0] Only grant bonus opening level
Circumstances: (extra text shows up only if Circumstances Lv =0)
HATE: 0 [Lv 0] x2 all damage per level, or x4 for FEAR
PLEA: 0 [Lv 0] x4 all traumas per level, or x8 for DISG
INJU: 0 [Lv 0] x3 all circumstances per level, x2 PAIN
EXPO: 0 [Lv 0] x2 all ally circumstance damage per level, also x2 own SHAM
Yep I'm planning on adding some every now and then. Not sure how long it would take to replace all of them, time will tell haha.Legit amazing. Which AI and prompts did you use? and would you consider doing the rest of the Chosen?
You can load them into stable diffusion and see the terms. He left the metadata in.Legit amazing. Which AI and prompts did you use? and would you consider doing the rest of the Chosen?
Should I remove it? New to ai generatingYou can load them into stable diffusion and see the terms. He left the metadata in.
Leaving it in is the gentlemanly thing to do, as it allows people to learn from you or easily modify, as long as they get ahold of the same model.Should I remove it? New to ai generating
The current chosen has a fear weakness of 6 and a hate weakness of 8. What this means in general is that it is hard to raise fear levels but inversely easier to raise hate levels (this is based on an unbroken chosen, which this chosen appears to not be). The symbols are effectively increases of the previous in the series, ie - means an adding value of 1 so, = means 2, ~ for #, etc.Can someone explain to me how to read the symbols under Vulnerabilities (ie: I have one that reads: Fear ----=|===-- Hate and another that reads DISG ===#|==== PLEA) or next to actions (ie: INJU [~~~~-] or FEAR [---`]. I couldn't find any definitions for what the -, =, #, ~, etc actually signify in the documentation. Thanks!
To some degree, the obfuscation of the cheat setting is intentional. It's very useful for me to be able to see people come to the thread after their first time playing the game and immediately give feedback about how it went. But in the past, I've gotten balance feedback from people who clearly always play with cheats on, and it poisons the well in terms of being able to collect legitimate feedback about how the game plays normally. After the game is more complete, this won't be a concern anymore, so I'll be able to make the setting more accessible.I understand the realities and difficulties of it. When I wrote it I was thinking of some renpy-tier "dev-mode = on" type deal where you change parameters directly, with all the jank and instability that it would cause. For some purposes I would definitely prefer the instability of 50% chance it causes fatal errors or ruined save games over an extra 90 minutes to be able to test a specific use case. I recognize that is inbuilt in that engine and can be done for any renpy game more or less, and you're building stuff from the ground up. Whether it's worth it or not, is up to you. Just voicing a pain point I keep running into.
But even aside from the more dev-oriented need, try asking any new person if they can figure out how to turn on and use the cheat/easy mode for a new run. There is a subset of people that have 0% interest in the challenge. And I find myself having to take quite some time to find where exactly you turn that on whenever I come back to the game. I find myself going through documentation, the thread, search engine to figure it out each time I get back to it (with months in between).
It's easy to miss how other people experience systems that you're intimately familiar with. I might be alone in this, but I think it might be a broader issue that some of the startup menu deal is not that transparent what does what and what options there are to starting a new game.
Anyways I just wanted to voice those 2 issues. Up to you how it rates in importance to other things you're working on for corrupted saviors.
What's happening in your screenshot is that because Aurora had such low ANGST at the start of the day, she goes into the downtime phase thinking "I should join my partner's downtime action in order to help her resolve her higher ANGST." Basically, she doesn't realize that she's the one who needs better trauma resolution until after the decision is already made. I agree that it probably shouldn't work like that, so I'll take a look at improving the code there.My bad, thought you were looking to rework those upgrades, so i suggested reworks for the upgrades(Not extra effects). Didn't really think about boss fights and antipathy.I guess you could just make them both into a common upgrade which changes depending on relationship or maybe make it so if you buy both you can choose to "combine" one of the upgrade to increase or add another effect to the one you want. Don't know how good these suggestions are.
Btw I am really confused by this(Version42b,Check pain values both are the same day but played differently).
Thanks for the typo catches. Regarding the Ambassador position, my original intent was to save the player clicks by letting them just select the Forsaken once. But I see how it would actually increase the number of clicks if you want to use different Forsaken for different Chosen. Maybe I'll make it so that each Chosen can be assigned an individual Ambassador, and there'll be an easy option to just assign that Ambassador to everybody if you want.View attachment 2674975
Third paragraph. "She doesn't think of sex as something important anymoreever".
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View attachment 2675145
Got a little spaced period there, at the end of the first sentence.
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On another note, I have a request, CSdev !
I like using an Ambassador who has ties to whatever Chosen I'm Negotiating with if at all possible, and I was wondering if it would be possible to make Ambassadors behave more like Concubines in the sense that you would check them off as 'Ambassador y/n?', and when put into practice it'd be more like 'Approach, Send Ambassador, Choose Ambassador, Choose Location'. Not sure how many people this would even be relevant for, but I have this massive clan of Chosen spanning several generations and branch families (with an ancient undead founder to boot!) plus another ever-expanding family tree thanks to an early Chosen I took a liking to frequently being used as bait, so I often end up-
I don't even know why I'm explaining all this, my point is that it would make my experience a bit easier. Doable or not, thanks in advance.
For some reason, I had the goal check happen when you selection an action, rather than when you select a target, so if you just skip the turn without selecting anybody, the goal completion won't be acknowledged. This will be fixed in the next update.Weird bug I'm having: the game asks me to do a 10k inju break, yet doing it isn't acknowledged
Any Total Break causes the subject to somehow become unsuitable for continuing to fight as one of the Chosen. You can still give them Rampancy, but you just have to not go any further than T3 breaks for Morality and Dignity.So apparently, total morality break causes the chosen to die if you don't forsaken them?
Thought it'd be interesting roleplay to let chosen escape and manipulate them into killing their allies every time we cross paths again, but she got iced immediately after the fight. Guess rampancy distortion's a no go for that. Oh well.
Side note, are there any plans for more distortions? like innocence/morality, confidence/dignity or single-morality distortions?
Because you can rename Forsaken, I'd recommend giving the old Bob a more sinister-sounding name, like "Robert."What should we do when we get duplicate chosen? I.e I have a forsaken Named "Bob" and in this round there is a chosen "Bob" again
It looks like a problem with the code that changes an existing save file's sidebar setting. This should be fixed in the next version.'Portraits without sidebar' in the options doesn't seem to work, as it will force sidebar anyway whenever I opt in the portraits
Oops, when I went through the death-related text to try to make it fit better for Undead Chosen, it looks like I missed that one. Thanks for bringing it to my attention.Found this particular interaction decisively.... odd.
View attachment 2684526
Shouldn't Stiff already know what being dead is like... After all, she's already a zombie.
Side note - How am I supposed to store up enough EE to purchase Image Quickening? She's already draining 120 EE per round at the moment, unless this stops she's going to be draining my entire stockpile every day.
What if "psychic reading" was replaced starting from loop 2 with having to deal a certain amount of damage/angst or trapping a chosen for X total turn (like 1 to 3)? Like, early loop is a bit of a pain, since it feels mostly like waiting for EE to get some techs (increased battle length and commanders tech), so it would at least give some goals.
Thanks for all the feedback. I do have some plans to buff some of the starting items in order to make it a bit less tedious to get through the early days while you're still getting the first upgrades, but I don't want to innately speed up those upgrades because I think it's important to reward players who figure out ways to either get the energy quickly or make good use of those days. It's intended that training your new Forsaken is part of what those days can be used for, on Loops 2 and up. The Reset option during training is meant to make it less punishing to figure out how exactly that works.I like the overall project, but I have a few gripes with it, mainly early game is slow (until day 10/15, I feel like) and that a lot of information is obfuscated. It's however oddly deep and complex (and actually fun, once you get what you're doing), with different paths, decisions, etc.
Early game:
Early game with objectives is fine on first loop, when you're discovering the game, but it feels like a waiting game until you get able to deploy a commander with some skills on subsequent games. I might be playing wrong, but this is how it feels.
Proposed solutions:
Sped up early EE generation: increase EE generation early game by adding a new lower tier of extra EE generation at low Angst (for instance for chosen that comes with "pre-broken" vulnerabilities) or flat bonus +1 EE for first time core vuln reaches Lvl 1. Something doable pre day 10, ideally.
Faster tech acquisition: Keeping X tech from previous loop. Would allow you to quickly deploy commanders which is where the fun starts. A way to do it, influence could allow you to purchase various bonuses like tech, early commander with 2 or 3 uses...
Early game, low tech objectives: Removing "psychic reading" on subsequent loops, and add a "mini-game" to replace that. For instance, capture for 3 turn and use a special action to get access to a chosen specific intel, reach 1000 Angst, reach level 1 on 2 circumstances in the same battle, have 2 chosen captured at once... A lot of things are possible and it would give early game goals.
Information clarity:
The game is deep, and, even in mid game battle, every decision matter. However the information to make those decisions is obfuscated, a lot of time.
Issue 1: How much damage a basic action will do (threaten, atack...): Should be shown on hovering the action once information about the chosen have been obtained.
Issue 2: Less annoying compared to previous one, but still useful: How much damage the Circumstances actions should do for the current surround duration (while saying it's an estimate since a lot can have it change)
Issue 3: Explainig clearly how much Extermination/Evac will be generated with a differently colour coded warning when evac are done that Extermination will ramp up now. This information missing is especially annoying late game where you have to plan tightly the surround windows. Bonus would be a round estimate based on current unsurrounded chosen of how long before extermination is complete and an alert on the last turn before extermination finishes.
Issue 4: Basic information in combat window are missing, and you have to check in the guide. Putting them in combat would be nice
Proposed solution:
Code:Traumas: (extra text shows up only if not contributing to opening - so if not purple text currently. An option would exist to enable/disable it. Off by default, with a reminder it exists in a tutorial text at some point and in tips, to avoid overwhelming new players) FEAR: 0 [Lv 0] Need another chosen captured DISG: 0 [Lv 0] Up to [max (floor(Defense/2), 1)] PAIN: 0 [Lv 0] Need Lv>(previous defence level) SHAM: 0 [Lv 0] Only grant bonus opening level Circumstances: (extra text shows up only if Circumstances Lv =0) HATE: 0 [Lv 0] x2 all damage per level, or x4 for FEAR PLEA: 0 [Lv 0] x4 all traumas per level, or x8 for DISG INJU: 0 [Lv 0] x3 all circumstances per level, x2 PAIN EXPO: 0 [Lv 0] x2 all ally circumstance damage per level, also x2 own SHAM
Balance suggestion: Networked consciousness is such a comfort tech that I wish it came earlier. Or that a "suppressor less" commander got access to it early at least (for 2 or 3 EE, with a tech cost of 5?).
Forsaken training: I have not tried it much, but I don't get what I should aim for. You also "lose" days which... eh. And it's irreversible. As a side note, some kind of "induction" training for new Forsaken could be interesting to at least act as tutorial. Also, suggestion, physical transformation along their training (like Forsaken-y break) could be cool, but a lot of work, I guess.
PS: Looking at the decompiled code, either decompiler messes with me or you're mad and definitely working alone on it. Anyway, it's fun and quite robust, so who am I to complain. Monkey see big numbers go up. Neuron activation.
The reason that the description is missing is that this commander isn't a valid one. You can't deploy a Punisher-Suppressor commander without a Defiler as well, so I didn't write any flavor for it. But I suppose that just having the text start mid-sentence isn't a good way to deal with that. I'll make sure to write something more descriptive for that situation in the next update.Reporting missing test descriptions for this commander. It's the Suppressor: Lust and Punisher: Impregnation combo. View attachment 2687158
I see though I am still a bit confused over how downtime actions are decided.To some degree, the obfuscation of the cheat setting is intentional. It's very useful for me to be able to see people come to the thread after their first time playing the game and immediately give feedback about how it went. But in the past, I've gotten balance feedback from people who clearly always play with cheats on, and it poisons the well in terms of being able to collect legitimate feedback about how the game plays normally. After the game is more complete, this won't be a concern anymore, so I'll be able to make the setting more accessible.
I have similar reasons for not just letting the player go full devmode while cheats are on. In the past, there have been cases of people directly editing their saves and causing a gamebreaking bug further down the line, and when they report that bug to me, I end up wasting development time trying to reproduce whatever happened to them. So, this is another thing that I'll be able to improve once the game is closer to completion.
What's happening in your screenshot is that because Aurora had such low ANGST at the start of the day, she goes into the downtime phase thinking "I should join my partner's downtime action in order to help her resolve her higher ANGST." Basically, she doesn't realize that she's the one who needs better trauma resolution until after the decision is already made. I agree that it probably shouldn't work like that, so I'll take a look at improving the code there.
Thanks for the typo catches. Regarding the Ambassador position, my original intent was to save the player clicks by letting them just select the Forsaken once. But I see how it would actually increase the number of clicks if you want to use different Forsaken for different Chosen. Maybe I'll make it so that each Chosen can be assigned an individual Ambassador, and there'll be an easy option to just assign that Ambassador to everybody if you want.
For some reason, I had the goal check happen when you selection an action, rather than when you select a target, so if you just skip the turn without selecting anybody, the goal completion won't be acknowledged. This will be fixed in the next update.
Any Total Break causes the subject to somehow become unsuitable for continuing to fight as one of the Chosen. You can still give them Rampancy, but you just have to not go any further than T3 breaks for Morality and Dignity.
I would like to implement Morality/Innocence Distortions and Confidence/Dignity Distortions, but I'm not 100% settled on how they'll work yet.
Because you can rename Forsaken, I'd recommend giving the old Bob a more sinister-sounding name, like "Robert."
It looks like a problem with the code that changes an existing save file's sidebar setting. This should be fixed in the next version.
Oops, when I went through the death-related text to try to make it fit better for Undead Chosen, it looks like I missed that one. Thanks for bringing it to my attention.
Regarding getting Imago Quickening on an Undead loop, it becomes pretty much impossible on later days unless you have a relevant item or Forsaken Punisher effect. So, all you can really do is train your current Forsaken while waiting for the natural end of the loop.
Thanks for all the feedback. I do have some plans to buff some of the starting items in order to make it a bit less tedious to get through the early days while you're still getting the first upgrades, but I don't want to innately speed up those upgrades because I think it's important to reward players who figure out ways to either get the energy quickly or make good use of those days. It's intended that training your new Forsaken is part of what those days can be used for, on Loops 2 and up. The Reset option during training is meant to make it less punishing to figure out how exactly that works.
Your interface suggestions are interesting. I don't want the game to provide too many estimates for things that can't be known for sure, because players will just get angry and complain when those estimates are wrong. But using the blank space that normally shows multipliers in order to provide beginner information makes a lot of sense. I'll experiment with it and see how it looks.
And I do, in fact, work on the game alone. But it never would've reached this point without all the ideas and bug/typo/weirdness reports from all of you. So, thanks for that.
The reason that the description is missing is that this commander isn't a valid one. You can't deploy a Punisher-Suppressor commander without a Defiler as well, so I didn't write any flavor for it. But I suppose that just having the text start mid-sentence isn't a good way to deal with that. I'll make sure to write something more descriptive for that situation in the next update.
My current issue is that I don't really get what I should be aiming for. For instance, the tutorial system in place currently gives you good goals in regular gameplay(and then as the player, you expand on that). But for Forsaken, it's system piling up over each other (training, deployment cost, position, expertise...), with split documentation (and almost nothing in game, unless I missed it) which makes it hard to determine a proper goal and plan for it.It's intended that training your new Forsaken is part of what those days can be used for, on Loops 2 and up. The Reset option during training is meant to make it less punishing to figure out how exactly that works.
Higher rampancy=faster hate/exposure gain, which in turn increases fear/disg/pain/shame gain.so is Rampancy just increasing the times they rampage or is there an end goal in their corruption?