- Feb 9, 2020
- 40
- 10
Great point, should´ve propably kept those saves
... Welp I´ll try again at some point with the new version and try to remember this time.
Thank you this is really helpful! I though I was just not making progress but I guess i should focus on a few unlocks first. I was creating commanders costing 2-3 EE that didn't leave me much for upgrading. Or, as I tried to follow the green text, I saved up 5 EE to create a powerful Commander without really feeling like I made progress.If you're earning breaks, you're making progress. If you aren't earning breaks, you aren't. With that said, you won't be making much progress the first 9 days or so (don't worry if it takes you a few days longer than that). During that time, as long as you're getting 1EE from each Chosen each day, you're doing fine. 1EE requires only 200 Trauma of the same type. During this time, you probably shouldn't use EE on summoning Commanders. It's possible to use a Commander and come out energy-positive during this phase, but it kind of requires knowing what you're doing in a way a new player won't.
Your ability to progress depends on setting up long surrounds where you're hitting all 4 circumstances and traumas. Basically, this happens when you can summon a Commander with at least 4 turns and 2 captures (costing 5EE, hence the green guide text). Until then, continue collecting EE and buying all the 1-2EE upgrades.
Once you've got the ability to summon a 5EE commander, you'll need to understand how to actually play the game. There are lost of posts here about how to understand multipliers so you can get T1 and T2 breaks. Here's mine. Others will probably be along to link theirs--this is a friendly thread and there's been lots of advice posted.
Thank you, I will read through them.I wrote 3 guides that might help you:
General early game guide
Basic mechanics/stats/modifier guide
Very basic loop 1 item pick comparison
First things first, if you ever encounter something that seems like a bug/unintended behavior, post your save file alongside your explanation of what happened. Nothing will make it easier for us to help you and CSdev to bugfix than having access to the save file with the bug.So I'm not sure what happened, I got past day 50 and an option opened up saying "Cheat" and there doesn't seem to be a final battle, it's the first time I've gotten here so I'm very confused. Maybe I just accidentally skipped it while going into auto pilot mode? Not sure, any answer would be greatly appreciated.
I can't post a save because I'm trying to start one but here's what I've been doing:Can you post a save or some specific reproducable steps?
If you open the game folder and go to portraits then open portrait pack guide.txt it will tell you the associated attributes for 12 of the personalities, although it may be outdated since it only lists 12, not sure.So I haven't played the game in a while(but have been lurking), and I was wondering, has anyone tested and made a list of the exact values needed to get each of the 16(?) different personalities for Chosen? I know I asked something similar ages ago but while I believe they directed me to how they work or I could test them(don't remember which), I never got around to it.
I'd appreciate if someone has done it and could share their findings, or if otherwise someone is willing to test it out, cause it would be great to have for when your trying to make whole teams of custom chosen, as then there's be no chance or repeating personalities, and in general I'd say its better to know what personality they'll end up with so as to better customize them.
(Of course CSDev could technically add it in as either a guide, list, or actual option in the creation, but I don't know how hard it'd be or how long it would take him, and I'd rather not give him work that isn't strictly necessary or prudent)
I realized you might prefer me posting a list so here you go:So I haven't played the game in a while(but have been lurking), and I was wondering, has anyone tested and made a list of the exact values needed to get each of the 16(?) different personalities for Chosen? I know I asked something similar ages ago but while I believe they directed me to how they work or I could test them(don't remember which), I never got around to it.
I'd appreciate if someone has done it and could share their findings, or if otherwise someone is willing to test it out, cause it would be great to have for when your trying to make whole teams of custom chosen, as then there's be no chance or repeating personalities, and in general I'd say its better to know what personality they'll end up with so as to better customize them.
(Of course CSDev could technically add it in as either a guide, list, or actual option in the creation, but I don't know how hard it'd be or how long it would take him, and I'd rather not give him work that isn't strictly necessary or prudent)
So, when it comes to things to do first:Day 23 in 3rd loop campaign and I'm getting my ass absolutely handed to me by the superior Chosen (Spice). I just can't break anymore of her things it feels like, she has such high resistance to stuff. Any suggestions?
View attachment 3232367
They have a combination of solid friendships and uncertain friendships with eachother.
what about in regards to dealing with the superior chosen?So, when it comes to things to do first:
1) Are they all producing 5EE in their downtimes?
2) Do you have Networked Consciousness?
3) Do you have Passion Release?
4) Do you have Genius and Determination, or Tomorrow's Newspaper so you can make a 6-turn 3-capture Commander?
Once you have those things:
You need to focus on getting that Aversion distortion with Freedom. Doing so will give you the freedom to raise her EXPO without worrying about an INN T1 break.
Another potential way to progress is getting Mirage and Freedom in a long Inseminate+ action. It shouldn't take much to get Freedom to 100M FEAR, but it might take two combat days depending on what you're able to accomplish and Freedom's resistance to HATE. The major benefit of doing this is 45EE for the break, but the major problem is it may make the lager Orgy more difficult as you'll have to consider her ability to Slaughter.
This is a good point. I wasn't able to implement Forsaken filters in R49, but it's on my list of things to think about.It might be more clicks, but it's also less reading.
Other ways to use your excess Forsaken are coming soon. Separately, I think there's a lot of potential flavor to add for Chosen with Demon parents.Regarding the Demon Lord body:
One of the thing I like in this game is the interaction between chacracters with relationship
And and find that with the "Child of demon" thematic, it is really fun to see how it goes
However, the fact that the Demon Lord "mother" and "father" cannot interact at all with their offspring other than approach and receive generic dialogue is quite unfortunate
Proposal:
Because the "Sacrifice" button does not have a use other than get rid of your demon knights and a maxium of 5 EE at the start of a loop. I thinking of some can be fun:
By sacking 2 forsaken in a loop, you generate a Forsaken version of the Demon Lord that has the expertise stat of all sacrificed Forsaken up to now. The EE cost to deploy this forsaken is Equal to (100- Breaks Achived on all 3 Chosen) )/2. They have access to all Defilers/Distortion/Punisher option during combat.
Personaly,putting two Forsaken into the grinder is a steep cost and not worth exploiting when you can have a better, permanent Forsaken, but I think it nice to incentivise the use of inventory control rather than have my Forsaken stacks up because there is no point to get rid of them. Also, I can re-enact the Vader "I have a daughter?!" thing.
This is tricky to fix because of early code structure decisions, but it should be a bit smarter about saving customization now in R49.Custom chosen feed back:
It seem that if you inport a Roster, and then change the species of a chosen, most of the customise part will be reset. I don't think it suppose to be like so. May be the issue lies in the Ros files was made from older versions
I didn't follow this scheme exactly, but the suggestions were helpful. I'm trying to stick with the color scheme of gray = undeployable, orange = tantruming, green = bonus.You're correct, it's showing as combined with others. Maybe include a line about it along with the other Forsaken, seems like she's doing more than this:
My thinking is that we should have an informational overview accessible from one click "Forsaken Info" in the Forsaken menu, with the following info, maybe arranged this way:
Code:Stamina Motivation Deploy (EE,Sta,Mot) Damage Type Downtime Activity Impurity 60.0/100.0 (+31.6) 25.8/100.0 (-6.7) 15,20,37.1 PLEA Training PLEA/EXPO (63.9K/21.1K) Whisper 100.0/100.0 (+0) 3.7/100.0 (+39.1) 196,20,12 PLEA/EXPO Trainer (TANTRUM) Shield 100.0/100.0 (+0) 65.7/100.0 (-7.8) 218,20,47.6 EXPO Training Disgrace (22%) Chaos 76.0/100 (-20.0) 76.3/100.0 (-38.2) 4,20,31.5 CON N/A (Deploying)
I'd color the following ways:: Color the Forsaken's name with orange if tantruming. Color the Forsaken's name with gray if undeployable and not tantruming. If they're undeployable, color the stat that makes them undeployable in red, and include EE in that scheme. Color the word TANTRUM under downtime activity orange. The goal is making a screen that people can answer a lot of questions at once without cross-referencing information and allow them to collect information about who they can deploy, what it costs, and what damage they get.
I think most players will understand or learn, for example, that if you change the Chosen's activity by deploying them or training them, then that will change their downtime and Motivation/Stamina changes may apply to others.. Including that info in this table is another hint in this direction that also gives players useful info.
There might be room for one or two more columns, but I'm not sure what they should be. Regardless this would be a powerful tool for players to read the current gamestate and how it applies to their Forsaken.
I've added this as well. There was already a spot to show bonuses Forsaken were getting for their own Punisher, so in R49 that will show the effects of other Punishers as well.At a minimum, being able to navigate to it from a Forsaken's page (or subpage) instead of having to back out to the assign menu would be a big improvement. The menu showing every Forsaken's affects is good when you are trying to pick who to put in a slot, but when you're training a forsaken and need to remember what this specific one does that's a real pain.
It could be under Stats, or Herself, or anywhere really.
The alternate routes are interesting, but lack enough benefit to be a rational choice. ten extra days of training is not a fair trade for potential achievement progress. Giving you a small permanent bonus (perhaps an achievement in itself) would go a long way to increase it's usefulness
It's tricky, because the difficulties that come with skipping a loop are more significant for early loops, but the early loops are also the ones which give the smallest warp bonus. I don't want to just inflate the number of influence points the early loops grant, because that will mess up the loop-to-loop difficulty curve for the campaign.As one of few people who consistently plays past loop 15, I agree, but with reservations. The goal is that long-term, a player that skips loops should end up about as strong as a player that doesn't. The intended way to balance this is with item strength, and I'd agree with you that currently the items don't give enough to make the playing field level by loop 20 or so (I'd estimate the crossover point somewhere around Loop 25, which is out past the current end of content). But the gap is actually quite narrow, because items over the long term do matter a lot more than Forsaken. Over the long term, achievements will hit their maximum level in time, and over the long term, players will get much more Forsaken than are useful or even convenient to keep. If items are priced correctly both players will have teams of highly specialized Forsaken that have earned all relevant achievements at some point in the twenties. I think a buff would really throw it out of whack in favor of players that skip loops.
What I'd previously suggested was gating the three "pick another item from this list of three" items behind alternate routes, as well as a fourth item that lets players pick between another choice of starting items. I still say that giving alternate routes a choice between items would balance it out a bit more. Players who want to skip past Loop 4 do not get an actual item choice in Loop 3--they must take the Loop with a Superior Chosen whatever the item there is. Players who skip past Loop 4 do not have much time to train their Superior Forsaken to be strong enough to achieve a Distortion against the Animalistic in Loop 5, limiting their choice there to the Undead. So the first time this player may have a real choice in items is Loop 7. Currently to take the Loop 11 alternate route, players also give up their boss choice in Loop 10 (I assume another skip will be implemented once Angels are in). This combined with an early dearth in Forsaken means that these playthroughs don't have as many interesting, consequential decisions as a player who fights in every loop--some item variety would change this.
This, at least, should be a bit better in R49 with the extra clothing items.On top of that, I noticed they tend to wear the exact same outfit as all the other chosen during downtown it seems like (mesh top and microskirt), Can you change that as well manually?
These are both bugs, so thanks for catching them. They're fixed in R49d.CSdev
Is this intended behavior? When using the new "skip a loop and pick up one of the items" choice, Influence is calculated as if you fought/recruited the Chosen in that Loop. Example:
View attachment 3224788
My understanding is that Influence is supposed to be awarded based on what's missing/not there. Since the two choices at the bottom don't give you any Chosen, they should have the Influence value from the Undead/2 superior (Barrier Jammer choice) or Undead/Animalistic/Normal (for the Inevitability choice) added back, right? Or were these choices intended to leave you with fewer resources as compensation for them being extra choices?
Also, after loading and sacrificing Forsaken that I didn't want before starting the loop, a lot of things disappeared:
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Save file attached. Load slot "chooseloop9"
I took a stab at this one yesterday, so I figure I can write my own playthrough report here. The short version: I was able to get into a probable winning state as of Day 28 before hitting a bug (which is now fixed in R49d). However, I do think that it ended up being more difficult than Loop 11 should be. If fighting Splendor first can lead to combos like this, then tackling her before Victory would never be a smart move. The extra planned Splendor options should make this more reasonable.OK, so--I'm completely stumped on how this might be possible to do without cheating, but maybe someone else out there understands better than me.
I'm in Loop 11, after beating Splendor, and I want to get through to the "alternative route" so I can hurry on to Victory. Last time I fought a Devil, it was with an Undead + Superior I think, which was very doable. But this time, she's with an Animalistic + Superior and I'm... just not seeing a path.
The save at the beginning of the loop is "deviltime". i think it'll be in slot 1 but it may be a few pages back.
The save that represents what I've been able to accomplish so far is "longerfights". It's over halfway through the loop and I haven't been able to break the INN core on the Animalistic Chosen at all yet.
If anyone's got ideas for how to do this legitimately, I'm all ears--but I'm not seeing it myself.
I replicated this sequence of actions on a fresh save file, but it didn't crash. My best guess is that the crash comes from trying to print the flavor text for a particular body type, but after trying a few times with random bodies, I still wasn't able to trigger a crash.I can't post a save because I'm trying to start one but here's what I've been doing:
>I set the composition to all males.
>Click customize.
>Change the names and go through the personality tests. No advanced species because as much as I'd love to make canonical furries the fact they are more difficult to deal with kinda fucks with that.
>Don't change difficulty. (Probably less relevant but whatever.)
>Change hero-name. No title.
>Customize the outfit. Delete all clothes.
>Create new article.
>Click through the regional options.
>Either click groin, or click all of the options until you get to groin and it should crash by then.
I also tried it again by editing a premade bodysuit, and removing the hips was fine, but when i removed the legs on the article it crashed. It's similar enough that it seems related.
If you open the game folder and go to portraits then open portrait pack guide.txt it will tell you the associated attributes for 12 of the personalities, although it may be outdated since it only lists 12, not sure.
To add to this, each of those 12 categories is further subdivided based on which stat is closest to 50, and whether the remaining 4th stat is above 50 or below 50. I plan to eventually have 48 different generic Chosen faces in the portrait pack (multiplied by the number of species).I realized you might prefer me posting a list so here you go:
Highest Morality, Lowest Innocence
Highest Morality, Lowest Confidence
Highest Morality, Lowest Dignity
Highest Innocence, Lowest Morality
Highest Innocence, Lowest Confidence
Highest Innocence, Lowest Dignity
Highest Confidence, Lowest Morality
Highest Confidence, Lowest Innocence
Highest Confidence, Lowest Dignity
Highest Dignity, Lowest Morality
Highest Dignity, Lowest Innocence
Highest Dignity, Lowest Confidence
If you open the game folder and go to portraits then open portrait pack guide.txt it will tell you the associated attributes for 12 of the personalities, although it may be outdated since it only lists 12, not sure.
I realized you might prefer me posting a list so here you go:
Highest Morality, Lowest Innocence
Highest Morality, Lowest Confidence
Highest Morality, Lowest Dignity
Highest Innocence, Lowest Morality
Highest Innocence, Lowest Confidence
Highest Innocence, Lowest Dignity
Highest Confidence, Lowest Morality
Highest Confidence, Lowest Innocence
Highest Confidence, Lowest Dignity
Highest Dignity, Lowest Morality
Highest Dignity, Lowest Innocence
Highest Dignity, Lowest Confidence
So first of thanks for the responses and help, I always appreciate when someone takes the time to respond to another's question, and it would be rude of me to not offer a thank youTo add to this, each of those 12 categories is further subdivided based on which stat is closest to 50, and whether the remaining 4th stat is above 50 or below 50. I plan to eventually have 48 different generic Chosen faces in the portrait pack (multiplied by the number of species).