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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.
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.
What you've gone with is is great! What I gave you was just my first thoughts on what people might want to see and compare.
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.
I think that allowing the other item choices while warping is probably enough to make the later warps viable, but of course that does nothing for the Loop 2 and Loop 4 warps, which are the ones that need improvement most. Maybe I should make it so that Superior Chosen appear in both cities in Loop 3, so that going for the warp doesn't stick you with an item you don't want. The Loop 2 warp could also just give you a higher number of training days than the others.
I would absolutely support making both choices in Loop 3 have a Superior forsaken. It made sense that players may have wanted to delay that when Superior was top-of-the-line, but now players really need a Superior in 3 that can be trained through loop 4 to fight Animalistic or Undead in Loop 5, even if they're not warping.
The loop 2 warp does not need extra training days. You get those anyway because the warp condition in Loop 1 is already "end this loop really early." It's only loop 5 in the early loops that I feel in any way behind the curve, and not really even then because I usually take the Undead on.
These are both bugs, so thanks for catching them. They're fixed in R49d.
Glad I didn't just try to continue with my last save then.
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.
It's good to hear you say that. Last time I fought a Devil, it was with an Undead chosen. I quit that run sometime in the middle of the next loop after the warp I achieved, which I believe had Animalistic, Undead, Devil, and I was having a tough time making progress then and posted as such in the thread. I mostly blamed Splendor for the tough time I was having. I think any combination of Animalistic + Devil is going to be quite difficult under the current rules.
I'm attaching my save file to this post if anybody wants to follow along. Here's the day-by-day.
Day 1
Buy Focus, Fast Breeders, Eager Breeders. Sometimes I like to use a Forsaken right on Day 1, but that's generally not a good idea against Devil Chosen. Instead, I just use regular attacks and surround Fortune at the end of the battle to extend it as long as possible.
Day 2
Buy Wide Deployment. Fang shows up. Now that it's clear how the Vulnerabilities will shake out, it's time to make a plan. I decide that since Gibberghast is so strong (4EE cost, 1000% HATE style, Orgy Defiler), I should be aiming for a big HATE Orgy as my main goal for the midgame. This means that I'll be wanting to look at HATE-enabling Distortions. Aversion has the advantage that you hold the associated item. Getting a 7-turn surround with 10k damage on everybody is probably easier than getting a 15-turn surround on anybody, so I'm leaning toward Aversion.
I'll admit that I may have aimed too high here with a Negotiation distortion-based plan. Last time I did this I had the item for it, and I wasn't also up against an Animalistic Forsaken as well. I rejected Aversion because I knew it would be difficult to get into the G trauma on the Animalistic chosen while staying below 100M on the Devil for the warp (because I want Splendor's motivation penalty gone as quickly as possible). An Orgy would make that difficult, while my thinking was that getting Impregnation would allow me to just raise the Angst on all of them.
Days 3 & 4
Not much interesting here - just using regular attacks to make sure they keep generating 1 EE and then surrounding at the end of the battle to pass the turns until the third Chosen shows up. One thing of note: I stack all the excess trauma on Fang, leaving Fortune with just enough trauma to generate energy for me. This is because the Devil Chosen bonus is based on how much ANGST the other Chosen have. Keeping them both at 0 ANGST is impractical (because you'll need to stack EXPO on one of them to make any progress on the Devil), but the lower you can keep them until making your move against the Devil, the easier it'll be.
I've decided that Fang is going to be the one I plan to use to set up combos against the Devil (since she's weak to EXPO, and the Animalistic weakness rotation will let me set up whichever Defiler+ action I need). Fortune is just going to get enough damage each battle to keep generating +1 EE per day. And even against Fang, I'm not using Commander captures or anything that stacks up too much damage.
I grab Enhanced Polymorphism on Day 3, then Psychic Reading and Coordinated Deployment on Day 4, all to help extend the battles as long as possible.
Day 5
Tomorrow's Newspaper lets me buy a bunch of upgrades here: Perception, Patience, Hunger, Lust, Anger, Mania.
Adversary, the Devil, shows up. I do some experimenting with this day and find that even using Gibberghast, I can only stack about 6k of each trauma except DISG against Adversary, which isn't nearly enough to enable +2EE generation per day. So, I reload and just keep fighting without a Commander, spreading around enough trauma to keep everybody generating +1EE per day.
Day 6
Grab Weakness Sense, Persistence, and Cunning. Weakness Sense is important for making a serious attempt at breaking Adversary.
Day 7
Gibberghast is already able to get a T1 Morality Break against Adversary! The strategy which I'll be repeatedly using is to start with Fang, capture her, release the turn before Adversary shows up, capture Adversary, then surround Fang and hit her with EXPO (which she's weak to today).
This is generally a strategy I use quite a bit, especially with Temptress, who can build up quite a lot of Trauma during long surrounds. Gibberghast can do it here, as you noted, but she doesn't have the massive Trauma multiplier Temptress does. Release is powerful.
Day 8
Fang's weak to HATE today, and Adversary's also taking more damage due to her Morality Break and her ANGST. I start with Fang, release to capture Adversary, start dealing EXPO to Fang, then Release Adversary on Round 10 right before extermination completes and capture her again in order to get her up to 10k HATE. The 10k HATE lets me get T1 Dignity Break on Adversary, and then I use Inseminate+. This gets Adversary to generate +2 EE per day, which allows Fang to do the same. Fortune continues to get pampered for +1 EE per day.
Day 9
Fang cycles to PLEA today (she still hasn't actually suffered any breaks at my hands). Gibberghast tantrums, but I suppose she's earned the right to act out. I just tread water here and collect my EE.
Day 10
My saves and my notes get messy here because I was trying a few different things in search of the big Orgy breakthrough. I was also busy with work soon after, so I start playing pretty sloppy. I definitely could've used Causal Projection to speed up my EE generation a little and probably hit that breakthrough an Animalistic-cycle earlier.
I was surprised to see Misery, a regular-ass human Forsaken in your lineup, but Fang was weak to INJU, so I went ahead and grabbed T1 and T2 Confidence break against her here.
Misery is pretty stronk. INJU is its own best buff. Therefore the advanced commander for INJU is one of the last things I'm looking for in my lineup. Also there's not nearly enough need to Release to build up Punisher Effectiveness in INJU--for regular/superior chosen, they build Punisher status by Self-Destruct. Undead Chosen build it with the Seal sequence, which they can use multiple times in a fight and rises quickly when they use it. The only real need for Release comes
from Animalistic using Frenzy, and that needs a high-cost Commander anyway, so why not build that at the same time you're using a Punisher Forsaken?
Day 11
Fang's still weak to INJU, so I might as well see if I can set up an INJU combo against Adversary. Though, I'll be really surprised if-
Wait, really, Adversary? Are you seriously letting a basic human Forsaken sodomize you?
View attachment 3233865
How embarrassing!
Like I said, she stronk. If I continue this playthrough as I expect, I'll eventually get a better one for this job, but her job is exactly this: crack that tough INJU nut, and she does that well enough for now.
Day 12
Fang is weak to EXPO today, so I deploy Temptress (another really well-set-up Forsaken, with initial 1000% EXPO with Temptation to swap to 1000% PLEA mid-battle). Fang's Dignity is pre-broken, but hitting 10k EXPO makes it easy to get T1 Innocence Break too. Moving on.
Day 13
I start trying for Orgies. Fang is still weak to EXPO, so I start with that. But as a Superior Forsaken with Core Dignity, Fortune is really, really strong against EXPO. It's pretty clear that this won't work.
Day 14
What about a HATE Orgy? Well, Fortune also happens to be a Superior Forsaken with Core Morality. This is where I realize my strategic error in trying to set up Aversion using Adversary and Fang. With your Forsaken roster, you're strongest with HATE and EXPO, but those are precisely what Fortune is strong against. It still might be possible to swing it, but only by softening up Fortune with ANGST and breaks ahead of time. It almost certainly would've been smarter to designate Fang as my low-trauma Chosen and combo Adversary with Fortune instead. And then, it would've been easy to just wait until Fang's cycle was wherever it needed to be for the Orgy.
Day 15
I use Temptress to get a T2 Innocence Break against Fang here. Because Adversary isn't getting as much damage reduction as in your run, this is pretty straightforward - I can get Adversary to Lv2 EXPO and then just use Temptress to hit Fang's PLEA.
Days 16-18
Just gathering energy, buying upgrades and waiting for Fang to cycle around.
Day 19
With help from Reality Sealing, Gibberghast can actually throw Fortune into a HATE Orgy here! But Forsaken Defiler Orgies are weaker depending on Forsaken strength, Gibberghast is cheap, and the Orgy is only 6 turns anyway. Fang and Fortune take plenty of damage, but that just pumps up Adversary's damage reduction, and she becomes untouchable. This isn't a winning state. I load my save from the start of the day and just keep gathering energy instead.
Days 20-22
Waiting for Fang to cycle around again.
Day 23
And now, with help from Networked Consciousness, an 8-turn Orgy is possible! This would normally be the win condition for the loop. However, even though Adversary falls to Aversion, I'm still far short of 100M on everybody because they all have so much damage resistance (particularly against EXPO, which means that the Orgy doesn't compound very quickly). After the initial burst from Adversary generating +10 EE during the Aversion downtime, I go back down to +5 EE per day. At least I was able to get Fortune's T2 Morality Break in the process. Because of her pre-broken Confidence, this means that she's now a valid target for Aversion too.
Days 24-26
Just waiting for Fang to cycle around again for a proper Orgy. I do some Forsaken training here in order to give Gibberghast some Motivation.
Day 27
Adversary's Devil damage resistance is much higher due to Fortune having loads of ANGST now, but Adversary's own ANGST modifier is high enough to be workable. With the extra upgrades and Fortune being weaker to HATE, I can finally set up a proper 7-turn Orgy without relying on Gibberghast's Forsaken Defiler, and this puts Fortune into Aversion as well. Fang ends up with enough trauma for two T3 breaks, while Fortune ends up with enough for one.
Adversary still hasn't hit her T3 break thresholds, but the damage she takes is now entirely determined by her ANGST bonus, which is higher than ever. And now I've gone from +5 EE per day to +15 per day, with more big bonuses incoming from Fang's and Fortune's T3 breaks. With 16 days left in the loop, there's plenty of time for bigger orgies and T3 move activations. Really, even a Day 28 final battle would be a win since Adversary and Fortune are now valid targets to be killed off by Fang.
I stopped here because I ran into a bug (Devils doing a two-person Aversion downtime would prevent the third Chosen from performing any EE-generating actions). But I think it's fair to say that this run is on the path to winning. I'm uploading it here in case anybody wants to take a look.
This is what I was looking for, thanks. There are definitely ideas in here I can use. Although you didn't mention the warp, which was my goal here, it seems like all one has to do for that from this point is research Impregnation and get 2-3G ANGST from Assist Raid, which there is plenty of time to do.
If you found this situation difficult, and I couldn't find a way, it's likely very few people will manage to complete a scenario like this. I understand, reading between the lines, that you are planning to make some adjustments to Splendor. I'd also suggest a more robust implementation of loop difficulty, when you feel like you can overhaul that, that takes into account that some combinations of species are more difficult than others--sometimes difficulties are multiplicative rather than additive. I gave a vibes-based overview of how difficult I thought the teams were a while ago in this thread. I don't think this particular team needs a 233% Trauma resolution and 27% Damage Mitigation to be a reasonable challenge (and yes, some of that comes from Splendor, but even 210% Trauma and 24% Damage Mitigation would be quite tough). That is of course just my opinion here. Thank you very much for the advice in getting through the loop.