SuperSkippy

Member
Oct 25, 2017
291
135
I can at least provide a quick overview of the different Distortion effects for Victory. They mostly follow the pattern of keeping the regular Animalistic bonus, but with an added effect or two. The basic damage bonus also goes down from +125% to +100%.

Temptation: goes through a four day cycle
Territorial - Always tantrums, regardless of motivation
In Heat - No Motivation cost to deploy, and gets huge bonus to PLEA and EXPO
Torpor - Completely useless for the day
Playful - Huge bonus to training

Aversion: loses ability to fight and cannot be deployed, but passively provides universal damage bonus against Animalistic and Boss Chosen

Rampancy: Deployment Stamina cost decreased to 1%

Negotiation: Gets huge damage bonus, but every deployment permanently decreases damage dealt for the rest of the campaign
Thank you! Those are interesting and I might try them out sometime.


Thank you very much for the feedback! I agree that it might be a bit too strong right now. Being able to use Punishers for free from the very start probably is a bit much. The EE refund probably isn't as strong as it looks, just because most of that EE comes at a point where +1 (or +2 or +3) isn't much compared to your daily generation, but being able to completely skip upgrades at the end is also very strong. A possible mitigating factor is the fact that you're meant to be switching to using almost exclusively Forsaken Commanders very quickly (in my latest playtest, I actually didn't use any Demonic Commanders after Loop 1). So, Tomorrow's Newspaper is arguably at its strongest when you're playing catch-up because you haven't gotten your Forsaken to their full potential, and it's less dominant outside of that situation.
I still find a lot of use in the "all four circumstances hit" Demon Commander, even now when I've got most of my Forsaken at the strength I want to have and the cost I want them to have. It's a very useful thing to have early in a Loop, especially right after the big EE hits after Distortions go through.

I really would like the player's overall strength to be same regardless of whether or not the warp system was used. The idea of improving item choice in order to make it more palatable is an interesting one. It sounds like it might also be a good idea to just increase the bonus item strength even further.
So now in Loop 16 I've got all my Forsaken built out and I'm probably roughly evenly matched with the last time I was this deep. I've got the Strategic Advantage system this time for more bonuses, but I've also got Splendor making me a bit weaker. But while I was skipping levels, I was definitely behind the curve.

Loop 3 was fine, my Chosen weren't really ready to use yet but a Superior Forsaken doesn't present much of a challenge at this level of play.

Loop 5 was really the rough point--that was the only loop I had to play *perfectly* and restart multiple times. I don't think I would have been strong enough to take an Animalistic Chosen through a distortion without the EE from breaking T3 on the other Chosen. Loop 3, if you warp over Loop 2, is also the first time you get Chosen that can be buffed by other Chosen's Punisher effects, which are essentially my baseline level of Chosen for most of the game. I don't just want a Tempted Forsaken, I want a Tempted Forsaken that's had her PLEA damage buffed by being Hypnotized by another Chosen, because that's the level of specialization I need to do damage through later loops. By Loop 5, if I warped through Loop 4 I've only had those Chosen for a few days and they're not ready to use at the start of the loop, which is another reason I did not use the warp offered after Loop 3 (main reason was the item offered was incredibly weak). Some extra days of training here would really smooth this difficulty out, if your main goal is making both paths give roughly the same benefits.

By Loop 7, I was definitely picking up speed and filling in the last holes in my roster, and I don't feel that this needs to be adjusted at all, and by the time Victory came around I had enough abilities that she presented a not overwhelming challe3nge the first time I fought her.

Interesting ideas. It's definitely necessary for the last two Distortions to break some of the patterns set by the first four. Having them both interact more directly with the friendship/rivalry system could be nice.

Thanks for these. They'll all be fixed in the next version.
I'm one of the ones who is guilty of not always reading all the text and sometimes missing new stuff as I speed through. I know how hard it would be to draw attention to new strings or events because of how scene descriptions are generated, so until then I'll try to catch the ones that I can, which will mostly happen when I'm paying more attention to the text, like during the unique fights.

I'm glad you like the ideas. There's plenty of room for adjustment. Narcissism could be remade into a "whole team" distortion, where they all hate each other and start physically attacking each other in the same fight, if you wanted. Their Extermination% could go up and their Evacuation% could disappear entirely, since they no longer view other people as having "real lives". Codependence could make the Chosen take extra damage when they're alone at the start of a fight (like removing the level +1 limiter on circumstance maybe until another Chosen arrives?) You've created a lot of room in your design for growth without the need for complicated new systems, and that's how you've built the game up to what it is now.

One thing to check: is her Obedience at least 35%? Forsaken will currently refuse to use Defilers they haven't been explicitly trained to use unless they meet that threshold.
That seems to be it. Her Obedience was at 33%. I'm sure that was documented somewhere but I don't re-read the text files; I mostly skim them.

Do you mean the display on the shop screen?
I mean this display on a Chosen in the fight, where the current weakness of Animalistic Chosen shows up in green:

1697293986638.png

I'd like for it to do something like that when I click on the Info Button in the shop screen to show their Vulnerability Break status (quick drawing on my Snipping Tool)

1697294161910.png

I can cross-reference it myself with the information displayed on the shop screen, but I feel like that's an unnecessary complexity in a game that is frankly already quite complex.

Oh, and I noticed a definite bug. I think it has to do with passing days and the High-Rises objective. I'm not sure if it's just an error in the numbers displayed or an error in how something is being calculated.

To recreate:

Load Save 1 "bugtest"
Click "Pass Time"
Send out a Commander--I used Mistress, but you can probably use anything or even not use a Commander.
Send her against Sacred, you'll notice something odd right away

But the real oddness comes when you click Capture:

1697294535515.png

1) Sacred should be at 0 Circumstance, not 980, because I skipped the previous day.
2) The displayed math is very, very wrong. I suspect that some numbers have actually gone negative somehow, because the game doesn't act like she's at 980 of every circumstance (notice, no multipliers in the trauma damage). There's obviously code written to treat negative numbers as zero because nothing else crashes or goes negative or fractional. When I capture a second Chosen, she's getting no modifier to her circumstance damage from the EXPO of the first chosen, either, despite her having been captured at least long enough to raise EXPO to 100. [EDIT] Further testing and I'm pretty sure the actual values are negative.

Anyway, great game, still fun, you're keeping it interesting.

I haven't shared my thoughts on the Strategic Advantage system yet. It comes in very late, and I understand you're trying to keep down the complexity at the beginning because it's already a lot for a player to absorb, but right now at loop 16 it's just a set of buttons that I click to win more because my Forsaken already do all they need in order to win. That may change if I can get up to higher loops with damage resistance over 50%, but I don't have much interest in playing further right now.

Oh, one other question--when a last remaining Chosen kills themselves there is a scene with Crown stating that their martyrdom provides a lot of energy for their side, or something along those lines. I'm curious if this is linked with the loop difficulty system: i.e.--does it bump up the difficulty? I let a chosen kill herself in Loop 10 fighting Victory and I seem to be seeing higher Damage Resistance numbers than I recall the last time I got into the "teens" during the challenge earlier this year.
 
Last edited:

McHuman

Member
Nov 8, 2019
387
219
So something that occurred to me after sitting on "greater sins imminent" for several days for some Chosen recently... what actually are the requirements for each level of EE generation? I know 1 EE is is about 100-200 trauma, and 2 EE is tied to T1 breaks I think, but what are the rest?
 

roboflyer24

New Member
Jan 19, 2022
8
4
So something that occurred to me after sitting on "greater sins imminent" for several days for some Chosen recently... what actually are the requirements for each level of EE generation? I know 1 EE is is about 100-200 trauma, and 2 EE is tied to T1 breaks I think, but what are the rest?
I'm not entirely certain what determines whether a chosen sits on greater sins imminent or not (other than presumably having another chosen around with less breaks), but each level of EE generation is tied to a certain break and amount of trauma (1 EE at 0 breaks, 2 at T1, 5 at T2, 15 at T3, and 50 at T4).
 

McHuman

Member
Nov 8, 2019
387
219
I'm not entirely certain what determines whether a chosen sits on greater sins imminent or not (other than presumably having another chosen around with less breaks), but each level of EE generation is tied to a certain break and amount of trauma (1 EE at 0 breaks, 2 at T1, 5 at T2, 15 at T3, and 50 at T4).
5 EE is definitely not tied to just the T2 Break, or if it is the game has decided to be really spiteful and been bending me over for the past several months for no reason, since as far as I can recall I've never started generating 5 EE from a Chosen until well after doing the T2 Breaks but before the T3 Breaks.
 

SuperSkippy

Member
Oct 25, 2017
291
135
So something that occurred to me after sitting on "greater sins imminent" for several days for some Chosen recently... what actually are the requirements for each level of EE generation? I know 1 EE is is about 100-200 trauma, and 2 EE is tied to T1 breaks I think, but what are the rest?
Here's what I know of the rules, which is not a full picture. Rules seem to be in importance from top to bottom.

No Chosen will ever do a downtime activity that's above the tier they have broken: 2EE needs a broken T1, 5EE needs T2, 15EE needs T3, 50EE needs T4.
Any Chosen that is hit with a Distortion-related thing during that combat will do the associated Distortion-related downtime. (Tempt, Rampage, Aversion).
Each chosen chooses an activity that primarily resolves one of the 4 traumas, or one that primarily hits Angst. My best guesses on the numbers for what they prefer are:
1EE rank (R0)--somewhere around 200 Trauma in an area.
2EE rank (R1)--somewhere in the 10ks Trauma in an area, or somewhere in the 100ks Angst
5EE rank (R2)--somewhere in the single-digit Ms Trauma in an area, or somewhere in the 10Ms Angst
15EE rank (R3)--Somewhere in the 10Gs Trauma in an area, or somewhere in the 100Gs Angst
50EE rank (R4)--Somewhere in the 100Ts Trauma in an area, or somewhere in the 1Ps Angst

Now, after that is where it gets complicated, because they can decide to do things *together* and the only way to get the facts on how that happens is from the source code. My working assumption is that each Chosen has a rank-ordered list of activities they would prefer to do, starting with the highest Trauma they have and the highest EE generation version of that activity, but accepting lower-rank orders from their allies if they find a match within certain parameters. I've never seen a Chosen do a rank more than 1 below what they could have done, so let's assume that each of them starts in a list that has fewer than 10 activities on it in order of preference.

They have a wider range of doing things together with their friends, and a narrower range of doing things together with their rivals. I think the comparison is more "how far down my preferred list will I go for this person?" rather than "what is the actual difference between our Traumas/Angst?" based on my experience, but I could well be wrong.

Let's look at an example:

Midnight has: 100G FEAR, 10G DISG, 1G PAIN, 10G SHAM, 500G Angst, and a T3 break on all except PAIN.
This makes her ordered list something like: R3 FEAR, R3 DISG, R3 SHAM, R3 Angst, R3 PAIN, R2 FEAR, R2 DISG, R2 SHAM
Oracle has: 50M FEAR, 10M DISG, 30M PAIN, 5M SHAM, 200M Angst, and no T3 breaks.
Her list (maybe) looks like: R2 PAIN, R2 Angst, R2 FEAR, R2 DISG, R2 SHAM, R1 PAIN, R1 Angst
Prayer has: 10G FEAR, 100G DISG, 5G PAIN, 100G SHAM, 1G Angst, and a T3 break on SHAM alone
Her list (might) look like: R3 DISG, R3 SHAM, R3 FEAR, R3 PAIN, R3 Angst, R2 DISG, R2 SHAM

If the 3 Chosen are super friendly with each other, each one will go all the way down their list to find something the others will do. Midnight, Oracle, and Prayer all have R2 SHAM on their list of possibilities, so they'll do that. You'll see "Greater Sins Imminent" on Midnight and Prayer and earn 15EE total.

If they're less friendly with each other, or with Oracle specifically, Midnight and Prayer will do an R3 DISG action together, earning 15EE each since that's high on both of their lists. Oracle will do her R2 PAIN at the top of her list since none of the others have anything early in their list matching hers earning 5EE.

I think it's something like this, anyway. I don't recall seeing instances where just doing *more* damage to the Chosen among their current distribution got them out of "Greater sins imminent", but plenty of times where I had distributions somewhat like the above, got an extra-long Defiler on the Chosen that was less broken, and this changed things enough to start performing downtimes separately or in pairs with no changes in relationships or new breaks.

Or, it could be something else entirely, IDK.
 
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MSGTNP

Member
Feb 5, 2020
414
368
Anyway to fix this glitch where the buttons suddenly disappear at the bottom? Kinda annoying since I didn't save beforehand -_-
 

McHuman

Member
Nov 8, 2019
387
219
Here's what I know of the rules, which is not a full picture. Rules seem to be in importance from top to bottom.

No Chosen will ever do a downtime activity that's above the tier they have broken: 2EE needs a broken T1, 5EE needs T2, 15EE needs T3, 50EE needs T4.
Any Chosen that is hit with a Distortion-related thing during that combat will do the associated Distortion-related downtime. (Tempt, Rampage, Aversion).
Each chosen chooses an activity that primarily resolves one of the 4 traumas, or one that primarily hits Angst. My best guesses on the numbers for what they prefer are:
1EE rank (R0)--somewhere around 200 Trauma in an area.
2EE rank (R1)--somewhere in the 10ks Trauma in an area, or somewhere in the 100ks Angst
5EE rank (R2)--somewhere in the single-digit Ms Trauma in an area, or somewhere in the 10Ms Angst
15EE rank (R3)--Somewhere in the 10Gs Trauma in an area, or somewhere in the 100Gs Angst
50EE rank (R4)--Somewhere in the 100Ts Trauma in an area, or somewhere in the 1Ps Angst

Now, after that is where it gets complicated, because they can decide to do things *together* and the only way to get the facts on how that happens is from the source code. My working assumption is that each Chosen has a rank-ordered list of activities they would prefer to do, starting with the highest Trauma they have and the highest EE generation version of that activity, but accepting lower-rank orders from their allies if they find a match within certain parameters. I've never seen a Chosen do a rank more than 1 below what they could have done, so let's assume that each of them starts in a list that has fewer than 10 activities on it in order of preference.

They have a wider range of doing things together with their friends, and a narrower range of doing things together with their rivals. I think the comparison is more "how far down my preferred list will I go for this person?" rather than "what is the actual difference between our Traumas/Angst?" based on my experience, but I could well be wrong.

Let's look at an example:

Midnight has: 100G FEAR, 10G DISG, 1G PAIN, 10G SHAM, 500G Angst, and a T3 break on all except PAIN.
This makes her ordered list something like: R3 FEAR, R3 DISG, R3 SHAM, R3 Angst, R3 PAIN, R2 FEAR, R2 DISG, R2 SHAM
Oracle has: 50M FEAR, 10M DISG, 30M PAIN, 5M SHAM, 200M Angst, and no T3 breaks.
Her list (maybe) looks like: R2 PAIN, R2 Angst, R2 FEAR, R2 DISG, R2 SHAM, R1 PAIN, R1 Angst
Prayer has: 10G FEAR, 100G DISG, 5G PAIN, 100G SHAM, 1G Angst, and a T3 break on SHAM alone
Her list (might) look like: R3 DISG, R3 SHAM, R3 FEAR, R3 PAIN, R3 Angst, R2 DISG, R2 SHAM

If the 3 Chosen are super friendly with each other, each one will go all the way down their list to find something the others will do. Midnight, Oracle, and Prayer all have R2 SHAM on their list of possibilities, so they'll do that. You'll see "Greater Sins Imminent" on Midnight and Prayer and earn 15EE total.

If they're less friendly with each other, or with Oracle specifically, Midnight and Prayer will do an R3 DISG action together, earning 15EE each since that's high on both of their lists. Oracle will do her R2 PAIN at the top of her list since none of the others have anything early in their list matching hers earning 5EE.

I think it's something like this, anyway. I don't recall seeing instances where just doing *more* damage to the Chosen among their current distribution got them out of "Greater sins imminent", but plenty of times where I had distributions somewhat like the above, got an extra-long Defiler on the Chosen that was less broken, and this changed things enough to start performing downtimes separately or in pairs with no changes in relationships or new breaks.

Or, it could be something else entirely, IDK.
So basically I'm just getting screwed by RNG, cause for whatever reason the 2 Chosen that can do 5 EE generating activities just refuse to stop doing activities with the the one Chosen who cant do them, even though their relationship with that Chosen neutral. I suppose that would explain the one random day where I did actually get 5 EE from one of them, it was just them conveniently rolling to do a solo activity.
 

SuperSkippy

Member
Oct 25, 2017
291
135
So basically I'm just getting screwed by RNG, cause for whatever reason the 2 Chosen that can do 5 EE generating activities just refuse to stop doing activities with the the one Chosen who cant do them, even though their relationship with that Chosen neutral. I suppose that would explain the one random day where I did actually get 5 EE from one of them, it was just them conveniently rolling to do a solo activity.
I don't think it's random at all, as that would be inconsistent with everything else in the game for this one things to be random. It's deterministic--we just don't know the specifics of how it's determined.
 

McHuman

Member
Nov 8, 2019
387
219
I don't think it's random at all, as that would be inconsistent with everything else in the game for this one things to be random. It's deterministic--we just don't know the specifics of how it's determined.
It just occurred to me now that we're talking about it, isn't it really weird that we don't know how it works? Like regardless of if you think the explanations are good or not, basically every other mechanic in the game has a provided explanation for how it works. Yet somehow daily EE generation, arguably the most important mechanic in the entire game for how EE is used to do everything else, has absolutely no explanation beyond a single sentence in the guide saying you need 200 trauma in one type to start generating EE.
 

anvimur

Newbie
Apr 11, 2018
20
10
To see if the reason your Chosen aren't appearing in a team together is related to that, go into the campaign menu, click on Edit Chosen, and then click through your Chosen, as when opening the Chosen editor on that list of general info that shows near the bottom is a section called "Valid Custom Partners". This section will list all of your Custom Chosen who can naturally appear on a team alongside the selected Chosen. If that list is empty it means the Chosen is incompatible with all your other Chosen.
Ah. I think I was just misinterpreting what that section meant, then
 

siowy

New Member
Jul 20, 2017
5
0
I think that having Commander presets would go a long way in helping players play through the intended experience. Like a 5 turn, 2 capture, 7EE commander is often what I'm looking for in the early-mid loop. Then give each preset a name and show their tech and EE requirements, make a UI for it and allow custom commanders (of course). Then you can also refer to these in the guide and tips to help new players. Having too many commander customization choices really works against a new player.
 

MSGTNP

Member
Feb 5, 2020
414
368
I can confirm there's some glitch with the chosen profile. When I click on one with my current playthrough, the buttons automatically disappear, even if it's the only thing I did after opening the game.
 

EchoEater

Newbie
Feb 15, 2018
27
3
I've been really enjoying this game over the past few weeks (would definitely say I'm hooked), but I have a few questions:

1. The game has started to slow down when I make selections. Looking through this thread, it appears to because my .sav file has ballooned in size due to the fact that I save often (80.8 MB, so the largest file other than the portraits folder). Due to this slowdown, deleting older slaves in game will take a long time. Is there anyway to mass-delete specific saves to fix this issue?

2. Related to the above, how are vignettes stored in the archive once you see them? Are they connected to the save(s) where you achieved them? If so is there anyway to keep them (besides copying them down to a separate text doc) after I delete a lot of saves (including all the ones from a previous classic mode run or campaign)?

3. Is there anyway to add a new custom chosen to an ongoing campaign or do I have no choice but to start a new one if I want to add them when someone creates a new interesting custom pack?

While I obviously would like an answer to all of these, an answer to the first question would be especially appreciated as the slowdown is really affecting my ability to enjoy the game.
 

SuperSkippy

Member
Oct 25, 2017
291
135
I've been really enjoying this game over the past few weeks (would definitely say I'm hooked), but I have a few questions:

1. The game has started to slow down when I make selections. Looking through this thread, it appears to because my .sav file has ballooned in size due to the fact that I save often (80.8 MB, so the largest file other than the portraits folder). Due to this slowdown, deleting older slaves in game will take a long time. Is there anyway to mass-delete specific saves to fix this issue?
Not to my knowledge. Whenever I notice this happening, I just rename my saves.sav file and keep going. On my third batch this campaign. They keep growing as the game state grows more complex.

2. Related to the above, how are vignettes stored in the archive once you see them? Are they connected to the save(s) where you achieved them? If so is there anyway to keep them (besides copying them down to a separate text doc) after I delete a lot of saves (including all the ones from a previous classic mode run or campaign)?
I'm fairly sure this is in the saves.sav file along with the items you've run into so far, but I believe it to be header/footer information and not kept with any particular file. I don't know the structure, though and I could be wrong.

3. Is there anyway to add a new custom chosen to an ongoing campaign or do I have no choice but to start a new one if I want to add them when someone creates a new interesting custom pack?
I'm pretty sure that all possible Chosen teams are generated at the start of your campaign, so no, you can't do what you're asking with this.

While I obviously would like an answer to all of these, an answer to the first question would be especially appreciated as the slowdown is really affecting my ability to enjoy the game.
 

rddj

New Member
Nov 4, 2019
4
0
Does this game have a time limit and is there any way to disable it if it does have one? I like what this game is offering, but would rather take my time to understand the game without starting over.
 

Celerarity

Member
Apr 23, 2018
218
229
It has a 50 day time limit, though there are cheats you can activate to give yourself unlimited energy to buy any upgrades you want. Without the limitation of needing to slowly generate energy 50 days is way longer than you should need.

Also, if you play campaign, the 50 day time limit doesn't end your game, it just is the deadline for you to move to the next level.
 

mathiau

Member
Aug 4, 2020
334
236
Does this game have a time limit and is there any way to disable it if it does have one? I like what this game is offering, but would rather take my time to understand the game without starting over.
50 days, and no there's no way
 

adjaver

New Member
May 12, 2017
2
0
50 days, and no there's no way
That is true, but not quite, if you activate cheat mode. One of the cheats is to set the day, and if you do want to add longer time, while you figure things out, that is pretty much the only option to play more than 50 days.
 

rddj

New Member
Nov 4, 2019
4
0
That is true, but not quite, if you activate cheat mode. One of the cheats is to set the day, and if you do want to add longer time, while you figure things out, that is pretty much the only option to play more than 50 days.
How do you activate cheats?
 
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