- Apr 23, 2018
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Most of the things people are asking for in an integrated tutorial could just as well be provided by a video walkthrough with some commentary, just saying.
Impregnated Chosen cannot give birth as a Chosen to my knowledge currently. The only way for them to give birth is for them to become a Forsaken, at which point they will give birth to a weak demon that skitters off somewhere. Like the game heavily emphasizes in the T4 MOR Break message and several post-Break vignettes and trauma resolution scenes (and as Celerity said), if the Chosen escapes the final battle alive the government/military will turn on the Chosen and freeze them to prevent the birth (as while a Forsaken impregnated by a demon gives birth to an inconsequential demon, a Chosen carrying a demon's child gives birth to something currently unknown but implied to be much more dangerous).i am a tad bit confused how to make them give birth as it will say they are impregnated but seeming no matter how many days go by nothing happens
Forsaken do give birth, but becoming a Forsaken weakens the child resulting in them giving birth to an inconsequential demon in a short note in the post-final battle messages.The pregnancy takes longer than 50 days. If they escape they are frozen in a government facility to prevent the pregnancy from progressing, if they are killed it dies with them, and if they turn forsaken I think it terminates? Not 100% sure on the last one.
Yes if a Forsaken gets another Forsaken pregnant (not sure if the Demon Lord can do it though, but haven't tested it either) the resulting child is a Chosen sent off to another city to become a Chosen to fight later... which personally makes no sense logically to me but I suppose it's necessary for balance reasons, would be pretty broken if you could farm Forsaken through making them impregnate each other. This only applies for Forsaken getting pregnant though, if a Chosen is impregnated by a Forsaken the child is still a demon.Nahh, they can give birth to Chosen too. IIRC it needs to be another Forsaken or a Demon Lord body that has a human dick (specifically not an ovipositor), though animal dicks might work too, but I don't know about that one.
I'm pretty sure the Insemination Defiler is explicitly a very non-human body, so offspring from that one always result in a demon being born.
Moppet had it as her Core, Shroud had it as her minor. I thought that if Shroud's T3 broke before Moppet's, that would've broken all of Moppet's Innocence vulnerabilities and ruined the plan, since Moppet hadn't even had her T1 Innocence broken if I recall correctly (I did have the Aversion plan set up).Depends on if Moppet is the one with Innocence as a Minor vulnerability and the Chosen with the T3 Innocence Break had it as their Core. If that was the case and you had used the Distortion Plan button in the info page for Moppet to select Aversion, then when you got the notification for the potential T3 Break for that other Chosen it would've said that triggering it will interfere with a Distortion Plan and in the little table that shows Vulnerabilities and Breaks it would color the "[/]" for the T3 Innocence Break as Red instead of the normal white.
Sure, this is also a good idea, although I personally wouldn't watch this, because I learn nothing from videos haha. I also don't know if I'd want to listen to someone verbally talking about this game...Most of the things people are asking for in an integrated tutorial could just as well be provided by a video walkthrough with some commentary, just saying.
Nah I think we have plenty of guides (with the exception of a broader strategy guide that I mentioned earlier). No more txt files haha.My suggestion, made sometime last month, is that there needs to be an integrated tutorial walking people through all steps of Loop 1, highlighting important information, telling what buttons to press and why, and pointing to important information on the screen and how to interpret it. It needs to be in the game, as a button on the main menu, listed as "First Time?" or "First Game" or something similar. I've offered to write the text that goes in and annotate a playthrough vs a Chosen team designed to show off important features if CSdev will then implement that text/tutorial in the game, but I'm not going to do it for shits and giggles or to add to the growing battery of .txt files that we are asking new players to read first. Currently all we have is the recording system which is not full-featured enough in my opinion to do this effectively. Later it can be expanded to a strategic view and oriented towards a long-term Forsaken strategy, perhaps through loop 5.
No, only the Core will attack the Minor, not the other way around. Cause the whole reason the attack happens is because they're desperate to regain some semblance of control after having something so important of them almost completely tarnished. A Chosen doesn't hold their Minor/Significant Vulnerabilities nearly that close, so while the T3 Break is still devastating to them, it's not fracturing a Core part of who they are that they cant reconcile.Moppet had it as her Core, Shroud had it as her minor. I thought that if Shroud's T3 broke before Moppet's, that would've broken all of Moppet's Innocence vulnerabilities and ruined the plan, since Moppet hadn't even had her T1 Innocence broken if I recall correctly (I did have the Aversion plan set up).
That makes perfect sense, when you explain it that way. Thank you yet again!No, only the Core will attack the Minor, not the other way around. Cause the whole reason the attack happens is because they're desperate to regain some semblance of control after having something so important of them almost completely tarnished. A Chosen doesn't hold their Minor/Significant Vulnerabilities nearly that close, so while the T3 Break is still devastating to them, it's not fracturing a Core part of who they are that they cant reconcile.
Also just to let you know, when a Distortion has been successfully triggered those scenes will change to not ruin the Distortion as the Distorted Chosen will be protected in a Distortion appropriate way. However you can still ruin the Distortion yourself, by performing Defiler actions that would trigger the T2 Break of the distorted vulnerabilities, this is especially important if you're using Commanders with Defilers to set up orgies when you have Chosen on Distortion paths with no overlapping breaks (no I definitely don't speak from the experience of putting myself in the awkward position of not being able to set up orgies because of that in a loop 1 once).
Respectfully, I don't think a video is the way to approach this. This is a text-centered game. You kind of have two approaches to a "How to Play" video.Most of the things people are asking for in an integrated tutorial could just as well be provided by a video walkthrough with some commentary, just saying.
This could work as a toggleable option, but how do you tell people, "This is how you build up a x12 multiplier so you can break T1?" in a game where the Chosen personalities are randomized? Also, I don't know Java super-well, but there'd be a lot to implementing this, because it's a change to text that's already been output. Currently CS is set up to output text and move on--this changes text that's already been output which can result in a lot of programming overhead. Changing the buttons, though--that'd be much more easily doable.Nah I think we have plenty of guides (with the exception of a broader strategy guide that I mentioned earlier). No more txt files haha.
The game needs more visual representations of:
1) Potential options, and
2) Potential consequences
How that is achieved, I don't know, because I don't know enough about programming to determine the difficulty of implementing things. But something which helps in some games I've played with bone-crushing depth (Songs of Syx for example) is colour-coded arrows which show what your action is about to do, a preview of sorts.
So for example, you hover over Slime, and it does this, if the Chosen has PLEA as a minor:
View attachment 3087653
Two arrows for significant, three for core.
This could also work for surrounds and circumstance damage, where Grind would show the gain to HATE, but also the corresponding gains to traumas and how much the player should expect.
However I don't know if hovering tooltips/previews are possible within the engine. And I don't know if CSdev would want to implement a whole new "preview" step for each attack, as that would add an extra button press to combat...
Exactly, I think it's probably too late to implement this without a significant code base re-write, which I'd never suggest.This could work as a toggleable option, but how do you tell people, "This is how you build up a x12 multiplier so you can break T1?" in a game where the Chosen personalities are randomized? Also, I don't know Java super-well, but there'd be a lot to implementing this, because it's a change to text that's already been output. Currently CS is set up to output text and move on--this changes text that's already been output which can result in a lot of programming overhead. Changing the buttons, though--that'd be much more easily doable.
The answer to how you can tell what text is important is, the person making the video will tell you. That's the entire point of a video guide - to explain relevant concepts with accompanying examples. You don't watch a guide because you want to see the maker slowly pick through every bit of text, you watch it so you can listen to them and learn the things that aren't already immediately obvious to anyone who opens up the game and looks at it. Because the player can do that last part themselves.Respectfully, I don't think a video is the way to approach this. This is a text-centered game. You kind of have two approaches to a "How to Play" video.
1) In any reasonably-paced playthrough, people are kind of flying through it. So the effect would be that someone is talking while a bunch of text is flying by, with pauses at the important bits to explain. This allows you to, with tight pacing, get to commanders, multipliers, and t1 breaks, maybe even a t2 break if you extend it a bit past 15 minutes, but the effect will be "this person isn't reading any of the text in this text game" with a side of "How can I tell what text is important and what text isn't?"
I don't think it's "dumb", I think it's "difficult". The issue with your approach is that some people may not want to learn like that. It's easy to blindly follow a walkthrough, but if that walkthrough doesn't do a good job of explaining the reasoning behind the choices being made, then all you've done is led the horse to water. The horse still has no idea how to drink.Also trying to write an entire program to compensate for the permutations of random chosen is dumb. The game is deterministic. Just make a walkthrough for one chosen team (using a video, text, or the in-game comments) and export them for people to try themselves if they want to follow along.
jaw_bone is someone who recently re-discovered the game and has about 2 dozen posts, all in this thread, with a start date of last Friday, with a post at that time asking for help on Distortions. So, no, I don't think that's someone who has enough answers to start making a "how to play" guide.Just as long as that someone isn't you, I take it?
It's dumb because it adds so much effort trying to algorithmically predict the best move for a game that is fundamentally deterministic, and thus does not require at-run evaluation. It's easy to say 'someone else should do all this work' and leave it at that, but that doesn't often lead to progress. If you want to move from ideas to seeing actual execution you have to start thinking about what's practical and what isn't.
I'm sorry if you took what I said as me trying to palm off responsibility on others. I was thinking out loud about what may and may not work for a game such as this. If I came up with something I thought would work, I would create it myself.Just as long as that someone isn't you, I take it?
It's dumb because it adds so much effort trying to algorithmically predict the best move for a game that is fundamentally deterministic, and thus does not require at-run evaluation. It's easy to say 'someone else should do all this work' and leave it at that, but that doesn't often lead to progress. If you want to move from ideas to seeing actual execution you have to start thinking about what's practical and what isn't.
Sure, and since doing it for a specific team of chosen is much easier than trying to do it for every chosen, that's way more practical. Though you'd probably want to do something based on the in-game comments closer to when the game exits alpha due to the way new features being added or rebalanced can break comments from earlier versions.jaw_bone is someone who recently re-discovered the game and has about 2 dozen posts, all in this thread, with a start date of last Friday, with a post at that time asking for help on Distortions. So, no, I don't think that's someone who has enough answers to start making a "how to play" guide.
My own willingness to help stops somewhat before the point where I'm recording a voiceover for a walkthrough on what buttons to press to make a textual depiction of rape show up. I'm probably not ever running for Congress or anything, but that's just not something I want to create and release out into the world. I've got no desire to do that. Instead, I've helped people in the thread, and I've offered to type detailed tutorial text into the game for a specific team of Chosen, starting from nothing, if that's something CSdev is interested in implementing at some stage during this extended alpha.