Hey CsDev, a feature request that I'd love to see added eventually.. The ability to "keep" forsaken from previous campaigns. Say we're fresh in loop 1, we get one, two or all the heroines corrupted and turned into forsaken. They carry on into loops from then on, but... When the campaign ends, instead of losing them the character and their information could be stored into a separate folder (call it "Forsaken", with text/character files, or along such lines as you prefer) and carried over into future versions of the game. And even be used in new campaigns.
Generally a New Game+ style feature that's lore friendly and user friendly. That way we could also keep our favorites without needing to rebuild them and corrupt them again for each playthrough.
I know this option is already available in single runs, but it'd be nice to use forsaken acquired from either in either. And also to make this entirely optional for the people who live for the grind when starting from scratch. I like fresh starts, same as the next person, but I keep forgetting how to play in between breaks/updates, and starting from scratch while trying to relearn everything and hoping I do it all right by the finale isn't my favorite thing in the world.
Personally I know this would throw balance off a bit, but if it's an optional feature (to bring old forsaken into new campaigns), it would allow players to still train their forsaken and deploy them while in the campaign rather through singles and the main menu. Plus think of the epic update title you could include "When Worlds Collide Update"..... (title is a bonus incentive to an awesome gameplay feature)
I thought it was a fantastic thing when I got through my first single play city and got a forsaken, and then used her to terrorize the next batch... But was dismayed a bit when I found that they can't be used either for or in a new campaign at all. :c
Even a definitive "maybe" as for this feature getting added would be great. I'd be able to reach newer content much easier and contribute to late game conversations too.
This is planned as a cheat option. It'd be pretty much impossible to balance it so that the difficulty remains consistent regardless of the Forsaken roster you bring over, so it'll be up to the players to decide how strong an advantage they want to give themselves.
hey i got i bug again when i try to check forsaken stats,
The stats don't appear correctly and only a few are displayed, some even don't exist at all, but there are those who don't experience this bug, one of which is Forsaken which has a relationship with Chousen who protects a city that is being attacked but it looks like it's just luck because in the previous campaign I did too. experienced this bug and it hit everyone even those who had ties to the chousen who protected the city
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i want to report bug where i can't press continue after using capture the second time. I'm not sure if it's due to I'm using space key, it happen multiple time after I'm clearing on loop 16.
Had similar happen, though I think that the trigger for mine was when the 3rd chosen would appear.
edit: The day may change, but it was on Loop 11.
Based on where the crashes were happening, I believe I found what was causing these and should have it fixed for R53, but I'm not 100% sure. It'd still be helpful for me to be able to look at a save where the bug occurs.
Thanks! It seems to work well now
Glad to hear it!
To be blunt, I think the onboarding process isn't productive or nice either, though had I realized the devs were active and reading I would have been a lot nicer. I'm sure main dev is slamming his head into walls over writing guide #5 and seeing people still clueless.
Don't worry, you're downright civil compared to some of the posts we get in here. I agree that the game needs to give more guidance regarding what kind of value you get for a Commander with a given EE cost. It's just tricky to give a general answer for that which will be true regardless of what kind of team you're up against.
I am starting to lean more toward the answer of "provide a full playthrough from Day 1 that players can follow along with." But rather than just providing a single line through the game, I want the playthrough to branch off in order to show players that there are lots of ways to beat a given team. A common piece of feedback I often see from new players is "any deviation from the optimal path causes you to lose," and that's just not true. With all the ways that Distortions can be combined, there are plenty of possible approaches to win. But even doing a single line requires a sequence of thousands of moves, so multiplying that by a bunch of different branches will be even more work. I want the game to be very, very stable by the time I do that.
Is there any possible way to edit a save file?
Not to my knowledge. The way the save system works is just to have the playthrough information stored in an object which implements the Java Serializable interface.
Interesting, in this case could you do one of the first four distortions, discard the distortion by deliberately breaking a disqualifying vulnerability. and then proceed to get one of the final two distortions? I might try that on vanilla chosen in early loops.
Indeed, you could do that in order to double up on the achievement bonuses! However, the bonuses for the last two Distortions will require you to actually
defeat the subject using the Distortion rather than just trigger it, so you won't be able to triple up by grabbing the Confidence and Dignity Total Breaks too.
I understand why the wrong T3 break don't prevent you from triggering Megalomania but being able to do the T2 too feels weird
I agree that this doesn't feel great. However, the Megalomania Distortion condition lends itself well to having a "soft" requirement that becomes a bit harder with each Confidence and Dignity Break. I'm testing this now, and if it looks good, then I'll provide further details in the next weekly post.
I´m not sure what triggered it but I´ve now experienced the game freezing a few times during clothing customization when creating a new team of chosen, specifically while toggeling areas which are covered by a piece of clothing. Oddly enough it´d unfreeze as soon as I swap between window/fullscreen but if I don´t the freeze seems to last indefinitly (Or at least more than 15 minutes). It hasn´t really been a big issue, but it´s odd enough that I thought mentioning it would be good.
I´d post a save, but at this point there litterally WAS no save yet...
If you can find a sequence of customization options that reliably causes a crash, I'd definitely appreciate seeing it. There are a lot of possible options to test here.
I have run into a minor bug. Sadly I do not have a save for it. If you start a new city and you prolong the first battle long enough that the other two chosen show up. (I managed this in a city with a 20 day limit) only the first chosen gets her intro speech.
EDIT the second intro speech triggered on the third day and the third intro was on the fifth day,
This is more of a case of missing flavor text. Once I've written up a version of the scene that takes into account when two Chosen show up for the first time on the same day, it won't be too hard to make it display in this situation.
Love this game, I started to even make a little fan art (with the help of a stable diffusion local setup, 2000+ images later I have six to
share.)
It's always fun to see people creating Corrupted Saviors-related things.