The first Morality Break is tied to using either Grind or Pummel, so as long as you aren't using Grind or Pummel, it will never break. If you are using Grind or Pummel, then the target looks at both HATE and INJU when deciding whether to break or not, regardless of which move you're using. So, if HATE is close to reaching 10k, then using Pummel will still cause Morality Break, and if INJU is close to reaching 10k, then using Grind will still cause Morality Break.
Well, the Thralls definitely do enjoy giving the Chosen plenty of wood.
Interesting mockup. On my own little laptop screen, one turn's flavor and damage report barely fit at once, and dividing the screen up further would just make things worse. Of course, that could be solved by using the space more efficiently (e.g. compact damage bars instead of lines of text), but it'd involve changing a lot of little things. There will also need to be space for portraits once those are in. I've been looking into using mouse hovering to change what's displayed in a window, so that might provide a solution.
Thanks for the bug report. It should be fixed next version. However, note that the first appearance of the second and third Chosen are based partly on the number of combat rounds elapsed, so quickly retreating each day isn't necessarily the fastest way to make them show up.
I like your mockup as well. I think that it shouldn't come across as too overly colorful as long as more subtle versions of the speech colors are used. It's going to require rewriting a whole lot of old code, but I'll look into implementing something like this.
Congrats on the successful run! And I like that idea for the HATE/PLEA route. However, note that not all of the distortions are going to be based around surround types. There's going to be a lot of asymmetry in how they work, and I want them to feel very different from each other.
Those are some real classics. I feel flattered by the comparison.
I do want to add a "Virgin Killer" trait for Forsaken who enjoy defiling the purehearted, where they deal bonus PLEA damage to innocent Chosen. Each Forsaken should have something they're especially good at in order to give them more personality, and it'd also allow for unconventional playstyles depending on which traits you end up with.
I'm working on fixing this, but in the meantime, another user was mentioning a similar problem and
this post apparently helped them.