- Oct 25, 2017
- 297
- 138
Glad I could help! I've just been playing around it because I thought it was the intended behavior.Ah, I see. You're right, there's only a fairly small range of damage values where the Chosen will properly pick T4 actions over the Temptation- and Rampancy-related ones. I'll make sure that the overflow failsafe takes Distortion downtime actions into account in R54.
I don't think it's a lot, actually. At Loop 15, I've fought close to the minimum number of Chosen (I went into Loop 9 to pick up a few more despite being able to skip it, knowing I would soon need... extras).I'll preface this by saying that Splendor is already at her most difficult when you face her in Loop 10, and making her your Second-in-Command on top of that is basically taking the "just fuck my shit up" option. All the work you've done to raise the Megalomania achievement is pretty much wasted until you can swap her out for another boss.
On top of that, this is the part of the game which really is meant to put pressure on you to trim your roster of Forsaken. 14 Forsaken really is a lot! Every Forsaken you keep around adds to the challenge of managing them all, and in exchange, they provide you tools for making future loops easier. I want the question of "is the higher difficulty now worth the benefit I'll get in future loops" to be a persistent consideration right up into the endgame. If that's not a fun question to consider, then that's a more fundamental game design question that I have to confront. I don't want it to be optimal for players to be juggling dozens of Forsaken by the time they reach the endgame.
That said, you're also right about some mechanics not working as intended, and there are definitely some things that will be adjusted for R54.
3 in Loop 1 (standard)
3 in Loop 3 (2 standard 1 Superior)
3 in Loop 5 (1 Undead 2 Standard)
3 in Loop 7 (I think this was Undead--Superior--Standard)
3 in Loop 9 (Animalistic--Undead--Superior, I think)
3 in Loop 10 (Splendor boss fight so 2 Undead)
3 in Loop 11 (Devil, Undead, Standard I think)
3 in Loop 14 (Devil, Animalistic, Superior I believe)
So that means I got a total of 24 from minimal loops, which means I've sacrificed 9. Most of those were after Splendor joined the team. I usually keep a minimum of two "worthless" Forsaken around to dance for the amusement of their sisterhood (Grand Concert) but Splendor has eaten all of them.
The 15 I have are all for specific purposes. I have 3 for basic Circumstance damage (since Tempted can switch all 4 are covered). I have 8 for applying the most useful Punisher effects to others. (All 4 Circumstance bonuses, Trauma bonus, Motivation bonus, +Stamina bonus, -EE cost bonus, +Stamina regen bonus, +Training Consent bonus, some applying multiples of these). The other 2 are Devil Forsaken, which I have kept because I haven't used them before and want to test their effectiveness, but loops quickly get so short that I don't often get the chance.
I remember the first contest we had someone commented a bit incredulously at how many Forsaken I sacrificed. I think most players don't like giving them up like that. Each one represents at least some level of effort. Personally I accept which ones are going to be useful and which aren't right after I get Psychic Reading and all 3 Chosen join the battle. I give the ones I keep flavorful names and I give the ones I'm not keeping shit names.
I have not--the only time I was really motivated to examine the code was for Downtimes because everyone kept asking how they worked, and for items to get a convenient list of all of them for the wiki. Knowing the code for Downtimes is how I was able to point out the error noted above.So, the concession that Splendor asks for cycles from day to day (ideally skipping concessions that are impossible - but the bug with buffing nonexistent Chosen resulted from an error there). The benefit she grants in return depends only on the current game situation - it doesn't cycle from day to day. My goal was that she would always offer the most impactful benefit for the current situation. I'm not sure if you've peeked at the code for this, but for the sake of the discussion, I'll write it out in pseudocode here. She basically goes down a list like this:
1) If this is a boss loop: do not offer a deal.
2) If there's a Devil Chosen (or, in future releases, a Mechanical Chosen): offer to remove the species-based damage penalty.
3) If the loop isn't complete yet: offer to remove the Motivation penalty.
4) If the loop isn't complete yet: offer to fight seriously when you deploy her.
5) If there's an Undead Chosen: offer to remove the species-based damage penalty.
6) Offer to remove next loop's difficulty increase.
7) Offer to remove the species-based damage penalty (actually, this one ended up being redundant - it should never come up).
8) Offer to allow herself to be trained.
9) Do not offer a deal.
Any offers that she's already giving you because of other bosses being defeated are skipped, and the ones related to Chosen species are also skipped if the final battle has already happened (because they aren't Chosen anymore).
In the next release, I've changed point (6) so that she won't offer it if the next loop is a boss loop (since that effectively amounts to offering a bonus for a boss loop) and she also won't offer it if you've unlocked the warp condition (because it's useless to decrease the difficulty of a loop you'll probably be skipping anyway).
I'm thinking that I should also replace point (7) with another chance for her to remove the Motivation penalty. That way, when you're heading through warp loops, or when you're on your way to a boss loop, you can still leverage the bargain system to make things easier for the coming challenge.
One other thing: I'm also going to have the "agree to fight seriously" and "remove species-based damage penalty" bargains expire immediately after the final battle, in order to allow the player to make a new bargain as soon as they're not getting any benefit from the old one.
The changes you mentioned would go a long way towards making it more fun for me personally. I agree on the boss fight and might add something extra: if the next loop is a boss fight, the only offers she'll give will all strengthen that loop. It would be an excellent opportunity for some flavour text as well and give players a chance to fight double-buffed bosses (if they take one offer during the combat portion and one offer during the training portion of the loop). It would also be sensible as she really wants to help Victory (and, eventually, the other Boss Chosen).
Consider also mainly for ease of conveyance making all offers expire after the Final Battle (with effects on the next Loop remaining), with the possible exception of Next Loop Difficulty.
I honestly have no point of comparison since she only ever offers the Species Damage bargain. The last time I posted "hey I can't beat this Devil plase halp" resulted in the whole Bargain system because she was always doing both. Testing what it'd be like without Motivation drain and with the Species Damage penalty off would require a totally new run that I don't have the energy or time to do.Of course, it's also possible that the Motivation penalty is just too impactful compared to the other 3 penalties right now. During my playtests, I always felt like the half damage to Devils was hurting me more than the Motivation drain, but then I also only kept a smaller roster or 6 or 7 Forsaken. I guess I could actually have Splendor's decision of what bargain to offer depend on the size of your Forsaken roster as well. I just feel like letting her have multiple bargains active at once would make her too weak.
For now, I'm just going to cheat my way past Loop 15 as I want to try some Angel Chosen and I don't feel like giving up my game progress to do so. I'll look forward to after the changes mentioned above giving Victory an honest shot with a refreshed team next release.
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