- May 5, 2017
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1. Unsure. A lot of the options you adjust via the ledger as foe types or situations are discovered. Nixxing potential encounters from the start doesn't seem like a great move, since there are so many complicated plot elements at work. Probably better to just deal with them as they arrive.Unrelated for the moment, what other starting options should the player be able to set?
Still working on the format but the buttons turn green when you set them and you can only progress past this point once you set up your character fully.
you know, i'm actually curious; the mansion we find in the forest that we build up with the permission form the beauregarde family to turn it into a brothel...can we just not do that, and instead turn it into a hub as well? i imagine a recently-built, victorian-style mansion with dozens of rooms and surrounded on all side by woodland would be scenic as hell, and it being turned into a brothel felt like a waste considering we already had a brothel that wasn't really too far away.Well your choice of locale is on you.
I'm probably going to have my hub be the werewolf den once I get to it.
Each of the places is dangerous for different reasons. The Dragon Isles can be attacked by pirates, bandits will assault the farm now and then, Amazonia is under constant raids from the Centaur Isles, things live in the forest, sand creatures attack the Sultanate Oasis' and bugs live in the swamps.
The only truly "safe" hub location is whatever location you arm the strongest. The second would be the werewolf den as it is a ruined fort and, if you saved it, has a werewolf protecting it. Maybe more if you were frisky with him.
Having one or two people in each location is generally safer, lower numbers are less likely to be noticed or considered not worth it. Goblin wife adds 5 other people to the population of a settlement she's in because of her starting goblin friends.
Some locations are useless for having people live in, but you could use them for other purposes. Tonya's house in the slums is only really good for having Tonya live in it as only she is okay with living in the slums. You'll be able to turn it into a makeshift shop, brothel or inn. You could also theoretically use it to store captured people which Tonya, if she lived through her quest, is not okay with. The brothel thing also peeves her but she hornier now that she's dead.
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Starting kobolds are blue, with Lo being red. If you have Lo revive herself then other colors begin appearing because she is so prolific in breeding her race.
alignment or karma maybeUnrelated for the moment, what other starting options should the player be able to set?
Still working on the format but the buttons turn green when you set them and you can only progress past this point once you set up your character fully.
I don't think alignment or karma would work there. If you have alignments, then it forces you to play a certain style, something that doesn't fit Vicindio. As the player can choose to be as nice or evil as they want, even doing both at the same time. As for Karma, if it's like Snekk's original plans for it, then that also wouldn't work. Basically, Vicindio is a world where there isn't good or bad; everything is very grey. A lot of characters are doing evil because they think it's good and vice versa. Kind of make a solid "this is wrong" or "this is good" seem out of place.alignment or karma maybe
To begin with I don't know what Snekk is planning but I am making specilation based on his past actions.1. you know, i'm actually curious; the mansion we find in the forest that we build up with the permission form the beauregarde family to turn it into a brothel...can we just not do that, and instead turn it into a hub as well? i imagine a recently-built, victorian-style mansion with dozens of rooms and surrounded on all side by woodland would be scenic as hell, and it being turned into a brothel felt like a waste considering we already had a brothel that wasn't really too far away.
2. another thing - and you knew it was coming don't lie - but with the introduction of hubs and invasions, could we make necropolises? like, a whole, fully defensible hub filled with zombies and undead, for those necrophiliac/necromancers out there?
3. lastly, you added the M1 Garand as a rifle that we could continuously upgrade and interact with, with hints of there being some sort of sex system as well. will there be more guns like that? more sentient wepaons, even, that we can upgrade in special ways and keep with us all the time? the gimmick of the gun being something that's tied to you and could theoretically upgrade forever was a really, really cool one.
4. lastly-lastly - i lied, sorry-not-sorry - is the whole 'corupting the school' thing still going to exist? as strange as it sounds, i always felt that had the most potential, especially in the early days of 1.97. slowly but surely corrupting the school and actually seeing the results of it, building new features to twist, it was really awesome. also, with the nuns in the church as well - do we still get to slowly corrupt them? maybe twist them so they worship us instead of Avalon?
You kind of can't really add anything to it. Most of it is generic enough to cover most things. I think the only real thing you could add is items you'd have as extras, but even then it's not something worth adding.Unrelated for the moment, what other starting options should the player be able to set?
Still working on the format but the buttons turn green when you set them and you can only progress past this point once you set up your character fully.
1. The reason for that is:1. you know, i'm actually curious; the mansion we find in the forest that we build up with the permission form the beauregarde family to turn it into a brothel...can we just not do that, and instead turn it into a hub as well? i imagine a recently-built, victorian-style mansion with dozens of rooms and surrounded on all side by woodland would be scenic as hell, and it being turned into a brothel felt like a waste considering we already had a brothel that wasn't really too far away.
2. another thing - and you knew it was coming don't lie - but with the introduction of hubs and invasions, could we make necropolises? like, a whole, fully defensible hub filled with zombies and undead, for those necrophiliac/necromancers out there?
3. lastly, you added the M1 Garand as a rifle that we could continuously upgrade and interact with, with hints of there being some sort of sex system as well. will there be more guns like that? more sentient wepaons, even, that we can upgrade in special ways and keep with us all the time? the gimmick of the gun being something that's tied to you and could theoretically upgrade forever was a really, really cool one.
4. lastly-lastly - i lied, sorry-not-sorry - is the whole 'corupting the school' thing still going to exist? as strange as it sounds, i always felt that had the most potential, especially in the early days of 1.97. slowly but surely corrupting the school and actually seeing the results of it, building new features to twist, it was really awesome. also, with the nuns in the church as well - do we still get to slowly corrupt them? maybe twist them so they worship us instead of Avalon?
hey for the fishing village I have suggestion add in an option to make a fishery business that produce seafood and random chance of pearls , and also we have a lot of places to travel throughout the game, why don't we have each place have special commodities that buy high sell low, such as place near the sea sell seafood stuff much cheaper while buying ore gem at higher price, while deeper inland place such that mining town buying seafood at higher price while selling ore at lower price, basically let the player play as merchant add in a wagon that the player bring with to buy those specific commodities for trading they can only bring as much as the wagon can carry.1. The reason for that is:You don't have permission to view the spoiler content. Log in or register now.
It could be turned into a regular estate after that but she alsoYou don't have permission to view the spoiler content. Log in or register now.
2. Taking over the fishing village is something I wanted to add so the player can run experiments on the undead like he was.
There is also a dungeon along the north road that the player would have been able to explore that would be filled with whatever creatures I wanted to add but couldn't find a spot for in the game. I don't see why the player couldn't live on the bottom floor as the
The player can also just house all their undead on the Dragon Isle and slowly watch them eat all your living followers/children as you rule over a dead island.
Lo is gonna be alright, her ghost form can possess corpses just fine.
3. I am working on a way to add random effects to weapons such as extra fire/ice/whatever damage as a bonus to that weapon.
If it works then you may encounter such abilities such as sentience, of which bloodthirsty/horny/enthusiastic would give various boons if you did what they want.
This is a low priority as it would violate every law in Avedon and, as such, the player would instantly be hauled off to jail for owning it.
4. I am going to redo the slums so there is a real possibility I can fix the school as it was meant to be. I want to avoid any implications of children aside from having orphans in the orphanage.
For clarification on most likely my post you were quoting. I didn't mean it was pointless over all through out the story. Having your actions and stuff have consequences is totally fine and not what I was getting at. What I mean with it was at the character creation point. If alignments are a thing, it mentally forces the player to play to their alignments. If they don't follow the alignment, then having it in the character creation is pointless because it does nothing. As for karma, again, during character creation it's pointless. You as the player don't start off as some massive big evil or holy knight of justice. No one knows who or what you are. Arguably your karma should start after you (plot spoiler for intro). Of course that is excluding different origins, as some might be more evil/good-leaning than others, but then your karma would be tied to your character's origin, not a stat that you can change.Regarding the 'karma wouldn't work' I call bullshit. Karma would work just fine. Reputation is a thing. Evil or good is an active choice. The story is defined by the players actions. Yes, if you run around murder death killing and enslaving things, by and large, you could be considered a monster, with the forces of hell likely giving you the nod of approval. If you go out of your way to be a heroic dogooder (or at least as close as you can manage), then you are positively aligned. And if you do a bit of each, you'd be lingering somewhere comfortably in the middle.
Angels exist. So do demons. As do more murky things that are middle of the road, of course.
But what you do and how you do it would and have should have impact. If I'm going to be told that taking the high road is difficult and troublesome and I will likely pay a heavy exchange for pursuing the path, then it aught to have some meaning behind it.
A running tally of how benevolent or malevolent is hardly out of line for the game. If anything, it would help with assigning values to powers that based off divine mojo, such as smites, healing, and blessings. Or holy/unholy relic items and weapons, perhaps.
Not to say you couldn't reverse course if you found it suiting, but it should come with a cost if you are on one extreme end or the other, I should think.
If I'm understanding the question right, you're asking if you should make it so the children are generic NPC with different personalities. Or if you should stick with just having them just being statistics?Unrelated I'm trying to work on NPCS/named children/random lovers you find.
In theory you would be able to buy random things from this randomly generated elf woman Mia.
Trying to add where they live, lifestyle, attitude, sexual orientation, sexual capability, and player relation.
It's a lot of moving parts but I want the framework in place before moving on.
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The alternative is "There's 6 lizardfolk men, 2 women" and then you bang the two women with no reference that you've had relations with them before.
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My question is this: Should I continue with this train of thought or go with the simpler "8 lizardfolk men, 6 lizardfolk women, 6 goblin men, ect."
I have the basics for both and I need to know which would be more appealing to play with.
Whoops. Yeah, I messed up on the post.For clarification on most likely my post you were quoting. I didn't mean it was pointless over all through out the story. Having your actions and stuff have consequences is totally fine and not what I was getting at. What I mean with it was at the character creation point. If alignments are a thing, it mentally forces the player to play to their alignments. If they don't follow the alignment, then having it in the character creation is pointless because it does nothing. As for karma, again, during character creation it's pointless. You as the player don't start off as some massive big evil or holy knight of justice. No one knows who or what you are. Arguably your karma should start after you (plot spoiler for intro). Of course that is excluding different origins, as some might be more evil/good-leaning than others, but then your karma would be tied to your character's origin, not a stat that you can change.
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This is a joke; hey, I resent that. I drink puppy's blood and sacrific orphan tears, thank you very much. Tears are much easier to clean than blood. Joking aside, maybe that would be a better way of handling it if it was to be implemented in character creation. Having a small bump (good or bad) based on the player's origins. However, if I recall correctly, Snekk originally planned for karma to only go up. If you do something bad, your bad karma will increase. If you do something good, your good karma will increase. Two separate karma stats if I'm not confusing it with something else. I'm not sure if he still thinks that is a good idea or not, but it'd be something to think about if it is.Whoops. Yeah, I messed up on the post.
Some origins *do* start off more heroically inclined, though. I'm writing one right now. Just because you love sacrificing puppies and drinking the tears of orphans doesn't mean everybody does.
I'm kidding, but the more I've been working on a specific prologue, the more it's coming to light that it's just flavored a certain way. Rather than making an entire new section of alternate choices that don't fit the narrative, I'm just going to complete what I have so I can move on to assisting elsewhere. (Not that I won't fill it out later if I can find a way to do it that feels right.)
For reference, Ratmom Survivor is a struggling mother bringing up her two awesome kids in the bowels of the Undercity.
Unluckiest Goblin is a literal folk hero before things go pear shaped.
...Some others are likely darker or more middle of the road though. Last of the Line has been dealing with, so they could be considerably broken by the time the player takes the wheel.You don't have permission to view the spoiler content. Log in or register now.
It's never specified how Lost Magic tapped into their powers and built up their abilities in the past. A darker option could totally be a choice made, for sure.
Chosen One feel very much more of a clean slate as a 'nobody', as described, though. Worth noting, they do have a pretty hefty legacy behind them, though this is less hyper fixated on good and more just banging anything attractive with a pulse.
The currently unnamed Lizardkin start is an unknown.
Team Boys may be a bit more questionable depending on if they indulge in slaves and other similar things off in the Amazons.
And there is the hyper generic Shipwrecked start which has nothing special attached I'm almost sure is still going to be a thing.
Worth mentioning, every one of the origins are going to have a mention of particular themes that will be a big element of their narrative story, to hopefully avoid confusion and frustration.
(...Or maybe it should be a player based option for it to be revealed, for those that prefer to jump in blind. Unsure.)
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Even in the case of more heroic types, after the game starts winding up there's no reason a noble start can't fall. Liches and evil bitches exist for a reason. I'm suggesting karma as something the player gains and loses, and in this case, they'd have a little bit of a positive or negative bump at the start. But nothing that should cripple their degree of choice.
That said, starting with a 'clean slate' is also a valid choice. In the current writeup, when the Chosen one meets their first nasty surprise they are absolved of their sins by a higher power, regardless if they chose or desire it.
So a similar concept could easily apply to the others at the start, possibly with the option of the player holding on to that karma boost or penalty with choices made in that pivotal moment.
...Hm. Yeah, that may be the better way to go.
And of course, Snekk holds the ultimate go / no go to any concept or suggestion either way, haha.
1. I think the original idea was both can be pulled on at a time. If someone is a massive fartknocker and they gained a bunch of bad juju they'd still have people remember they aren't all evil because they had some good karma. But in a general light people would just see them as a bad guy. Or something along those line at least.1. Two separate values, huh? That's not bad either, though it doesn't seem to leave much in the way of interaction with each other, or redemption / falling out of grace if they just rise. In compartison, even base stats can go up and down (especially if you start utilizing your horseman abilities).
Both seem like decent options.
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2. As for writing, I wouldn't go so far as 'official', I just annoy Snekk with ideas and editing occasionally, same as usual. Sometimes it's decent enough to hammer into shape and share.
I just volunteer ideas and bad art from time to time.
For anybody reading this bit -- it's been written a few times here and there, but ze Snekk really does love interaction with folks here (provided they are constructive, anyway), as well as ideas or commissions. They won't all be bangers, for sure. The graveyard of unused ideas or things I've been distracted from is legion. Hell, when I look back at my earliest ideas and writing it can be straight up cringeworthy. Freaking yikes.
But don't let that deter you from tossing out ideas or even writing up a spicy scene you'd like to see! ...Just, uh, don't expect it to immediately manifest either, haha. Shit takes time, especially with redesigning the core gameplay and plot from the ground up.
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3. As for I've been working on an expansion to the Monastery for a while now, and Snekk is letting me fuck around with expanding the Unlucky origin intro which still needs to go through editing. Every time I think I'm done, I'm not, haha. Three damn power outs in the last week and a half. Madness.
I've lost track of how many times I've thought I'd have things wrapped up by 'next sunday'. Good thing I'm not being paid; I'd fire my own ass immediately.
Drawing the art for it has been more time-consuming than I thought it'd be, though I'm trying to find all sorts of tricks to speed up the process. But it's starting to come together. This one looks decent enough to share.
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If this lands decent enough I'll probably try my hand at expanding the other origins that are looking for a little extra oomph next.
I can't get the pregnancy and birth systems to work the way I want them to. Still working on it.whens the update?
share with us the detail of the problem may be someone might have an idea to help with your dilemmaI can't get the pregnancy and birth systems to work the way I want them to. Still working on it.
there are alot of experienced twine devs on here someone might be able to help you ...just don't burn yourself outI can't get the pregnancy and birth systems to work the way I want them to. Still working on it.