As you draw close to the alley, another woman walks out, smoothly taking your arm. “I was wondering when we would meet. Blood in the water and all that.” She pauses, looks you up and down. “I’ve certainly seen worse sharks. Shall we?”
Today we’re releasing new Agents for Fallen London, focused on spywork and intelligence-gathering. Engage the Mild-Mannered Mondaine and the Unilluminated Mole in a new round of subtle and intrigue-steeped Plots.
Agents are capable retainers who will gladly take care of business on your behalf. Engage agents of different types, with their own skills; equip them with your second best gear and send them on various Plots. (Some of today’s new plots try new things viz plot length and rewards.)
Once you’ve unlocked Agents, you can run a single Plot at a time, and unlock the ability to run a second through gameplay. Exceptional Friends can run a further Plot, provided they have enough Agents to assign.
Players who have attained ‘A Person of Some Importance’ at tier-two status can start to build their intelligence network in ‘Playing the Game in Wilmot’s End’, located (you guessed it) in Wilmot’s End.
(If you’re halfway through a loop of ‘Doing Business in Wilmot’s End’, you’ll need to complete it. The beginning to the new Agents stuff is a new branch in ‘Playing the Game in Wilmot’s End’, which is at the start of the ‘Doing Business…’ loop!)
If you’re halfway through a loop of ‘Doing Business in Wilmot’s End’, you’ll need to complete it. The beginning to the new Agents stuff is a new branch in ‘Playing the Game in Wilmot’s End’, which is at the start of the ‘Doing Business…’ loop.
Spent all my excess favours at Jericho before investigating this, which could have been a mistake. But no, I didn’t have any Constable favours anyway (and for anyone else, you also need Criminal, Society, Great Game and Revolutionary favours, a blackmail material and 2 favours in high places).
Exciting! I love the idea of Agents and I hope they get a bit more interesting mechanically.
And it looks like we’re already heading in that direction but it will be at least a day before we found out step 2 unless someone wants to slam a whole bunch of coffee. The very initial set-up plot requires and consumes resources to start. This opens up the potential for more notable rewards without power scaling, but also diminishes the hope some folks have for an easy “Repeat Plot” button.
The Agent mechanic actually looks very interesting, and is honestly pretty close to what I always hoped Influence would let me do. Losing the use of some items for a very long time is possibly a meaningful supplemental cost, too, depending on the types and difficulties of challenges in Plots.
Oh thank heavens! This is what I was hoping for since the beginning of the Agents mechanics: a way to have them just do their thing without you being interrupted. I really don’t like having to micromanage them every time they’ve finished a mission. This isn’t 100% what I’ve been hoping for, but it’s getting closer - I’m a little nervous about how this new one gets more difficult the longer you let it run. I just want the agents to be entirely autonomous.
A 500-action plot seems like a reasonably long one. I think I’ll be happy with that - it’s not fully autonomous, but a re-send every 500 actions is quite rare compared to the every 80 actions I do right now with the Zailor!
I like that these ones are doing something a little different mechanically and in feel, and having a longer plot definitely helps keep down the intrusiveness/extra clicks! I haven’t tried it out yet, but I imagine the extendableness will, too.
Haven’t yet figured out how to get the second new agent. Hopefully if I run a couple of intelligence plots something will reveal itself. This seems like it should have a new home base separate from the Oceanic Society, maybe that’s also something that will appear after completing some plots. A home base doesn’t seem of much use now since basically everything is done on the agent tab, but if things get much more complicated, I could see it being necessary.
I bet we just have to run some number of plots of that type to unlock all options and second agent. With shortest plot 185 actions it will likely take ~3 weeks.
Hello, I’m a little lost. I went to Wilmot’s End, and picked the storylet connected with this feature. It led me to a brief carousel with a Russian woman, a Devil, and something in a bag. Getting to the end of the Carousel… nothing. Now there are no storylets connected to this in Wilmot’s End. What did I do wrong?
I had not previously done any agent content (I wasn’t aware it was a thing), so I went and set that up in Wolfstack Docks, but there is still nothing going in Wilmot’s End. Did I mess up somehow?
.. you need to finish the carousel twice, once for dramatic tension and then cash in the second time for the beginning of the re-activation of the spy network. after that simply send your (new) intelligence agent on the first mission.
Interesting idea. It would actually fit well with the whole “being bad at choosing her battles” thing, and provide a nice sense of closure for those of us in the know. Or not in the know, as the case may be
At any rate, do we know if leaving the Mondaine in the infiltration scheme increases the Tremors on the Web quality? Seems mindboggling that (judging by the wiki) there’s apparently people who were already able to increase it to 5 AND run another 500-action plot afterwards. I don’t even want to calculate how much money/resources that must have cost…
The annoying bit (if I read the OP correctly) is it is now impossible to send all your agents on missions (unless the intel Agents are an a separate mission quota from the nautical ones). If you can only send 1 or 2 or 3 Agents on missions at any time, then having 3 zee captains and 2 spies means idle minions no matter what. Not nice, FBG!
Now, if we have 2 nautical mission slots (and a third which can be purchased), AND 2 espionage mission slots (presumably with a third purchased one, once a third spy Agent is available), then that would be fair.
And if that last was what was meant (and I’ve simply misunderstood), then please disregard this post, and I will refrain from putting so much honey on my breakfast pancakes.
I believe there are four agents (the Captain, the Breaker, the Bathyphile and the Mondaine) and eight plots (Consignment without Contract, Found at Zee, Zailors Astray, Naval Intelligence, Beneath the Waters, Breaking and Entering, Infiltrating and A Disposable Network).
You can only have three plots of any kind running at once, so, no, you can’t have all your agents active at once. If a third type of agent is unlocked, then you would presumably be able to have one agent of each type active at once, which is a bit neater.
The announcement mentioned another Intelligencier agent, the Unilluminated Mole, but to my knowledge they haven’t made an appearance yet. The roadmap also mentioned another Concern is to come, so we’ll be able to do what you said.
Personally, I don’t mind having various agents inactive - thematically, that may be taken as the necessary downtime for agent recuperation, upkeep of ships, lying down after a successful (or failed) infiltration etc. The only potential downside to having many more Agents would be having to scroll a lot when choosing the ones you wish to send out.
On the other hand, every additional Plot we’d be able to run concurrently would add to the “clickiness,” and I understand why there’s a sweet spot of how much “extra” revenue FBG might want to introduce through the Agent system.