[quote=illuminati swag (Benthic)]You could also read sunset/ending/Winter, but the colors don’t fit as well.[/quote]You could most definitely read that as Winter.
[quote=Vavakx Nonexus][quote=illuminati swag (Benthic)]You could also read sunset/ending/Winter, but the colors don’t fit as well.[/quote]You could most definitely read that as Winter.
[/quote]
Oh, I hadn’t seen that, thanks a lot! The colors may not fit as well, but the actual aspect does, it seems. I wonder if the orange still hints at Forge - it still has that association, and the Axe is a metal tool. Changes and endings are obviously connected, so maybe Forge and Winter are even intertwined as principles somehow?
Enjoying the Mansus, but the expeditions are currently unplayable. "Treacherous Ground" prematurely aborts the expedition. It’s supposed to be an obstacle to be countered with Lantern or Forge, but it’s coming out as a card instead and crashing the whole expedition, giving me everything back with the addition of a useless card.
We also got a little more interesting information on the histories. The new Secret Histories lore reveals the Hours struggle among each other to write a single golden future, and all events and possibilities are resolved in the narrative… except a few. Might this be why there are multiple Histories? World-shaking events that make it impossible for the future to advance in the direction all the Hours want are excised? Would make sense why the War of the Roads and the Sovereigns of the Leashed Flame were excised.
The new exploration feature is pretty neat. For those who don’t understand it, it’s accessed using Secret Histories. The lower level the Lore, the more common the location (and presumably the easier it is to conquer). We start with already ransacked tombs and book collectors’ incredibly flammable houses, and then we move on to creepy abbeys on the continent and eldritch locations in "the land beyond the forests" 3000 miles away.
Also, maybe I’m just a bad player, but could someone pleeease tell me how to kill that arse Wakefield as quickly as possible? Grinding lore and followers is a pain when this guy is picking my guys off and is practically unkillable at the start.
[quote=illuminati swag (Benthic)]
Oh, I hadn’t seen that, thanks a lot! The colors may not fit as well, but the actual aspect does, it seems. I wonder if the orange still hints at Forge - it still has that association, and the Axe is a metal tool. Changes and endings are obviously connected, so maybe Forge and Winter are even intertwined as principles somehow?[/quote]
If something is going to be changed, whatever what it was before can be considered to have ended, couldn’t it?
Forge is already connected to Winter through the Sun-in-Rags. The Forge split the Sun from it’s original form to the wounded, ragged Hour of death it is now. The Axe itself appears to be white, only visible in the very middle between the two shades of light being cast on each of its sides. Odd that they didn’t use more White in the card if it’s really a winter Hour. Red is the color of a sunset, but the Sun-in-Rag’s affiliated color is actually yellow because it was originally the beautiful golden Sun. Maybe like you said it’s a metal tool so the Forge helped make it? It gets even weirder when you consider the fact Parsival called it an Hour of the Wood.
edited by Edward Warren on 4/9/2018
[quote=Edward Warren]Enjoying the Mansus, but the expeditions are currently unplayable. "Treacherous Ground" prematurely aborts the expedition. It’s supposed to be an obstacle to be countered with Lantern or Forge, but it’s coming out as a card instead and crashing the whole expedition, giving me everything back with the addition of a useless card.
We also got a little more interesting information on the histories. The new Secret Histories lore reveals the Hours struggle among each other to write a single golden future, and all events and possibilities are resolved in the narrative… except a few. Might this be why there are multiple Histories? World-shaking events that make it impossible for the future to advance in the direction all the Hours want are excised? Would make sense why the War of the Roads and the Sovereigns of the Leashed Flame were excised.
The new exploration feature is pretty neat. For those who don’t understand it, it’s accessed using Secret Histories. The lower level the Lore, the more common the location (and presumably the easier it is to conquer). We start with already ransacked tombs and book collectors’ incredibly flammable houses, and then we move on to creepy abbeys on the continent and eldritch locations in "the land beyond the forests" 3000 miles away.
Also, maybe I’m just a bad player, but could someone pleeease tell me how to kill that arse Wakefield as quickly as possible? Grinding lore and followers is a pain when this guy is picking my guys off and is practically unkillable at the start.[/quote]
If you kill him, he’ll just get replaced. If you can summon one of the Voiceless Dead, which shouldn’t be too hard if you’re at the point of building up followers, you can use it to destroy evidence, which will keep him off your back just as effectively.
Take a good look at the Elegiast, IX.
As of last fall, IX was supposed to be The Cartographer of Scars; we’ve since learned that the Cartographer of Scars is another name of the Colonel, who is an embodiment of Edge.
Is the Elegiast the Colonel? He/it does appear to be blind, yet very far from what I would have expected. Any scars are invisible under the elegant outfit. I wonder if this is truly the Colonel or if the numbering of the Hours has changed since last fall.
This has been fixed.
Greetings once more, my brothers and sisters in the Invisible Arts. I have descended from the Upper Rooms of the House of the Sun to share with you some of the mysteries I have learned.
Alexis and Lottie were very tricky this update. To keep us from getting the answers to some of the big secrets of the game a lot of the flavor text has been withheld from this build. There are still a few tantalizing hints that can be revealed here and there, and even a few big answers to be found if you go deep enough.
I’ve learned a great deal and lost the game before I could go all the way to the end, but I’ll touch on a couple of big ones. I’m recounting this from memory, so if a few details are off I apologize.
Once again I embarked down the path of Sensation. Grail is actually a very useful cult for exploration, as Raw Prophets alone carry enough Moth and Grail to overcome most obstacles and seduce most mortal guardians in the early locations. As long as you have a Locksmith’s Secret you can pretty much summon an infinite number of them using the Sunset Rite, with your first Raw Prophet as your assistant.
It’s apparent to me now that the path of Sensation is the path of becoming a Thirstly, a Name of the Red Grail. After completing Rite of the Crucible Soul, the Marks of the Grail grained through further cannibalism make one grow taller, redder, and thirstier. Feast of the True Birth is probably the final ascension to demi-godhood, but I didn’t make it that far because it requires a grand total of 36 Grail.
It’s much easier to conduct summonings now that I don’t have to send out cultists to hoodwink or murder people, something that causes them to vanish or die the vast majority of the time. I summoned Ezeem, although I failed the first time and he tried to eat me before he returned to the Mansus. I did it again, successfully this time, and he seems to be a nice enough guy if you can get past the blood drinking part. Worshipers of the Great Mother get used to this sort of thing.
He taught me Phryigian, the mother tongue of the Red Grail, who turns out to have been the very first god-from-blood. Phyrigian is an ancient dialect based in Greek. Because the Great Mother is so old, people sometimes mistake her tongue for the first language ever spoken. It’s not, but the foolishness of the mortal Pharaoh that proclaimed it so amuses Ezeem and the Great Mother greatly. More on that later…
Speaking of gods, the Witch-and-Sister is a Grail Hour now. Makes sense when one considers the St. Agnes post mentions them inspiring passions and odd births. Fucine is called the dry tongue for a reason, as it literally and rapidly parches the mouth when spoken. It can only be spoken when one has access to a large body of water, like a lake. The people of Fucio, land of the WaS, grew infamous for a wide variety of love and lust spells they created in this language.
But back on topic. I conducted a thorough exploration of the Mansus, and I believe I’ve gone as far up as it is possible to go. In the new Stag Door card, we learn Ghirbi cries when we enter through the Door because he can’t go any further up, which might be a clue as to what Hour he belongs to. There are an additional two areas of the Mansus now in addition to the as-of-yet-unseen Painted River. The Silken Sands are access through the Spider Door, which can be accessed through either Grail or Lantern. The Spider Door is always THIRSTY (the game itself emphasizes the caps), and requires human sacrifice to open. From here one ascends to Glassgarden, home of the Brighter Hours. This is where the Peacock Door is, and judging from the Mansus map also where the Sun-and-Rags and the Maid in the Mirror reside. The place isn’t actually made of glass, but ice. It’s a giant field of flowers made of ice, a pretty big clue this is where the Sun-in-Rags lives, since ice is crisped by his light the same way the real Sun sustains flowers.
The Peacock Door, we’re informed, does not open. However, I happened to already have the "key" to bypass it. Bringing a Watchman’s Glass before it caused it to swell and tremble with joy enough for me to slip past it into the Upper Rooms of the House. I only reached this height once, but I look the known option and gained the Scholar: Vak trait.
This is where I started making the greatest discoveries, starting with the fact that Vak is The First Language, the language of the House of the Sun itself. It existed before gods rose from blood and even before apes walked upright, meaning the Mansus predates the dawn of man. The oldest texts of the game are written in Vak, and these books yield MAX LORE when translated and read:
Edge: The Mysteries of Force- The Colonel and Lionsmith are gods-from-flesh, but the third Hour of the Edge is the Wolf Divided, a god-from-blood. His is the third trait that brings strength: AGONY.
Lantern: ???- The Forge of Days, the Meniscate, the Mandrugad, and the Flowermaker are the gods-from-light. The Watchman isn’t from light, but shares in their underlying principles.
Knock: ???- The Mother of Ants is the child of two rivers, the Horned Axe is the last god-from-stone.
???- The Moon is an Hour
Again, this is from memory so some names are missing, but these are the key reveals. These are pretty big reveals. I also found information on some other Hours that Alexis hid well, but I think I reasoned out:
Xantatic and Iotic Essences make reference to the Meniscate and Mandrugad yielding to the "true forge", suggesting perhaps they share a similar function to the Forge of Days.
Secret Histories lore when researched enough produces a Vagabond’s Map. From this we learn the Vagabond is the only Hour not in the Mansus, but she can go anywhere else. She alone knows all five histories, and occasionally she allows someone to record her travels.
One of the texts in Vak is The Five Creations. If I’m right and this means the Five Histories, it means A.) the Vagabond is very, very old. B.) there have been five Histories since the beginning, and the Hours switching between them is nothing new.
Combining two Vagabond Maps gives you the Way to Port Noon. The Evening Isles are this History’s version of our Caribbean, making Port Noon a literal tropical resort for immortals. Not a bad spot to retire, I must say. This is where the Long go to drink from the Spring that makes them forgotten. You don’t actually go there (because the Long would probably kill you or worse), but the Evening Isles around the Port itself are home to some outright active supernatural locations and beings, not just wasted ruins. Witch-and-Sister has a monastery here, literally hanging over the ocean, kept attached to the nearby island solely by the power of the nun’s ritual sacrifices.
The final god-from-light, the Flowermaker… likes to make flowers. Makes sense for the Sun’s offspring to nurture plants, but it proves its kinship with the Grail with both the Vanderschaff Collection and Foxlily Meadows. Smelling the Flowermaker’s creations induces ecstasy and an extremely self-destructive need for pleasure. These outbreaks of sudden hedonism are strongly implied to include extreme self-mutilation and worse. The treasures from Foxlily Meadows are mostly the discarded possessions of would-be treasure hunters who died where they stood after smelling the foxlilies. Worse yet, the locals intentionally plant these things to kill people.
The Mother of Ants has Younger Sisters. She was born from Medusa’s venom alongside vipers, and while those serpents didn’t ascend to godhood they still bear immense power. At least one of these giant quasi-Hours is waiting for you at a certain location (whose name I won’t reveal to give you a special surprise). Hope you like behemoths with "scales of black jade, with eyes like floodlamps". :)
Several locations and Vak book titles make reference also to "the Centipede" born from the desert through which the river that is history flows. This is probably another Hour Alexis doesn’t want us to know more about.
Exploration also gives away some information on the Hours, as the higher your score in different principles, the greater the Names and the protections you can call upon through prayer.
Overcoming curses using Heart reveals the name of a new Hour aligned with the Heart principle: the Laughingthrush, who cannot be exhausted.
Using Knock to open Hidden Doors calls on the Beachcrow, who opens the earth, who knows what is lost, and to whom all things that are lost belong.
Horned Axe is a girl, she waits at the threshold, and she permits entry only when entry is to be permitted. Explains why she keeps the Growth from spreading wherever it pleases without permission.
Sorry Clifton Royston, but the Elegiast is the Ivory Dove. The Ivory Dove is the name called on when one needs to command the Dead, and Elegiast is the name called when expeditions need to overcome curses. He cannot be deceived, he knows what has been lost, and nothing more can be taken from him.
Not sure why he’s sharing a number with the Colonel, but this is the same thing with the Horned Axe and the Lionsmith. Perhaps there’s significance to be found in War and Death sharing numbers? Also, a nice subtle detail I just noticed in the Lionsmith card is that he’s XIII Death, and he’s carrying around a White hammer now.
The Colonel is of the Edge, but he’s also a brighter Hour. He is scarred, he has survived worse.
There’s probably more mysteries to be unraveled from the exploration feature, but I suspect Alexis whited this out too. For example, for certain obstacles that are also conveniently missing flavor text, a high enough Winter score calls upon… Witch-and-Sister? I think it’s a placeholder so he can avoid giving away the Names of some powerful Spoiler-Heavy Hours.
The last, biggest piece of CRUCIAL LORE I uncovered comes from the Mausoleum of Wolves. The mausoleum is decorated with stone wolves this is where the fragments of the Sun were to be brought by it’s funeral procession upon it’s prophesied death, but they strangely never came.
The big thing here is that the Sun was divided into fragments, as in there’s more than one or two pieces of the fragmented Sun going around down here, and they didn’t die like they were apparently supposed to when it was split. Besides Sun-In-Rags, how many Hours are Sun Fragments?
This sadly was the limit of what my poor cultist could take. Delving into the upper rooms and reading the raw, undisguised truth contained in the books of Vak produces Despair and Fascination like crazy, causing my poor character to totally lose it and kill himself before he could finish the Great Work. Way to turn Despair from a minor threat to a potent anti-grinding feature.
edited by Edward Warren on 4/11/2018
Here’s a list of the places I’ve visited that haven’t been compiled in the Kerisham Review yet.
Rending Mountains
The Eye of Ikirmawi
We have read of a sultan who, eight hundred years ago could sleep only beneath the stars. He ordered the construction of his observatory, so that the stars could be accurately depicated on the ceiling of his bedchamber. Regrettably, the stars they saw were not safe for the unprotected human mind. The sultan’s successor ordered the observatory sealed.
Mausoleum of Wolves
This chilly monument was built long before Rome fell. Stone wolves watch the door. A chamber within was carved from rock, to await fragments of the Sun at its prophesized funeral procession. That procession never came, but still the Dead are drawn here.
Hunter’s Pits
The Tearing Tribes enlarged this cave system, digging shafts, preparing traps. It may have been a place of execution, or a proving ground. In either case it’s sacred, and the tries don’t want us here. If we survive them, there is still one more terror in the cramped tunnels.
Snow’s Keeper
A mountain-peak temple of ill-omened aspect. Jewel-bright fungus-slicks glow in the snow. None has come here in a generation, but still something moves within.
Tombs of the Shadowless Kings
In a rearing outcrop of lion-coloured rock, tombs were carved for the first kings of this land. They had hoped to be immortal, and perhaps one of them is. The others lie among their trinkets. A hereditary order of guardians watches closely.
The Lone and Level Sands
Temple of the Seven Coils
A crumbling temple in a shadowed defile. ‘Seven Coils,’ said our sources, but the idol within is an impossible heap of stone serpent – coil upon coil, a knot that dizzies the soul. Wrgoness squirms in the temple corners.
Star-Shattered Fane
Here was a place sacred to the gods of earth, until a meteor fell on a winter’s night. In time, worshippers crept back to the broken ruins. In time, the meteorite itself came to be worshipped as a bringer of dreams. Somewhere beneath the meteorite’s lair, the old altar may still remain.
Messana
A quietly prosperous village rests in the crook of the river: a surprising splash of green against the dusty land behind. The longevity of the villagers surpasses the natural. What are they hiding?
Lagun’s Tomb
A low slope-sided rectangle of mud brick, in an obscure fold of the desert. It is not remarkable to look at, but Lagun was counted among the immortal Long, and no robber has erver breached his tomb.
Miah
There was a city here. We can pick over its remains like jackals over old bones a wall-corner here, an unsuspected cellar here. Sometimes we may find the knowledge of the dead, and sometimes the dead may find us.
The Evening Isles
The Wreck of the Christabel
A sea-beast came to love this vessel but when she would not return its affections, the sea-beast crushed it. Even now, the east will not leave the ship’s corpse, bedecked as it is with occult treasures. We must dive carefully.
Fort Geryk
Three hundred years ago, a rapacious empire claimed an island ripe with tourmalines. Neither the empire nor the island are mentioned in any reputable history. But the governor’s fortress remains. Perhaps his treasures remain. For that matter, perhaps he does, too.
Raven Isle
An extinct volcano lifts its head from a fervid tangle of emerald jungle. For generations, immortals fallen to the vilest crime of their kind have been exiled here to roost, guzzling the blood and cracking the bones of unwary travelers. They must surely have something interesting.
Port Noon
There is a choice that every immortal must make: enter the service of an Hour, or return to the mortal ranks, or face extinction. The sunny little island-port called Noon is the exile-realm of the immortals who refused all those options.
Alexis just tweeted he’s sending Sarah Gordon centipede pictures for art references. The Centipede confirmed for a new Hour.
Only one more month before the arrival of the finished game! As of right now based on Alexis’ previous statements, what’s next to be added in the game might include:
- New careers, and potential dialogue "boss fights" literally with your bosses. And you thought serving an Hour was tough![/li][li]New nemesis’ in the form of rival cults, concerned loved ones of your victims and cult members… and possibly Indiana Jones.[/li][li]Romance options with your nemesis, the ability to have children, and the option to end the game a family man/woman, with your child continuing your work.[/li][li]Refined Legacy System- Previous characters are mentioned or play some role in each new playthrough’s narrative. A dead cultist might come back as a ghost to help or hinder, same with cultists that have entered the Mansus permanently, family will play some role.[/li][li]New endings- The ability to join the Long, the Suppression Bureau, and possibly destroy the world.[/li][li]Dialogue options possibly, something along the lines of Poppy Lascelles.[/li][li]The ability to explore and find locations like Edycis Club and Oliflamme’s in playthroughs other than Bright Young Thing.
That’s what I’ve got, anyway. Some of these features haven’t been mentioned for some time, so they might not make it to the finished game. Perhaps DLC, then?
We’re also done with Builds! From now on Alexis will be directly patching the game to update content, so we’ll be getting more and more of the the game game up until launch.
So the game was updated today, and it’s been a very interesting experience so far. Numerous features have received an entire overhaul. I’m not sure how this will affect the future of the game, but everyday life has now become very, very difficult.
I’m sure these features will be mediated by other additions as Alexis is currently adding to the game as he puts the work in, but this was quite a surprising update to say the least. I’m sure the Sun-In-Rags is best friends with me right now for the number of cultists I’ve sent to their deaths.
Welcome to Cultist Simulator: Prepare to Die Edition.
- Injuries and illness now decay rapidly, leaving nothing behind when they disappear.[/li][li]Injuries and Illnesses can no longer be cured by simply putting money into them. Putting money into them results in you deciding to buy laudanum instead of resting and healing. This gives you contentment, and gives back the cards that are still decaying.[/li][li]Injuries and Illness can only be healed by inserting Vitality, which pops up entirely by chance either on it’s own or in the 1/3 guess in the Mansus.[/li][li]Meet your new worst enemy: Mr. Alden is your boss over at Glover and Glover. He also absolutely hates your guts and wants you gone. Try to actually make some money over there? Mr. Alden demands you put in more Reason and work overtime for your salary, an extra twenty seconds. Don’t want to? You’ll get a condescending little message an only half your pay. He still keeps you over for another twenty seconds by the way, while time is still passing and you desperately need to pay the bills. He doesn’t think you should have been hired in the first place, so he keeps you from getting promoted.[/li][li]There is one life line in this however: "He has a redeeming quality." Alexis hinted on Twitter. Finding it is implied to be the only way to get him to leave you alone. [/li][li]The Wolf Divided also hates your guts and is out to get you. Despair no longer disappears after a single Contentment is inserted into it. The number of dread or injuries needs to be countered by the same number of Contentment.[/li][li]Instead of disappear entirely certain cards transform into new ones on their own if left alone too long. Unhappy Far Off Things randomly appears when you dream or study, which gives you Restlessness, which decays and transforms into more Dread.[/li][li]On a more positive note: you can now find those locations from Bright Young Thing by exploring the city, such as Oliflamme’s.
Needless to say these factors can make life very unpleasant. It’s possible to die simply from bad chance in seasons or Dread literally popping up out of nowhere and you losing more cards than you can possibly recover from. Having a way to get manually create contentment is nice, but I’m not sure if I should have to trade my health for it. Perhaps a sinister but otherwise normal mortal drug dealer should be added, and purchasing and using enough times will cause some nasty effects, like how Health can be used for manual labor only so many times before it becomes an injury now?
I’d also think that illness and injury would turn into health on their own after they decayed, like how Restlessness turns into even more Despair.
I’m not sure how to find the way to get rid of Mr. Alden yet, which is crucial as he makes working at Glover and Glover utterly unfeasible unless you want to literally live paycheck to paycheck without being able to afford any occult stuff… right up until the random number god decides to troll you and drop two consecutive seasons of illness on you or bombards you in dread. Surprised I can’t just send a follower to murder him or just do it myself, because I’m honestly ready to reenact the Rite of the Rebel Striving over here.
Want to know the difference between Mr. Alden and the Wolf Divided?
The Wolf Divided just wants to kill and eat you. Mr. Alden wants to keep you alive just so you can continue to suffer under him. The man’s evil literally surpasses that of an Hour of death itself.
Also, we can now be visited by the Beachcrow in our dreams, who can take on a mortal form to creep on us.
[quote An Early Night]
Sometimes, I have dreamt of a tall woman in a sand-coloured coat, who stands at the foot of my bed, smiling as she watches me sleep. In that dream, she turns her head with the swiftness of a bird, and her fingers flex like talons. I do not think I dreamt of her last night. If I had, I could not have slept so soundly. [/quote]
shudder
edited by Edward Warren on 4/17/2018
[quote=Edward Warren][ul][li]Meet your new worst enemy: Mr. Alden is your boss over at Glover and Glover. He also absolutely hates your guts and wants you gone. Try to actually make some money over there? Mr. Alden demands you put in more Reason and work overtime for your salary, an extra twenty seconds. Don’t want to? You’ll get a condescending little message an only half your pay. He still keeps you over for another twenty seconds by the way, while time is still passing and you desperately need to pay the bills. He doesn’t think you should have been hired in the first place, so he keeps you from getting promoted.[/li][li]There is one life line in this however: "He has a redeeming quality." Alexis hinted on Twitter. Finding it is implied to be the only way to get him to leave you alone.[/quote][/li][/ul]Mr Alden’s redeeming quality is that he’s driven not by malice but by extremely high standards. If you meet his expectations he’ll eventually retire and recommend you as his replacement.
Anyway, it’s about time they increased the difficulty. We were promised FTL and the Adept and Explorer’s builds were nowhere near that difficult (actually they were rather easy) :P
His other redeeming quality is that he’s not immune to cold steel, the pleasures of the flesh (it’s always the quiet ones), or discombobulating hijinks from Team Moth. I sent my favourite minion, the ever-obliging Raw Prophet, to drive him insane. Rather disconcertingly, the thing had other plans:
Specialist tastes, indeed.
[quote=Edward Warren]So the game was updated today, and it’s been a very interesting experience so far. Numerous features have received an entire overhaul. I’m not sure how this will affect the future of the game, but everyday life has now become very, very difficult.
I’m sure these features will be mediated by other additions as Alexis is currently adding to the game as he puts the work in, but this was quite a surprising update to say the least. I’m sure the Sun-In-Rags is best friends with me right now for the number of cultists I’ve sent to their deaths.
Welcome to Cultist Simulator: Prepare to Die Edition.
- Injuries and illness now decay rapidly, leaving nothing behind when they disappear.[/li][li]Injuries and Illnesses can no longer be cured by simply putting money into them. Putting money into them results in you deciding to buy laudanum instead of resting and healing. This gives you contentment, and gives back the cards that are still decaying.[/li][li]Injuries and Illness can only be healed by inserting Vitality, which pops up entirely by chance either on it’s own or in the 1/3 guess in the Mansus.[/li][li]Meet your new worst enemy: Mr. Alden is your boss over at Glover and Glover. He also absolutely hates your guts and wants you gone. Try to actually make some money over there? Mr. Alden demands you put in more Reason and work overtime for your salary, an extra twenty seconds. Don’t want to? You’ll get a condescending little message an only half your pay. He still keeps you over for another twenty seconds by the way, while time is still passing and you desperately need to pay the bills. He doesn’t think you should have been hired in the first place, so he keeps you from getting promoted.[/li][li]There is one life line in this however: "He has a redeeming quality." Alexis hinted on Twitter. Finding it is implied to be the only way to get him to leave you alone. [/li][li]The Wolf Divided also hates your guts and is out to get you. Despair no longer disappears after a single Contentment is inserted into it. The number of dread or injuries needs to be countered by the same number of Contentment.[/li][li]Instead of disappear entirely certain cards transform into new ones on their own if left alone too long. Unhappy Far Off Things randomly appears when you dream or study, which gives you Restlessness, which decays and transforms into more Dread.[/li][li]On a more positive note: you can now find those locations from Bright Young Thing by exploring the city, such as Oliflamme’s.
Needless to say these factors can make life very unpleasant. It’s possible to die simply from bad chance in seasons or Dread literally popping up out of nowhere and you losing more cards than you can possibly recover from. Having a way to get manually create contentment is nice, but I’m not sure if I should have to trade my health for it. Perhaps a sinister but otherwise normal mortal drug dealer should be added, and purchasing and using enough times will cause some nasty effects, like how Health can be used for manual labor only so many times before it becomes an injury now?
I’d also think that illness and injury would turn into health on their own after they decayed, like how Restlessness turns into even more Despair.
I’m not sure how to find the way to get rid of Mr. Alden yet, which is crucial as he makes working at Glover and Glover utterly unfeasible unless you want to literally live paycheck to paycheck without being able to afford any occult stuff… right up until the random number god decides to troll you and drop two consecutive seasons of illness on you or bombards you in dread. Surprised I can’t just send a follower to murder him or just do it myself, because I’m honestly ready to reenact the Rite of the Rebel Striving over here.
Want to know the difference between Mr. Alden and the Wolf Divided?
The Wolf Divided just wants to kill and eat you. Mr. Alden wants to keep you alive just so you can continue to suffer under him. The man’s evil literally surpasses that of an Hour of death itself.
Also, we can now be visited by the Beachcrow in our dreams, who can take on a mortal form to creep on us.
[quote An Early Night]
Sometimes, I have dreamt of a tall woman in a sand-coloured coat, who stands at the foot of my bed, smiling as she watches me sleep. In that dream, she turns her head with the swiftness of a bird, and her fingers flex like talons. I do not think I dreamt of her last night. If I had, I could not have slept so soundly. [/quote]
shudder
edited by Edward Warren on 4/17/2018[/quote]
You can get Vitality easily by studying Health, or at least you could in the last build. So as long as you’re not devoted to your studies at the time you become sick, you should be able to recover from sickness without too much difficulty. If you’re spending your time bent over your books and burning the midnight candle to learn forbidden secrets, you’ll have to choose between your studies and your health unless you’re lucky, but you should be fine otherwise.
EDIT: This is obsolete, as they’ve released a new patch! Health can once again be restored with Funds, Vitality is easier to obtain, and upgrading Health, Reason, and Passion is apparently "very different". And there’s apparently some sort of Skills, now.
Also, I really hope they’ve buffed G&G once you get rid of your boss, because otherwise it’ll just be 100% worse than being a Physician.
edited by illuminati swag (Benthic) on 4/17/2018
With all the big systems firmly in place, the details are getting a rework. There are now skill cards you can earn and these are necessary for increasing Reason, Passion, Health. The menace cards are a bit more common and consequently more deadly (though Fascination also decays now). Working at G&G now has a narrative. Dreaming is being filled out. The Old Man at the hospital now gives you a fairly sizable amount of money (9 funds to be exact). And the cult creation and recruitment system is a bit more involved (founding an Unflinching Order required the sacrifice of a Health into a Wound).
The last few days have seen a dizzying number of updates!
edited by Anne Auclair on 4/17/2018
So Ghoul DLC is you playing as one of your summoning it’s a both mechanical add to the game and A legacy.
Where’d you get that?
Where’d you get that?[/quote]
He revealed that interview on a podcast really recently
Where’d you get that?[/quote]
He revealed that interview on a podcast really recently[/quote]
Do you have a link to that podcast? Sounds interesting.