I’ve never, ever seen that happen, fwiw.
edit: pagetop, so clarification – never seen the inter-officer conversations.
edited by Fretling on 1/15/2015
I’ve never, ever seen that happen, fwiw.
edit: pagetop, so clarification – never seen the inter-officer conversations.
edited by Fretling on 1/15/2015
shame, I always liked a bit of ambient dialog in my games, though I understand if it was cut
[quote=Bardigan]Humble suggestion: Could we request our Surgeons (Haunted Doctor, Campaigner, Lilac, Scarred, even Mr. Plausible) to help patch our captains up with a hearts/iron test when they get a wound instead of only being given the random option of sleeping it off while out at Zee? Perhaps success chance/stat check difficulty could even be decided by who’s doing the treatment?
edited by Bardigan on 1/15/2015[/quote]
There is a certain fruit you can obtain which can be consumed to heal all your wounds and reduce terror.
Overheard on Deck events still exist, but they don’t seem to happen particularly often. A new one was added at the same time as Maybe’s Daughter’s quest, actually. I’m not entirely sure how Sunless Sea determines event frequency*, but they do seem to be extremely rare (and they might not trigger if you have the upgraded versions of the officers they use, I think).
science ramble ahead;
*Distribution seems to run off of the same numbers as Storynexus; 1, 10, 20, 50, 80, 100… so on. If they are indeed the same then that means Overheard on Deck events are among the rarest possible things that could happen to you, at Distribution 1 (or Rarererest Frequency, if you prefer).
Which is also the same Distribution as… both instances of Mirrorcatch Box larceny, and many other hazard events, like a loose Unfinished Clay Man or a wandering Tomb Colonist, so maybe there’s something more to it. Sub-1 Distribution values which still show up as 1 for some reason? It is a mystery.
For comparison, the Trinkets event has a Distribution of 50, and the Campaigner’s first collapse has a Distribution of 80. I dunno. Video games.
Curious. I’ve never had the Unfinished event pop up, despite carrying Clay Men at every conceivable opportunity, whereas I’ve gotten the snacky Tomb-Colonists several times now despite only ever taking them on for one-time stories.
I think I’ve found why, actually; it’s independent of Distribution (and it also explains the difference between the two instances of Mirrorcatch theft).
The Hungry Dead has no requirements, beyond that you have one Supply and one Tomb-Colonist. However, the Clay Man bustin’ loose also requires that you have between 1-20 Something Awaits You. There’s a similar requirement set on Mirrorcatch theft; having Secure Storage makes it ten times less likely that someone will pilfer a box. I’d suspected that that was the case, but I neglected to actually check (mostly because the overhead requirements for an event are kind of awkward to locate).
My goodness, where are you finding these things?
well, may I suggest an increase of the probability for On Deck events, maybe to 10, possibly 15? I understand rarity makes you appreciate something all the more, but when there are people who have never even seen these event happen during any of their playthroughs, maybe fiddling with the values is in order
I would also like to bring up the issue of the Cutter - the increased cargo holds are great, and they make the Corvette a viable upgrade, but the Cutter is still not really worth it. It’s a smuggling ship that can’t really do anything, considering there’s nothing worth smuggling into London within its range. The same could also be said of the raiding, since the Corvette could be used for the exact same thing.
Here are a few suggestions off the top of my head, any of which might make the Cutter viable:
*) Have it give a more noticeable buff to Veils, giving it the clear edge when it comes to sneaking up on ships
*) Give captains of Cutters access to special nazareths and black market shops in certain ports, with rarer illegal goods and/or regular goods at a slightly reduced price - have the added profit offset the other disadvantages of the ship.
*) Alternatively, implement a smuggled good or two in trade ports near London - in the Cumaean Canal, maybe, where a lot of stuff gets censored by the law of the Masters.
*) Perhaps most importantly - have a better explanation of the advantages of the Cutter to players. The one line description for it in the shipyard is nice and well, but it doesn’t tell much to new players, and older players looking for a familiar attempt at an optimal run instead of an adventurous one will avoid it as well.
edited by IHNIWTR on 1/17/2015
oh, and has anyone mentioned Mines as a possible weapons yet? maybe encourage zee monsters/pirates to chase you only to drop a some of those in your wake and cause some damage.
And one final thing, so I’ll stop bumping up the thread - originally the idea was that the Addressed As quality would have some minor story effect during a playthrough. Has that been discarded, or rather not yet implemented?
edited by IHNIWTR on 1/17/2015
I love the horn, though I love the new journal page look even more. (games are fantasy fulfillment and I’m enjoying the heady rush of being someone organized neatly enough to find things easily) I think I’ll name my next captain "Tootles", raise iron to maximum and set out to defeat every thing drawn by the constantly blaring. This is a flaw free notion to take into the wide stygian zee. Yup. Not sure when wounded beasties started trailing blood (though I’ve sure seen my ship on fire after a hit), and it makes the realism of the game stunning, even if there are giant enemy crabs and sharks bubbling to their extremely photogenic doom.
[spoiler]
A small thing - I saw in port carnelian the line 'Tea is drunk without milk now," and I’d be all for that, but Mongolia…isn’t an oriental country to traditionally object to milk tea. Maybe tea is drunk with milk, and also with salt now? Suutei tsai - Wikipedia
And a bigger nitpick: the scion story seems to trigger randomly as soon you have a sweetheart, and a better class of lodging, but this makes the story rather…mechanical, I guess, for captains that have inherited the zee side mansion - meet someone literally once, and they’re already determined to have a family? It was jarring, but domesticity is efficient and I’ve been ruthless enough to use my family as a resource. This might be better linked to time the healer, but I’m sure with the tweaks to officer romance coming that it’ll work out. I’m just a little uneasy about making every captain have a child. The captain that was too romantic for their own good turned away a sweetheart, but never regained the ability to have another, lowering their terror reduction. Not sure if this is still the case after the recent updates, but how do other people feel about the scion?
[li][/li][li](I might add that the scion story on its own gave me terror reduction, outside of the game, with every repeat of that warmth and tenderness after coming in from the cold. (But then again, I’m the kind of player who increases wounds just so I can click the "time in bed" storylet when I can’t do so irl, so… maybe it’s me who’s romantic enough to want to set up a family only when ready.)[/li][li]edited by fortluna on 1/18/2015[/li][li]
edited by fortluna on 1/18/2015
From the point of view of one who’s loved and lost, I think that the sweetheart storyline should be possible to be repeated after a certain amount of time has passed, after all, time is the healer…
Particularly if you’ve lost your family to a trigger happy god (Looking at Salt here)
I can see that, but I can also see reasonings against. Storywise, other romance options have been added as well* and it would be weird to meet, say, two Dapper Chaps in a row who happened to look and act exactly alike; mechanicswise, though, it is a bit of an ouch (especially since it’s supposed to be able to remove Scion now, if I understood correctly? what are you supposed to do about that then?)
Particularly if the curse removes scion and you caught it from a random occurrence or because you had to be nice to a crewman who stole your mirrors when you were down to minimum crew. My own views on salt are well documented and oft lamented, but I do think that something that can drop your gains in such a momentous way should be something that you do deliberately rather than being a random facet or worse, an act of mercy.
I know the token stays with you, so even if you parted from one sweetheart there’s always the other intriguing person. Does the scion and salt’s curse persist through a lineage of captains? I think I’ve always had to restart a scion… [spoiler] and salt’s sense of humor is a terrible thing. >:0 thanks, salt. Of course I wanted to go as far away from London as possible. (kinda amazing how much personality these gods have now) [li][/li][li]
edited by fortluna on 1/18/2015
Scion was recently made persistent, with the caveat that certain things could remove it.
That sounds foreboding…