EXPERIMENTAL CONTENT: A Flash Lay

Agree! Just played through my first one (the auditor) and I liked it a lot. The gameplay is definitely more interesting compared to, say, the heists.[/quote]

You are entitled to your opinion, but I enjoy the heists more; I like the challenge of assembling the right combo of keys, Escape Routes, and Inside Information so I can stay in the burglary setting as long as possible. Because the order of the cards is different each time, that maximization attempt feels almost like a real burglary to me.

I love these types of mini-games that make use of the opportunity deck! It definitely needs some tweaking, but it really does feel strategic. I would be very happy if more stuff similar to this was released in the future!

I’ve recently tried the Auditor one for the first time since mid-December (my previous attempt being a failure), and with base stats in the 130–155 range I found the course pleasingly challenging. I succeeded in most cards, failed in a few, tried out a lot of things, and had fun in general. Also had an opportunity to see some additions (like the escape options), and even noticed a card or two that I hadn’t seen in my first two Flash Lays. (Is it possible that they were later additions?) It felt less than optimal, I must say, that I couldn’t complete the game with a single candle and had to adjourn until the following morning. It’s not much of a complaint, though; I think a noticeably shorter Flash Lay might feel too inconsequential, unlimited card deck and all.

In my opinion, it needs to be clearer that 5 scandal (and I assume suspicion) is the cut-off point of failure - I got the &quotwarning&quot card at 4, but assumed that the cut-off would be at 7 or 8, as it usually is.

Also, I found that on the obstacle cards where I was automatically entered upon drawing without an exit option, if I went to another tab and came back after a while, sometimes I would be back at choosing between 3 cards again (with no exit-the-lay option shown below) - I assume this is a bug.

pops out from lurking/hiding in the shadows mode

I know I am a bit late in posting this, seeing as most everyone posted 2 months ago, but I just played through the first storylet, and thought I would mention a problem with obstacle cards.

First I want to say, this content was extremely enjoyable, loved the versatility it presented and the fact there was different ways to approach the end solution. Felt like a pick your own route storylet that one can either roleplay with or mash through, depending on the flavor of the person who wanted to do the storylet. Kudos to the team!

Now to the problem. Its more of a Browser issue honestly. I am on win10, using Edge. Seems Edge will sometimes ‘toss out’ that obstacle card, by refreshing the page and you are sent back to three choices of cards. I realize Edge is still going through its growing pains, but thought I would point it out, as I did not see anything mentioned here about that aspect of storylet.
edited by Tamin on 3/3/2016

I have a massive request. Could we please please please have zero action costs on the guide branches? I keep getting unpleasantly surprised when I just want to check on how obstacles work or whatever and eats my actions!

dittoing

Guide storylets in FL are generally zero actions, so I was surprised to see the Flash Lays weren’t and it’s especially frustrating since it’s already a rather action heavy area

I just tried it for the first time, and noticed two things:

The explanatory choices cost actions. Since that is not the case elsewhere in Fallen London, I assume it to be an oversight.

For those who do their best to play spoiler-free, as I do, a more differentiated description of choices than “significant” == “more than 5” would be in order. The few options that have a progress potential of 25 deserve a different adjective than those offering 7 progress.

I went in with exactly 57 Shadowy and a (modified) 53 persuasion. I’ve had almost as many failures as successes, but I have to say I don’t even slightly regret burning a whole day’s worth of actions on this. My review thus far:

  1. A brilliant storylet. Well written, and it seems to have a great deal of different possibilities.
  2. Love the infinite ‘flash lay specific’ deck.
  3. Burned through way more confident smiles than I expected, and I’m surprisingly okay with it.
  4. Perhaps a warning that it’ll be difficult at the suggested level (50 for each skill). I expected this going in but some might not.
  5. Great idea, having some extra options that can be ‘unlocked’ using things like steadfast and whatnot. I finally feel like investing in them has real value aside from my own amusement and roleplaying reasons. I know they’re useful elsewhere to more-or-less degree, but I’m really feeling it here.
  6. Didn’t notice what Mizadil said about explanations costing actions. I was too enraptured in the unfolding story arc. If it is indeed the case then I’m seconding the ‘probably an oversight’.

Overall though, I’m absolutely loving it. Thanks for this.

.bump:

I thought this might be an ideal opportunity to use a &quotmood&quot card – but had the impression it either didn’t work, or made no difference to speak of. Can anyone confirm?

It should work, but the difference might not be huge. If you were to take a shadowy mood and use that instead of a Sneak-Thief’s Mask, you would increase your odds on the difficult shadowy checks with the Auditor by ~10%. That’s not nothing, but it only involves roughly one third of the checks you will be making, so I don’t know if it’s worth the extra action.

[quote=Meradine Heidenreich].bump:

I thought this might be an ideal opportunity to use a &quotmood&quot card – but had the impression it either didn’t work, or made no difference to speak of. Can anyone confirm?[/quote]

You did equip the hat, right?

And yes, +30 looks like a lot compared to other gear, but it’s not that much when compared to the difficulties you are facing by that point.
It will be even less later, useful more for passing artificially high requirements.

Seriously?

[quote=Meradine Heidenreich][quote=xKiv][You did equip the hat, right?.[/quote]Seriously?[/quote]Unfortunately, yes.

Activating a Mood card gives you a +30 Hat item for one hour, but you need to manually equip the hat to get the stat bonus.

It’s very much non-intuitive and easily missed by new players.

It does tell you, at least.

I entirely missed that moods were a hat.

Blast.

No wonder my recent novel-writing spree didn’t seem to have any change in the percentages for success…

[quote=absimiliard]I entirely missed that moods were a hat.

Blast.

No wonder my recent novel-writing spree didn’t seem to have any change in the percentages for success…[/quote]

I missed it too. I actually submitted my failure to get any benefit from a Mood card as a bug! The return message from FBG was ‘you need to equip it’. Only after that did I do digging and find out that it acts like a hat. (And I’m not by any means a new player, either. Ouch.)

Sara, is that a recent change? I don’t think the card said that at the time I e-mailed FBG with my &quotbug&quot report…
edited by cathyr19355 on 4/5/2016

I’m not sure when that text was added since I rarely end up playing Mood cards. I just vaguely remembered the game telling me and played one of the ones I had banked to see if the information was there.

I used a Mood card almost three months ago (when the Wicket opened, to convert my “snow” into Lacre) and I believe the note was there at the time.