[quote=Quil]AAAAAAAAUGH!
Having fortuitously been able to acquire safe conduct straight away, I rushed out to Zee and after a record-breaking voyage (extremely good luck with charting a new course) I am now poised at the very docks of the Iron Republic…
… and I have just discovered that Darkdrop Coffee cannot be used here.
MY PAIN, LET ME SHARE IT WITH YOU
Fellow Exceptional Friends, refresh your candles before pulling in to berth… sigh[/quote]
I feel your Pain; I had much the same experience.
[color=000000]I don’t want to spoil myself, so I didn’t read any posts. I’m at "Iron Republic Days 99" and all I can see is two options, one of them Fate-locked, and both read only [CENSORED]. There’s nothing else. I’m not going to click on anything before someone tells me that this isn’t a bug!
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edited by Rupho Schartenhauer on 3/24/2015
No it is not a bug. It will reset you to day 0. The second option is said to raise your changed quality quite a bit. There is no chance of assimilation or permanently losing all your inventory. Proceed without caution. Do not be afraid. Havin g your quality at 5 would be helpful. Clouds are like bunnies…
edited by Dmitri Zhiriakov on 5/10/2012
I love the Iron Republic so much. I’m about to embark on my 5th or 6th pass through and I’m still finding new branches.
I have nowhere else to share my happiness. I do wish I didn’t have to go to zee inbetween rounds, but I’m not paying 3 Fate for that.
Has anyone been “permanently changed” yet, by the way?
I’m a “[color=rgb(255, 255, 255)]Survivor of the Iron Republic x 1 Hardly Changed[/color]”
[color=rgb(255, 255, 255)]I can’t seem to find a way to boost it any higher for now, but since I’m “hardly changed” that seems to imply that I am changed. At least a little.[/color]
I can say that after surviving the Iron Republic, I certainly feel changed!
I imagine that the “Changed by the Iron Republic” and “A survivor of the Iron Republic” qualities are what the warning is referring to. I am interested to see what new options they may unlock in future content.
[quote=Dmitri Zhiriakov]No it is not a bug. It will reset you to day 0. The second option is said to raise your changed quality quite a bit. There is no chance of assimilation or permanently losing all your inventory. Proceed without caution. Do not be afraid. Havin g your quality at 5 would be helpful. Clouds are like bunnies…
[/quote]
Thank you, delicious friend!
I went through my first run in the Iron Republic. Oh wow. Amazing writing, truly a place that I will revisit.
First, as I’m highly adverse to menaces, I must return to my home and rest until the horrors subside.
But I will return!
[quote=kwogger]I went through my first run in the Iron Republic. Oh wow. Amazing writing, truly a place that I will revisit.
First, as I’m highly adverse to menaces, I must return to my home and rest until the horrors subside.
But I will return![/quote]
As long as you’re in the Iron Republic it doesn’t matter what your menaces are at. Barring a few challenges on certain days. And they can fluctuate wildly depending on what you’re doing. Basically there’s no real reason to reduce your menaces between trips.
So the bit of Fate locked content in the IR, I got it and it seemed to do nothing. I am chasing an ambition so I rolled through it a second time. I didn’t buy it the second time but it seemed to do nothing either. Has anyone noticed what effect it may or may not have. I was a bit underwhelmed at apparently spending fate for nothing.
The Fate options seem to A: send you down a different path in the maze, and B: give you a big boost to Changed to cash in with the customs devils.
It’s treated as a quality. I am “permanently” Changed by the Iron Republic at 2 (since I reduced my Menaces significantly before I left, and that also reduces your “Changed” Quality. Other than making you eligible to get an Iron Republic Journal (a very valuable item), I don’t know what being “Changed” really does.
Changed is a form of currency. Rather than reward you X goods for every storylet you take, you gain a point of Changed. There are a few exceptions, but they’re counterbalanced by the storylet that rewards you with Proscribed Texts. At the end of a cycle, you can then spend or keep your Changed. 15cp of Changed gives you an Iron Republic Journal, which can be sold for 15E, thus a point of Changed is worth 1E. You can also spend Changed to reduce your Menaces. It’s a shame that there aren’t a few other things that you can spend Changed on really, such as the often requested Dangerous Clothing. Still, that’s what it is - a crude form of currency.
Have new days been added to this? I was pursuing a choice that I hadn’t managed to get yet and found myself on a day that I was convinced hadn’t existed before.
Specifically: [color=#ffffff]the failure of day 15 is now 23, which I previously had in my notes as 32 (and I don’t think it was a typo); the first option of 23 takes you to 30, which again I hadn’t encountered before.[/color]
Anyone else?[color=#ffffff]
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edited by an_ocelot on 5/28/2012
edited by an_ocelot on 5/28/2012
I don’t think so. The failure of 15 has been 23 in my notes; the success of 15 is 32. I have days 23 and 30 in my notes. (Day 23 used to have one option out of the three, “take the demagogue for tea and muffins”, that was labeled as Impossible! Is that still there and impossible?)
Well, maybe I did make a mistake in my initial notes then. I have seen something as Impossible! but don’t remember what.
After completing my academic career (amateur sleuthing included) I’m starting to earn Marks of Credits to buy a safe conduct to the Iron Republic. As such, I flipped through this thread, and I read comments about the weird Menace management in the Republic. Considering that I’m trying very hard never to meet the Boatman for character background reasons (and I’m really attached to my Dreams qualities, but I’ve got some MEmories of Light so that should be less of a problem), is there anything I should know about managing Menaces on my way back from the Republic? Useful items (I’ve already got a Horsehead Amulet), resources, Quirks I should better get before leaving? Currently I’m in London and I’m a PoSI, with Qualities allowing me to do all of the Unfinished Business actions at Straightforward difficulty, and I’ve got access to all of the Routes in London except for the House of Chimes. Suggestions?
A Horsehead Amulet will be plenty; Menaces usually don’t ratchet up so much as they fluctuate wildly. And there’s always [color=rgb(255, 255, 255)]an option to reduce Menaces[/color] at the end of a trip. Keep a few Tinctures of Vigour on hand if you wish, but I wouldn’t worry all that much.
I actually went through the Republic several times without managing Menaces because I was curious what would happen, and I’m not actually sure it is possible to raise them, any of them, high enough that you get sent elsewhere, because they are not only raised but sometimes re-set to specific levels. In any event, if it’s possible at all, it must be a pretty rare combination of events.
If anyone has managed to do it, I’m curious to hear what happened.