One more favor-type request from you rpg.net folks:
We’ve just blurbed ourselves on the video game subforum and would love a little positive reaction from our friends. If you’re so inclined, please drop by and voice your support!
One more favor-type request from you rpg.net folks:
We’ve just blurbed ourselves on the video game subforum and would love a little positive reaction from our friends. If you’re so inclined, please drop by and voice your support!
[quote=Gordon Levine]In the near future, we’ll have an item available that will track your progress through your subplots. You can reference it whenever you’re lost; it’ll have directions for where in the world to go.
Right now, though, your best option is to tell me what your Hallowed Ground and Harvestmen Qualities are. I’ll be happy to point you in the right direction – and update our storylet tooltips if we’ve been too inspecific. :)[/quote]
In Harvestmen, I’m at 29 - just gave Calo her presents. In Hallowed Ground, I’m at 28. I got “grocery shopping” to 3 and then the card disappeared. I went back to the Mission but nothing happened, so I thought maybe I needed to buy something downtown, but there was nothing there either. All of my Qualities are at 33, so I don’t think it’s an issue of not having enough of something for the card to show up.
On an unrelated note - I meant to say before and I forgot, but I am so far liking the changes done to Menaces (on the antagonist cards and having the limit for each be 7). Previously I was ending up in multiple menace states per day and it was getting more frustrating than fun, especially since actually acquiring and using a gilead balm to clear a menace state currently costs several actions.
@Sarah: that’s the end of Harvestmen for Day 2/Morning. :)
As for Hallowed Ground: there was an errant Key of Dreams on the next storylet. I’ve fixed it now. You can pick the storyline up at the Wall Market. Sorry about that!
I’m glad you think Menaces are working more smoothly now. Antagonists were originally conceptualized as reducing Styles, not increasing Menaces, and somewhere along the line our wires got crossed and we ended up all over the places. The Hallowed Ground Antagonists were especially problematic: they were raising Menaces by 6 total points! Brutal.
Going forward, I think the Menace states will be a more positive experience, especially once the long-form quests are introduced. Stay tuned!
Heh, that would explain why I couldn’t figure out what I was doing, then.
On the plus side, I was hospitalized so many times in such quick succession that I’ve picked up the plot involving the chess game, which seems really interesting.
Fun fact: A Game of Jackanapes is my favorite upcoming miniplot.
Ah yes, I forgot to mention that! It’s mine as well. :-)
Do the Character References in the Gaol ever amount to anything yet, though?
Edit: Uh, seems I can’t continue Hallowed Ground after the final Wall Market card. The story implies I’m supposed to go to the Highrise Hotel, but there’s nothing there. And I didn’t get Time to Move On, so it can’t be the end…
edited by Little The on 1/14/2013
Bug/exploit: At-will character retirement from the Guest Room at Burrows & Briar is broken; functions as free-action-refresh source instead, at least for Day 1/Morning and Day 1/Afternoon. Steps to reproduce: Go to the Guest Room. Choose the character-retirement pinned card. Choose to retire the character. (Get confused because that card implies a confirmation but doesn’t mention that it happens after leaving the Guest Room). Leave the Guest Room: A Must card appears. Choose the yes-really option. Observe that rather than the character being retired, ten actions are restored, and one immediately deducted, and that one is returned to the same Must card. Deduce that (since the no-not-really option works as expected) this is an unlimited action source.
As a side note, the two cards in that choice should probably not have action costs on any of their branches; it’s not really fair to penalise players who consider starting over but change their minds with an action loss.
It appears to be possible to equip items in the Consumables and Currency categories, though they have no effect. On a related note, exactly one of the rare-success reward items for Day 1 (Doc Roslyn’s Patent Nostrum) appears to be available multiple times (the others “[haven’t] changed, because [they’re] greater than 0”) - is this by design? It is possible that this is also the case for the rare success on A Cherished Thing In Common, on the Cityslicker “grind” card; that’s the only branch I’ve never managed a rare success on.
Speaking of “grind” cards, the Gunslinger one for Day 1 lacks the help text that is present on the Cityslicker and Doc cards.
@Darael: I’ve fixed the character retirement branch, i think – thanks!
The one-and-only-one rare success rewards are intentional.
I’ll look at the gunslinger card and see what’s what, thanks!
@Little The: small buglet. Should be fixed. Sorry about that!
Yeah, I suspected most of the one-and-only-one rewards were intentional, just wanted to check that the ability to get more than one Patent Nostrum was, too.
How about the rather strange capacity to equip Currency and Consumables? Not that it makes much difference, besides being a tiny bit confusing.
@Darael: the capacity to equip anything from any slot is a StoryNexus function. I don’t know whether it’ll stick around or not. For the meantime: don’t worry about it. There’s no functionality tied to having Dollars equipped. :)
Some kind, praiseful words from Emily Short about “Fifty Miles South of Lexington,” our first Nex-locked content (available from Absolom the Tinker in the Wall Market).
And… tomorrow, Day 2/Morning goes live!!
DAY 2/MORNING IS NOW LIVE TO EVERYONE!
Ride with the Pony Express. Join the Society of Galahad. Hunt the Harvestmen. Defend the Mission. Plan an elaborate heist. And beware the Distant Watcher.
DAY 2/MORNING PATCH NOTES
General
Areas
Allies and Antagonists
Menaces
Plots
Still To Come Before Day 2/Afternoon
My character seems to be irretrievably stuck in Agincourt (Fifty Miles). Can you help? Character name “Rien”.
Should be fixed now. :)
'Fraid not. I still only have the one pinned card that leads to Agincourt, and the only option on the Agincourt card is “Perhaps Not.”
Did I break it real good or what?
I think it’s more likely that I broke it real good and just haven’t figured out why, exactly… :)
So let’s diagnose! Could you please tell me what your values for the following qualities are:
And have you played through the rest of “Fifty Miles” coherently? That is: have you done the big fight, etc.?
Reading Fifty Miles: 9
Reading Between Dates: I have this as an Accomplishment, but it does not seem to have an associated value.
I did play through the fight! The fight was awesome! And (trying to avoid spoilers) the card I’m looking at tells me what an NPC thinks about when modern warfare started, if that helps.
Thanks for your patience!
edited by Domitia Silvina on 1/16/2013
Thank you for yours! Glad you enjoyed. Two more clarifications: can you confirm that you bought “Fifty Miles” from the End of the World place after Day 1? And can you confirm that this is your first time through “Fifty Miles” with this character?
Yes, both of those are true. One possible wrinkle: because reasons (honestly, I don’t know why or even how) I somehow bought Fifty Miles twice. I didn’t mind y’all picking up an extra Nexbuck or two, so I didn’t woof about it. Could that be causing the ruckus?
That’s definitely what’s causing the problem. I’ve fixed the issue so it shouldn’t be giving you trouble – you can play through now. How did you buy it twice, though? Purchasing should have taken you straight into the thing. (Thank you for your kind double investment!)