Zero Summer Discussion Thread

Re: the job difficulty increase. It’s a comfortable change. I don’t see myself getting much over 34 anyhow, and at 34 it’s a tasty low-risk. Enough that if I’m not menace grinding, I don’t feel limited or capped.

rykarmalkus: glad to hear it! Thanks for writing. :)

So I just reached Hallowed Ground 30, and although I can’t find a continuation anywhere I didn’t gain Time to Move On, either; is there content I’m not seeing, is this a bug, something else?

Jack: hmm, interesting! It looks like the branch is working correctly. Do you not have ANY Time to Move On?

EDIT:

The last card you should have played was A Cloak of Wolves. Do you remember whether that was the case?
edited by levineg85 on 4/23/2013

I do have Time to Move On–it just didn’t increase.

I don’t recall the name of the card exactly, but Sermon and I were saddling up to go save a small party–too small to be worth the Roughriders’ ever-so-valuable time–and that was the end of it.

Well, that’s definitely the right card, and it’s definitely working properly. Which is your other subplot, and what’s its level?

EDIT:

Same with main plot: what’s your After Sunrise House?
edited by levineg85 on 4/23/2013

I’m at the same point with no way to continue. I have The Harvestmen at 25, Hallowed Ground at 30, and nowhere to go with either of them. I also have The Wounded Welkin at 2, with a pinned card at Downtown Amarillio which says each branch costs 50 reputation. I have more than that, but no branches are showing.

Time to Move On 2, After Sunrise House 10.

edited by Josiah Thimblerig on 4/23/2013
edited by Josiah Thimblerig on 4/23/2013
edited by Josiah Thimblerig on 4/23/2013

[quote=Josiah Thimblerig]I’m at the same point with no way to continue. I have The Harvestmen at 25, Hallowed Ground at 30, and nowhere to go with either of them. I also have The Wounded Welkin at 2, with a pinned card at Downtown Amarillio which says each branch costs 50 reputation. I have more than that, but no branches are showing.

Time to Move On 2, After Sunrise House 10.

edited by Josiah Thimblerig on 4/23/2013
edited by Josiah Thimblerig on 4/23/2013
edited by Josiah Thimblerig on 4/23/2013[/quote]

I can tell you that The Harvestmen continues on the Calo Ally Card, which is probably why you haven’t seen a pinned one laying around anywhere. :)

That’s stated on the last Harvestmen card before that, but if it’s been a bit since you’ve played that card (or didn’t see the text at the very bottom of the card) then I can see where that would be confusing.

Belatedly: what Jinx said. :)

I have The Harvestmen at 29, Hallowed Ground at 30, and After Sunrise House at 10.

Also, my Time to Move On has increased to 3, so I presume you fixed it; thank you.

Well: excellent, I suppose! Thanks for playing!

Hello ZS team,
In a word - I love Zero Summer to bits.

(1) Have a query about the Undertaker’s Trade… I managed to raise the story to 6, whereby the card told me that the story will continue in Amarillo Scrublands. I didn’t find that pinned card in the Amarillo Scrublands, but in St. Francis’s. Is it in the right place?

(2) And a comment about location prompts in pinned storylines. I do find the “out of character” prompts (ie. “The story continues in [location]”) to clash with the player experience. Why not roll the location prompts into the in-game text itself? I appreciate the pointer to continuing the story, and can understand that they cater to a player who doesn’t care so much for the story… but given that ZS is so unapologetically story-heavy, I think the experience would become more seamless if the location prompts could be placed into the in-game text itself.

By the way… I see a bunch of nods to Fallen London in ZS. winks at the Old Gunfighter’s death Not sure if it’s deliberate, but nice touch!

Howdy Vega!

(1) Yep, that’s a bug. Thanks for the report!

(2) I hear what you’re saying. The red directional text is a compromise. StoryNexus doesn’t have a good way (yet) to visually represent where characters need to go in games with multiple locations. The number one complaint we kept hearing was that people couldn’t figure out where to go, or else they’d forgotten where they were going since the last time they logged in. Both pretty reasonable problems to have! The red directional text is a good solve for now; we’ve got something more elegant coming in the medium-term future.

I’m very interested to hear where you think we’re nodding to Fallen London – because neither Becks nor Jinx are FL players, and I haven’t played seriously in years. What in particular in the Old Gunfighter did you think was a Fallen London nod? :)

Thanks for writing!

A few more questions regarding my game’s status:

  • I’m currently well on my way into Day 2/Morning, but I still have “The Texan Job” quality. Is this correct? Seems like that should be gone after the party’s over.

  • Under Accomplishments, I also still have “The Old Switcheroo” which might be left there to indicate that I made the switch, but the description says that I’m “planning to switch” the stolen item.

  • Based on earlier discussion, we should only have one “Character Reference” but I managed to get two before the fix was implemented. Not sure if it’s going to affect anything, but I figured I should get it fixed while I’m asking about other things. :)

Character name is Greyfalken.

(1) The Texan Job hanging around is a bug; we’ve got a fix coming for it at some point. It shouldn’t affect your progress, though. :)

(2) Similarly, The Old Switcheroo ought to be removed – I’ll put in a fix for it in the next patch. It also won’t affect your progress.

(3) The excess character reference isn’t a problem and will be removed once its functionality is in.

Thanks for writing!

[li]Thanks for the response! I’ll keep plugging along then. :)

(POTENTIAL SPOILERS)
Hello sir - it could be I’m seeing parallels everywhere! The rare success for the Old Gunfighter’s death (Gunslinger grind card) is &quotThe Burial of the Dead&quot, the names of a FL dream state. Rare success in &quotWhere there’s a will&quot (Doc grind card) has to do with mirrors, which nods to another FL dream state. I can’t help but compare the Undertaker with the Manager of the Royal Bethlehem Hotel, both have a cheerful air to the point of being sinister. And the bats.

Again, could be seeing parallels everywhere… especially since those themes (eg. death, mirrors) are always good sources of mystery. :)

Vega:

Aha! I should have realized. The bats are an intentional reference (and are even more intentional in a certain piece of bat-related content…)

Everything else can be chalked up to a shared source of inspiration. A quick Googling of certain terms already mentioned ought to fascinate and confound you.

ZS team, here’s a typo:

Hallowed Ground storyline - Story at 8, title &quotX Marks the Spot&quot. The success description reads &quotBest to head back into town. Deputy Dylan might still be at the Mission, and you have a decision to make.&quot It should be Deputy Kellum.

Cheers!

Thanks for the catch! I’ll sic our language-assassins on it.