Hi!
I’m loving the game, but I’m wondering if I’ve missed something. The last card I played was cloak of wolves, my time to move on didn’t increase, and I can’t find how to continue with Sermon.
My character name is Anthony.
Thanks!
Hi!
I’m loving the game, but I’m wondering if I’ve missed something. The last card I played was cloak of wolves, my time to move on didn’t increase, and I can’t find how to continue with Sermon.
My character name is Anthony.
Thanks!
Hey Stark! Sorry for the delay here - We’re mid-writing and it is a bit of a madhouse. The last card playable in Hallowed Ground currently is Cloak of Wolves, so that at least is as it should be. However your Time to Move On not increasing is a problem. What is that Quality at currently?
No worries about the delay. =) My Time to Move On is at 2, and I thought it should be 3? Perhaps I’m wrong on that, though?
I just want to say again that I absolutely love the game. The writing is first rate and it’s holding my interest. I can’t wait to see what’s up next. C=
Just wanted to add, I love this game so much, I bought Nex just to play the Sacred and Profane storyline. You guys are doing an amazing job with this game.
Hello , im confused here. Im at day 2/morning with time to move on 3 (lacking key of dreams ofc). But I cant find that Halloweed Ground thingy everyone is talking about. Can someone mention the story archs that can be pursued in-game, as I got so many qualities from rare successes I cant tell the trivial from the important ones. Please someone post, or pm if you can, with which qualities need to be raised in order to unlock some bit of new story. For example, I can raise “Pelt of the Creature” indefinetdly, should I? Moreover, can you finish the Schroeder job? I have my crew but cant find what to do enxt
Hi Trenloco! Sorry it took so long for us to get back to you. Apparently I am no longer subscribed to this thread. Odd, but fixed.
Onwards to your questions!
Hallowed Ground is one of the three subplots. According to your knowledge of the Schroeder Job, would I be correct in saying that the two subplots you picked were The Harvestmen and Cutting Your Spurs? If so, that’s why you haven’t seen Hallowed Ground - you can only follow two of the three subplots!
If you’re at Time to Move On 3, that means that you have advanced the main plot and your two subplots as far as they will currently go in the morning of Day 2. Fortunately, we’re looking at releasing the afternoon portion of Day 2 by the end of this month, barring technical difficulties! As for side quests and little qualities, if you’ve been playing as thoroughly as it sounds like you have been you’ve probably seen most if not all of the current content. I can tell you that having the Pelt of the Creature does not have any benefits for grinding it out into eternity (although there will be future content relating to that particular item!)
If you’re looking for some more content in the meantime, we do have one of our earliest (and favorite) paid content blocks available as a Pay What You Want option right now, so go check out New England in November/Fifty Miles South of Lexington if you haven’t already! Perhaps that will sate your thirst while you await the noonday sun of Amarillo…
Been beta-testing. I’ve found the continuation for Hallowed Ground (in the Scrublands), but I can’t seem to find the continuation cards for the Schroeder Job and the main story. Where are they?
(My stats are 22/24/24 Gs/D/Cs.)
[quote=ladymadsci]Been beta-testing. I’ve found the continuation for Hallowed Ground (in the Scrublands), but I can’t seem to find the continuation cards for the Schroeder Job and the main story. Where are they?
(My stats are 22/24/24 Gs/D/Cs.)[/quote]
Hey, thanks for beta-testing for us! It is so massively helpful and awesome of you.
Now to your problem, what is the last card you played for Stars and Spurs and for the main plot? Did you just play the first ones, and now need to find the rest, or are we stuck somewhere in the middle? If you can’t remember specific titles, even a description or some text you remember will help me find where you are and where you should be.
:)
[li]
The last card I played for both was called “Time to Move On”, and I haven’t been able to find the initial cards that pick up the two storylines in the afternoon.
Howdy folks! Let’s diagnose.
@ladymadsci: what’s your current value for Cutting Your Spurs?
The main plot was bugged; a Living Story was supposed to fire that didn’t. I’ve subscribed you and everyone else in Day 2/Afternoon to the story. It should work properly going forward.
My current value is 29. And the living story arrived safely; I’ll have a look once I’ve returned from the woods around Lexington.
EDIT: I can seem to equip the note but not use it.
edited by ladymadsci on 8/1/2013
@ladymadsci: I’m not sure what’s going on with Cutting Your Spurs; as far as I can tell, the next card should very much be visible. Unless for some reason your Date isn’t correct? It ought to be the afternoon of May 22.
The note should now be usable. I swear, usable items are the fiddliest functionality in StoryNexus! So many ways they can break.
The note now works, BUT:
I’ve looked all over, in every area. Where is the Cutting Your Spurs Card supposed to be?
My date is May 22 Afternoon. What are the other conditions of the card? Maybe one of those is blocking things.
EDIT: The Highrise Hotel’s Bad Omens delivery card isn’t locked with Hunkering Down 3 like the others.
SECOND EDIT: The note says the Bad Omens opportunity cards will appear when all my styles are >= 25. I find that it appears earlier; there’s no card appearance prerequisite in that regard.
edited by ladymadsci on 8/1/2013
(1) The Highrise Hotel card is fixed!
(2) The weirdness with the Bad Omens opportunity card is fixed. Unfortunately it’s only fixed downstream. Is it causing you trouble? I’m happy to reset your state to before it’s triggered, if so. (Just remind me your character name.)
(3) The problem with Cutting Your Spurs is fixed. (It had to do with two qualities with similar names, and me using the wrong one at the wrong time. The game was looking for whatever Time of Day comes two ticks after Evening. …Smafternoon?)
Bang a gong and blow the trumpets - Day 2 Afternoon is now live and ready to play. There’s fresh, shiny content available as well as some big system tweaks (check the patch notes below to look under the hood). We know its been a while since our last updates, so a very great Thank You goes out to our players and beta-testing bunnies. You all are very much the motivating force for Zero Summer. We hope you enjoy!
PATCH NOTES
System Changes
Styles and difficulties have been rescaled! The goal here was to reduce the amount of time Zero Summer takes to play by about 50%. That means much less grind and more time spent on plot. As a result, all difficulties and character styles have been reduced. That said, you haven’t lost any effective power. Everything should be about as challenging as it was before. It’ll just take less time.
Jobs are generally a little more difficult. They also scale with your Date (as will certain other challenges going forward).
Sacred and Profane - The Salley Gardens is now Pay What You Want! Play it now and get ready for the next chapter, Black is the Colour, which is coming really very soon.
Content Updates
Day 2/Afternoon is now available!
That means new grind cards, new subplots, and a new main plot. Confront a troubling new threat in Hallowed Ground. Stalk your target in Cutting Your Spurs. Tickle the Roughriders’ seedy underbelly in the Harvestmen. And prepare Amarillo to hunker down against a terrifying threat in the main plot.
As above, Sacred and Profane
The Salley Gardens is now Pay What You Want!
New players can use this access code (http://zerosummer.storynexus.com/a/latesummergunslinger) to start the game with a big boost to their Styles. But they better be quick: we only have 100 available!
[li]Hi, I have a - maybe stupid - question, but:
How am I supposed to start a game?
I’m playing Fallen London, in which I got an item ("trait" is a better word) to choose different starting options in Zero Summer.
Therefore I decided to give it a try, registered and hoped to get started.
"Version 1.1 – The Well-Tipped Hat Howdy! We’ve always attempted in Zero Summer to balance plot progress with pacing – not too fast, not too slow. As part of this process, we’re rescaling branch difficulties, branch Style requirements, and character Style levels. Our goal is to make progressing through Zero Summer about twice as fast for characters of all levels. Click through the branches below to rescale your Styles. Please note: you are not losing any effective advantage. Difficulties are also being reduced. The only impact you’ll see is notably faster progress through Zero Summer’s plot.
Find the rest of the story at: http://zerosummer.storynexus.com/s?RouteValueDictionary=System.Web.Routing.RouteValueDictionary"
This is what I see - there are no branches "below" to rescale anything.
In fact: The only thing I can click is the "Like"-button.
So: How am I supposed to start a game?
Is it even possible, 'cause I read something about beta-testing?
Sorry for this - maybe stupid - question, if the answer should be too oblivious.
The Version 1.1 card was bugged. New players weren’t supposed to see it. I think the bug’s been fixed. You should be able to click through the card and get the game started properly.[li]
Please write again if you run into any other trouble. This content update is unusually fragile and we’re still ironing out the creases. Thanks for playing – and enjoy!
[li]Thanks for the quick response - and yes, now it works.
High noon is waiting for me.
:)
@Roicen: glad it’s working for you now. Enjoy! And in case you’ve got any friends interested in starting a new character, you can hand out this access code to give them a little power boost: http://zerosummer.storynexus.com/a/latesummergunslinger[li]
More beta testing! If you can call it that, given that the part is released.
• The Bad Omens card doesn’t stop showing up once Hunkering Down is 3, but not all deliveries are made. (Note that this is the +Marylin version.)
• The Learning Daniel Schroeder pinned card neglects to specify that you have to use the grind cards to gain progress.
• I made the Burrow and Briar delivery, and the option to deliver thereto (the card) didn’t go away.
• The Gunslinger rare success ("Finders, Keepers") doesn’t turn off the italics at the end. ("This is what you’d call a finders, keepers situation," he says, and turns back to his own plot.) Like that.
edited by ladymadsci on 8/7/2013