[li]
It’s good to see someone even madder than me :P I’m just around 100 dollars atm…
Thanks for all the typo reports folks! I’ll send them along to our typo assassin promptish.
@Flyte: thanks for the kind words! Specific responses:
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The John the Biter sequence would probably benefit from scaling difficulties; I’ll look into that this weekend.
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Some of the differences between subplots are due to their different angles on the ZS world. Hallowed Ground is a lot more black-and-white than Cutting Your Spurs, which at its heart is a take on heist noir.
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In the mediumish run we have plans to better track where you need to go next for your plots. We believe the Travel Around Town functionality is important enough that it outweighs its inconvenience; it’s a big part of how we mechanically reinforce the importance of setting and the breadth of Amarillo.
@Agaric: that note is now (obviously) outdated. The second part is coming, but not til Day 3.
@rykarmalkus: Whups! We’ll attend to that.
I know you’ve been waiting with baited breath…
I fixed all the typos submitted up to this point! Thanks for getting them to us; every little bit of polish helps us make the game better. And especially you guys putting in the exact text and even card names? So helpful! I’ll put my typo-assassin sniper rifle back on the rack for now.
Numbers again. Not that I mind getting double, but the text when finding the Casket of Amarillo says there are 13 dollars in it, and I got 25.
With both Fangs and Casket checked all that remains for me is to find a reliable way to increase white noise and see what’s behind :)[li]
And one more thing, that’s been a little annoying: In The Friend of Little Japan, the option to give bullets is explicitly titled "One Single Bullet", the text keeps referring to one bullet, but it still costs 3. From a game balance perspective I fully accept the actual amount, but please, if it’s not much to ask, rewrite the storylet to reflect it… Thankee!
edited by Agaric on 8/28/2013
It’s good to see someone even madder than me :P I’m just around 100 dollars atm…[/quote]
[li]
I’m trying to get the best equips in each category before I move on. I consider the +2/+1 Equipments to be best… just because they look cooler. (Spurred boots and Ten-gallon hats, as opposed to monkey paws and knives).
Same here, although I’m going for that 2500-rep storylet with the Ashling first. Almost there…
Shiny-Spurred Boots should now be equippable.
Some real big news about Zero Summer’s future and upcoming Kickstarter below. If you want to chitchat about the KS, why not head on over to our Kickstarter thread?[li]
So my Lapel Rose et al don’t seem to do much in Day 2/Afternoon. Which is pretty disappointing.
oops, seems the grind difficulties (at least on day2/Afternoon) have been readjusted. Fun times ahead :)
I don’t get the difficuulty shifts though.
At 40 the grind option success rates used to be 100-96-92%, but now they are as follows:
Gunslinger: rank1 (Tending the garden): 82% - rank 2 (Heavy lifting): 80% - rank3 (Six feet under): 77%
Cityslicker: rank1 (The religious perspective) 100% - rank2 (A wider lens) 82% - rank3 (Ask the Oldtimers): 92%
Doc: rank1 (A searching question): 82% success - rank2 (Scavenger hunt): 80% - rank3 (There will be duct tape): 92%
It doesn’t really look consistent at the moment. Was this intentional?
Agaric: whoops! You caught us while we were rolling out some changes. See below.
Howdy folks! A few mechanical tweaks have been implemented.
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Grind branches from Day 2 onward now scale gently to your Style.* This is intended to keep grind cards more competitive and challenging for high-level players.
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Style Talismans are now restricted to Day 2 onward. Style Talismans are now functional for grind branches in Day 2. (Please let us know if this causes you any trouble. The functionality is a bit fragile.)
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Styles are now capped at 35. That means your BASE Styles can’t rise above 35. Your EFFECTIVE Styles can rise above 35 if you have items equipped. If your Styles are currently above 35, they won’t be changed. They just won’t rise until we raise the cap in Day 2/Evening. This is intended to keep Styles from ballooning out of control and trivializing challenges in future content.[li]
* In case you’re curious: difficulties scale at a rate of about 1 Difficulty/3 Style in either direction. So: for every 3 points your Style is above a branch’s difficulty, the branch’s difficulty will go up by 1. Conversely, for every 3 points your Style is below a branch’s difficulty, the branch’s difficulty will sink by 1.
woot, sounds really intriguing, got to log in and check it out :)[li]
Update:
Checked it out - cap surely works (dropped doc with Calo and can’t get it back anymore. Good :) )
The %s however still seem to be the weird ones I mentioned above. Is this just because I’m above 35?
edited by Agaric on 8/31/2013
I suspect it’s to do with the fact that difficulties don’t scale evenly. I’ll look at it more later, but it doesn’t seem to be breaking anything just now. :)
Found a little bug. (no spoilers here, never fear)
Steps to reproduce: be in Day 2/Afternoon, have Ghosts in the Wires 1. Draw and look at "A Doc on the Town" card.
Occurences: The "Scavenger Hunt" storylet, which requires GITW 2, is showing up early (though not playable).
Expected behaviour: I’m assuming it’s meant to behave like the other cards have so far, and have each storylet hidden until my GITW increases enough to play it.
My character name, in case he’s the one breaking it (bad boy): ‘Ridiculo’
edited by Suitov on 9/6/2013
No problem with your character Suitov, just a finicky edit that didn’t want to save until I sic’ed Patches on it. Thanks for the head’s up!
Quick typo that I didn’t see in a forum search, this phrase appears in the last branch of Squiddy Sally[li]
… at least enoguh …
Not sure how to do spoiler tags to add more revealing text than that, but it’s obvious enough.
Umm… any idea of when we might expect any kind of updates in the game?