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ShiningCity

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Posts posted by ShiningCity

  1.  

    It's really more like the game blatantly favors prior knowledge. Adventures vary wildly in terms of rewards, actions required and overall difficulty. If you think skill steps are like a newbie trap than you're unlikely to be pleased by adventures.

    Hey, I managed to crack Dance of Fools the first time! But mostly it was pure luck. Yeah adventures are a bit of a newbie trap. But if you know what to do, the benefits of the new compressed adventures are MASSIVE.

  2. I was given to understand that your skills automatically unlock to 20 in year 2 but you keep bonuses and that bonuses are super useful and increase in number. So maybe you can unlock some stuff to 14 in year one and to 28 in year 2.

  3. Also Adventures give the story to the character when your anyway the best of the best of your year and don't forget that adventures give you skills.

     

    Edit take i.e. The Nut adventure I just did it gave me 7 skill step, 2 x +2 Relationship and a + 1 Fitness Hand item and that all in just 1 time slot. Even if I take 1 slot to cast Cleanse and Remake its still superior to everything else I could have done in this 2 time slot.

    That's a rather massive buff to adventures. It sorta feels like the designers are blatantly favoring one playstyle in a really unfortunate way. Granted, post midterms with adventures taking an average of 3 time steps I could do 20 adventures a week, 80 a month. That's insane. Are there even that many adventures?

  4. For me using 2 actions befriend to rise the the relationship from 0 to 2 before doing the actual befriend to form the clique feel like a waste especial when 2 week later you might have a relationship of 2 with doing nothing else then what was planed anyway.

    But for me the benchmark of a good play trough is mostly in having done the adventures I wanted to have done including all the Student adventures of every member of my clique and the familiar adventures.

    That I want to have done the Student adventures of all clique members result in that I cant do to big cliques anyway and its more interesting to have different members each play.

    Edit: And with only 1 Background slot, 1 Class slot and 13 time slot really fixed I think I got a very flexible build that still can do most things early on.

    Why are you guys so into adventures? Years ago when I played this game a lot and you still got +3 Charm I maxed out study levels and a ton of skills and had all 6+ attributes by midterms and then from there I did a lot of adventures and raised skills in fun places between. I did like 20 adventures or something the second half of the year and I could have done more. Why are you all in a hurry to do adventures early?

  5. It depend on how you plan to play your game. I for example hate it to make 20-100 reroll just to get a specific NPC in your clique when I instead could be already in the 2nd month using the same time playing the game. (I usual stop latest after 5-10 try on a single thing before I change my plan)

    20 rolls to get someone in clique? I just spend 3 actions on the same person charm first. befriend + charm is the clique roll. Usually doesn't take long.

  6. Your post is horribly confusing. So 13. Okay. +1 per cast. Sounds inefficient to me. Especially since you have to do adventures to get attributes. Still I could be wrong cause I have no intention of playing a whole game to figure it out.

  7. Way to Cleans and Remake with Dialectic class, Insight 4 and at last 25 pim start:

     

    1 - Class Adventure for Theology 1

     

    2 - 6 Temple of Iudocia for Durand's Prayer Grove and Beseech Pheme

    7 - 8 Give Charity and Work for Pray 7 and Cleanse and Remake

    9 cast Cleanse and Remake first time with Prayer Grove and some reloading as 7 + 2 = 9 Piety vs 13 to roll = ~50% chance with Insight 4

     

    10-13 Give Charity and Work to max Piety so that the you have next to no failure chance.

     

    Insight 3 need 1 more Give Charity and Work or 1 more Temple or Iudocia and more rerolls (That is how I do it usually in my recent games where I start with Insight 1)

     

    with Insight only 2 it get lot more difficult as you actual have to learn Piety to 8 to at last have a chance in the roll.

     

    How many actions is that?

  8.  

    The big issue is the early adventures, if you time it right (get the adventures to the attribute stage or at most one before) that one Cleanse and Remake spell can get you half a dozen+ attribute points, those points then push your scores high enough to you get past some of the lower level adventures to get you a few more points, and then you are off. After you've got 20-30 attribute points up one of your adventures should always be do-able.

     

    Stacking more than 2 cleanse-and-remake spells is however of questionable merit.

    How early on can you get cleanse and remake? With effective class skipping I can get all attributes to 5 or 6 in the first month or so, so I'm curious as to whether adventure attribute bonuses from cleanse and remake is comparable on the same time scale.

  9. But checking for negativity is so easy...

     

    Anyways, Astrology seems to be worthless in any case. Although you can score some wicked buffs it seems to wear off a couple days after you use it. Having +1 - +4 in an attribute for a couple days is mostly pointless compared to scoring permanent buffs which any smart player should focus on. The only thing Astrology does that I am curious about is skill changes and phemes. It says it increases or decreases steps in random skills a lot. Presumably the game can't track that so in fact those changes are permanent. I would also assume the knowledge you gain of Phemes is permanent. You can get quite a few decent ones from the various constellations.

     

    Personally I feel like Astrology bonuses should be permanent unless you use the action again to change them. Otherwise its basically like casting a random spell where most of the results aren't very useful, excepting phemes of course.

  10. Well if I get the right combo I can get a buff of 7 points total across 4 of my attributes with the current combination of constellations. I am now going to stop using astrology and wait to see if stuff times out on its own. Having a super high astrology skill level seems to have little effect on whether I get negative or positive consequences, though.

  11.  

    I suppose I can't confirm that it was designed by the Team specifically, but all things considered, I assume so. Likewise how I assume that the skill step thing is an engine limitation of some sort. I've seen weirder.

    Well if you have source access its literally like 2 lines of code in a well designed codebase.

     

    Presumably they have:

     

    raiseLevel(Character *character, int skillStepInc, id skill) {

    if (character->getSkill(id)->getSkillStep() + skillStepInc > character->getSkillI(id)->getSkillStepLimit) {

    character->getSkill(id)->incSkill();

    }

    }

     

    incSkill() {

    setSkillStep(0);

    skillLevel + 1;

    }

     

    and the change would be:

     

    incSkill(int skillStepInc) {

    while(skillStepInc) {

    ++skillStep;

    if (skillStep == limit) {

    ++skillLevel;

    skillStep = 0;

    }

    --skillStepInc;

    }

    }

     

    I mean that's pseudo C++, not sure what language they used, but its pretty language agnostic as far as the data goes. Mostly just incrementing integers.

  12. Well aside from the chained queen I mostly got amazing stuff. And if you are a prankster and shady type the chained queen is amazing with her anti detection bonus.

     

    Are you sure its custom designed by the team itself? Cause I can assure you its trivially simple to change stuff like skill steps if you have the source code.

  13. Who designed this engine? You'd almost have to intentionally design stuff that way...

     

    In any case I have just been having fun experimenting in Astrology. Holy crap. Does anyone know what determines when you lose a constellation? With some minimal save scumming it seems like I can boost some attributes 3 or 4 points and most of them at least 1 or 2. Astrology seems wildly overpowered. Perhaps 10+ attribute points are possible to gain with the right combination and you also gain random other benefits as well. Also it should only take 3 or 4 actions to get the optimal bonuses which is like 2-4 attribute points per action.

     

    I assume that because this is so broken that these bonuses are temporary short term stuff? Some of the non-attribute bonuses are super powerful, too. Removing chance of being discovered in illicit actions, extra rolls on stats with the better remaining, various moods and skill boosts, the gaining of at 1 one rare and one uncommon random pheme. Some other crap I didn't bother to keep track of in the whirlwind of bonuses.

  14. Due to some ongoing discussion about both skill leveling and massively overcrowded lists of actions later on, I think a major focus of the content team is to go through and get rid of like the 50% of content that is mathematically awful and constitutes a massive newbie trap or alternatively boost that content to be more useful. Scrolling down through a list of actions that no sane player would ever use is extremely tedious with the current interface.

  15. It was always that way and also intended to work like this that the extra just help to get this single level increase. That's why I personal don't like the Mantle of Stars Library and made some changes to it in my mini mods. But there places that give multiple skill level increases (i.e. high level favor rewards).

     

    Oh and just to add, if you have a skill at 1/2 skill steps for a skill level increase and get an attribute increase that reduces that down to 1/1 skill step needed, the skill level won't go up right then. The game only checks whether you have enough when you gain a skill step (or skill level, I suppose), so you need to increase that count to 2/1 skill steps to get +1 skill level, effectively "wasting" that skill step (at least by the looks of it).

     

    That is a terrible system. Its a massive newbie trap for one. Both the idea that you should raise a skill that needs more than one step and the completely un-intuitive result that getting +2SS doesn't roll over.

     

    Also it makes no sense as an engine limitation.

     

    It also makes Zoe Mellis wildly more situational. On the upside Venalicium is not as garbage as previously. I'd be motivated to get Zoe now in order to level danger sense slowly while also using Venalicium so I could max out my study levels earlier for max midterms.

  16.  

    True enough, but for me that's well past mid-terms, when I can afford to buff up skills like danger sense that never drop to 1 ss. Since I usually get Zoe in week 2 she is generally responsible for almost all my study levels. In the early game her skills are also very useful on adventures, plus, she's kinda cute and I like her.

     

    At the end game frankly there is no student who helps much, once you get all abilities to 6 and have cleanse and remake you should be able to get the adventure ability points rolling in, so I would always see clique as an early-mid game buffer, with the late game clique being collecting interesting friends rather than collecting skill buffs.

    Wait, do skill step boosts not roll over? Are you saying getting +2 SS on a 1 step raise skill doesn't raise it 2 points? That's something they better fix because its ridiculously dumb.

     

    Although now I kinda want to get Zoe because of Danger Sense. You want to raise it early for the attribute bonus but it is a pain.

  17. This. I hit up Community Service to unlock Teaching Barnyard Animals then blow some of my stress buffer on unlocking the Library of Longshades and skip the Venalicium entirely.A study rank and 1 skill step isn't terribly competitive with my other options, particularly since newer adventures routinely hand out 3 steps or more per action taken. Adventures have seen considerable power creep compared to the original friendship quests.

    I mean obviously if you spread out study levels over a long period of time Zoe is better. It takes 10 * 6 = 60 actions to max study skills. So Zoe technically saves you 30 actions but it takes 30 weeks or 7.5 months if you do it that way. Its not really feasible as far as midterms go.

  18. There appear to be a lot of negative critic to J.K. Rowling's new work maybe its interesting for the team to read the critics to not fall into similar pitfalls (even if it is mostly because her setting is in the real world).

    http://io9.gizmodo.com/j-k-rowlings-history-of-magic-in-north-america-was-a-t-1764311530

    She was kinda offensive regarding native americans. I mean technically she was also massively garbling the irish and scotting lore regarding magic but no one cares if you make white people magic look stupid.

  19. Indeed, backgrounds are not balanced from a purely mathematical perspective (of course their potential Y2 and beyond effects remains to be seen, but details), but that's where rollplay or, failing that, modding comes in. I really do wish I can both manage to actually make my intended changes work and somehow release it despite me having to mod the DLC 17 "mod" directly because I'm interested in seeing how people play with those changes.

     

    The Lores, Phemes, spells and whatever else classes teach are just the normal unlocks from training those skills. There's 0 difference between someone that learned Astrology from Astrology Class compared to someone who learned it from the Library of the Mantle of Stars, with sole exception of what study levels unlock. Of course, studying is entirely separate from classes, as classes never hand out study levels. Oh, and naturally that's going to be a different story in Y2, so take the classes you want to continue studying, if only to make your life easier.

    Oh I wasn't aware of that. In that case classes are utterly worthless.

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