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One idea to add to the list of small changes: Give us a buff when we use a committed Skill at a station with the matching Wisdom trait (the ones currently only used for Evolve). If using an Illumination-committed Skill at an Illumination-aligned station gave some kind of bonus, that might make all those late-game altars more appealing.
That said, I think that while the Wisdoms are interesting lore, the implementation feels like a bit of a mess. These are some of the issues I've been mulling over:
It feels like Wisdoms are a concept that were meant to have much more of a role in the game but got continually stripped down, until we just have some hints of them left. I have the strangest sense that filling out a tree was once far more important for earning a victory, only to be usurped by the Numens, but that's just a vibe. Without undoing the existing mechanics, though, I can't really see anyway to undo that, and adding yet another ingredient to the victory condition beyond just the inks and Numens would just feel like busywork. It doesn't help that we're dealing with 5 Inks, 9 Wisdoms, and 13 Numens, so they don't even line up very well for any attempt to tinker with using the Wisdoms to create the Inks/Numens. I've been puzzling over this for a while trying to figure out how to make "mastering" a Wisdom truly meaningful without stepping on or breaking the other systems, but it's certainly a tough one.
After that, I hit a hard plateau, which turned into a treading-water-grind wherein I spent more time idling tiredly, frustratedly in the pause menu trying to match up this aspect and that aspect so I could evolve souls or level skills or try and read another book, or craft something I forgot how to (usually, quite unsuccessfully). Trying to evolve skill is like pulling rotten teeth and I'm rather done with it (and thus the game) for the time being.
I also feel like I've screwed this run already (28 hours...) because of some of the things I chose to do: where I decided to put certain skills, or the fact I levelled up skills that were already committed, essentially wasting lessons so I could try and open up rooms a little faster (to me this made sense, but a glance at the forums and I'm realizing how unwise that likely was).
If Weather Factory is still actively making tweaks to the game (it looks like they are), I hope they consider some of the points you've raised as well as what others have been discussing. I work in indie and I know how difficult it can be to wade through discourse essentially telling you that your design is fundamentally flawed (or at the very least, is somewhat trying and sometimes unenjoyable) but I hope they know they have a really cool, solid game here that could just use some QoL adjustments here and there to make it, as it claims to be, more forgiving than Cultist Simulator - and hopefully less frustrating overall.
Hmm, that does sound interesting. If there are aligned stations fitting the Skill (but that don't fit the Soul fragment you get), getting some kind of alignment bonus could help ease the FOMO of getting a Soul fragment you can't evolve.
With so many skills though it's already hard to keep track of which has the most Aspect for a given slot - we could use some UI help such as a hotkey to show small Aspect counts on cards, or have clicking on a slot highlight cards that fit with highest aspects showing brightest, etc.
I'm guessing the lore implications could have 2x Phost as a well-rounded person with diverse intellectual interests, turning into more of an intense obsessive monomaniac when evolving them to Phost+ . That's just spitballing though, extra "I am more than I was" type ingame prose might help Evolving seem more vivid.
I agree it feels almost like more was originally intended for the Tree. Does anyone know what the little curved dashed lines between certain spaces on the ToW are meant to signify? Could be neat if reaching certain combinations of Wisdom levels unlocked a special skill or bonus.
It feels like it could get quite grindy to reach slot 9 of a Wisdom, so I'm kind of glad I didn't; but you're right reaching mid to high levels could get more interesting if there was a specific situational goal to work toward.
This could fit well with some rare mechanic that cares about your current level in a Wisdom, or your total in the Bright Arts, Night Arts, or Arts Unregarded. Perhaps:
Don't despair (or do if that's the way to evolve Wist!) I also felt that way for awhile actually, since initially I blazed ahead randomly assigning to available slots; I then got frustrated later discovering stations for Evolving soul aspects that were mismatched to what I committed. But I eventually realized it is hard to get things truly in an unwinnable state - even without evolving soul cards, there is generally a way forward if you look at everything available to you (some light spoilers below if you'd like that would have helped me!)
Although leveling up skills already committed doesn't give extra soul, it's not truly a waste since that lesson is specific to that skill anyway, and still advances it so you can use it in further study and crafting.
If stuck unlocking rooms, talk to Assistants and realize there are multiple ways to boost their Aspects; such as by sharing Soul fragment, Memory, Weather, Food, Beverage, and more. I didn't realize this till remarkably late which was the source of frustration with my suboptimal Evolving!
If stuck studying books, aim to get a Memory of the matching aspect to boost you, either by rereading another book you have or by finding opportune Weather. You also can study the book at one of the Desks you discover if it has a matching aspect. This lets you add an Ink or Tool to boost Aspects further. I also didn't realize this for quite a while!
I did have to give in and visit the wiki a bit; mainly not to look up crafting recipes but since I'm not into taking extensive notes and wanted to track how to recover certain Memories. I do think the game could stand to be more forgiving there, e.g. when rereading a book it could at least tell you what Memory you're going to recover.
I agree with the other problems identified by @jewel and the ideas to fix them, wasn't expecting them to go further than me on this haha!
Hehe. I guess I've just had this game stuck on my mind recently, and I was doing my best to see if there was a thread on a given topic before just starting a new one. Which was good, because I feel like your suggestions are practical tweaks that would make the tree more accessible without stepping on other mechanics, and I sure don't have any actual ideas, just observations on what feels off about it. I'd be really interested in seeing if the devs can revitalize it into something more engaging (maybe as part of DLC), but it might be safer to just make light tweaks at this point.
If nothing else, I hope they can do something to reduce all the unnecessary stress / worry the tree inflicts on someone's first playthrough, before they realize that it's actually quite difficult to really screw yourself in this game. Lessons are actually plentiful (and the Numa mechanic could be used if needed), and maxing out a Wisdom is not, as the game implied, necessary to win (although the lore does help contextualize / explain some endings. Sometimes). That's probably the biggest QoL thing about it.
The game is focused on skills, while the Wisdoms these skills are assigned to have very little impact. The only mechanics tied to Wisdoms I'm aware of is soul upgrading, and it is not one of my favorite, to say the truth. Making sure I can't evolve anything in a yet another workstation I have just unlocked is exhausting.
What if it was the other way around? What if the game was centered around the occult disciplines of the Tree?
What does "assigning a skill to a certain discipline" means, fluff-wise? It means integrating it into a bigger system of knowledge. It is supposed to both expand the scope of the discipline and to enrich the skill with the knowledge from outside of the scope of the skill. How can this relationship between a skill and a discipline be represented in the game? Here's an idea:
When a skill is assigned to a wisdom, it is not marked by that wisdom aspect, but, instead, it is subsumed into that wisdom. When a player assigns a skill to a branch of the Tree for the first time, they don't get the skill card back, they get the corresponding wisdom card back. From now on, all the skills assigned to the same branch are absorbed into the wisdom card. For each principle aspect the absorbed skills have, the wisdom card would have that aspect with the highest level of that aspect across all the absorbed skills. That would solve the annoying problem when a skill is assigned to the bottom of the Tree and, therefore, does nothing in the late game.
Combining skill cards into larger conglomerates also solves one of the most notorious UI problems: the skill tray.
This would, of course, change the crafting quite a bit, but I think the changes could be kept in the UI mostly, with mechanics more or less intact. For example, the skill slot would accept a skill or a wisdom card. If a wisdom card is inserted, then 1) an area appears at the bottom of the crafting window which contains all the skills integrated into the wisdom, and 2) an additional slot appears, which accepts one of those skills. Principle aspects would be supplied by the wisdom card, but the output would be determined by the skill.
This would, of course, limit how many things the player can do simultaneously, but I'd say 9 parallel processes should be enough most of the time. Moreover, this change would make the game easier in other aspects, so I don't think it would affect the overall balance negatively.
Whatever it was you read that made you feel that way, ignore it. I feel like there's little to no way to screw yourself over that way. I committed a few skills early and still levelled them to 8 and never regretted it. There are WAY too many lessons for that. If I didn't miscount I had TWENTY-THREE (23) skills at levels 7 or 8 at the end. All of them were committed to the Tree well before that.
I ended that run with two Sharps lessons unused and a bunch of high-level books unread (the kind that start giving 3 lessons each), not even counting the many that I'm only just now seeing in my second run. And there are probably still more that I have never seen!
Here's an unsolicited piece of advice: if you are feeling stuck, just one or two aspect away from reading a book you "can't read" yet, take a chance. The game has a mechanic that will let you add things to make up the deficit: extra soul cards, random stuff, even WALL ART. It's random, but it might help. Once the first 60-second timer ends, it will run through a series of short timers (<10 seconds) that allow you add stuff. Pause time and just click through anything and everything in the House to find what you need).
The awkward spot are the languages. Now they can be assigned to the Tree the same way as any other skill, but if they were absorbed, it could create certain problems with the way they are used now...