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Late game is basically grinding though, yes.
You can manage Notoriety without having to rely on luck (basically, never be in a situation where you generate more than 1 Notoriety at the same time, and you're mostly in the clear), and don't forget that Hearth disciples can never die anyway. Tempering with Tentative Evidence, if you don't generate Notoriety, is never worth it imho, just let it expire. If you're cautious, you'll never ever see a Damning Evidence, which is the only evidence that is really dangerous and where you kinda have to try to remove it.
You can extend a Hireling's service indefinitely with the Talk verb, either just by talking, or talking and paying money to reset its timer, so it's another way to capitalize on the randomness of recruitment.
That being said, it would be nice to have some use for high-level Lore beside the fact that they give summon recipes and succulent Lore tidbits. Maybe in a future DLC/update? More seasons is tricky, as it would alter the balancing of the flow of the game (making upgrading marks even more random)
Edit : also, if you're really annoyed by either Notoriety or Prisoners, you can always choose your Cult wisely : Hearth exalts always succeed at destroying Notoriety, and Grail exalts always succeed at generating prisoners.
Talking to hirelings with funds resets their expiration timer, they are a fairly reliable source of prisoners if you value your cultists. (You can also hold the talk window open with the hireling slotted in, but not pressing start, if you are ok with cheese) It takes 10s to imprison someone, so you can just munch a pawn as soon as you notice the ambition season.
If you think RNG is trolling you, it's usually because you haven't noticed a way to bank a quick way to generate or remove a card, or are locking up a generation method with an alternate long task, without first popping a resource just in case.
But managing loss conditions is not that tricky once you get a handle on it. You can burn restlessness / dread / fascination in rituals and recruitment. You can easily get contentment to keep your dread in check before it gets really bad, and if you don't do anything you never get fascination, so if you are really careful, you are at no risk even with 2/3 visions.
As people have pointed out, you can get an unlimited supply of prisoners by getting hirelings and putting them in the cupboard. That will feed your ascension and spider door dreams. Besides, you should not worry about getting your ascension higher than level 3 before you are able to hit the required intensity of primary aspect and are ready to end the game.
I think the endgame could stand to be a little bit more elaborate / more epic. For most of the game you gather resources until suddenly the stars align and you can ascend rather suddenly. I feel like you should be required to do more stuff to win an ascension victory, like maybe going on an epic final expedition where you have to put in the desire card at the end to perform your ascension ritual, or something.
Also, and I apologize for not being able to cite a source, but I believe Alexis said that there was a bug in the Tenacious code that was making it much more effective than it was supposed to be. So early game Tenacious Hunters may be less of an issue than they once were.
I still feel that there is just way too much random. This reliance on billions of random check means you have to grind.
When I say endgame, I mean you have bought all the books from bookstore and auction house. After that you have to do the Notoriety, Fascination dance while pursuing more lore.
For me personally, that's early mid-game, but to each his own.
Are you summoning to help finish the game? Are you regularly opening the Peacock and Spider Doors? Are you chronically checking what season is coming up next and preparing appropriately (I bet this is your biggest problem)?
And if you are struggling a bit with money, simply level up painting and paint.
And congrats on finishing it!
That's the problem though. You have to grind and slow play in order to avoid being hurt by the randomness. Personally I think it's pretty disappointing, but I sort of understand the design. My suggestion with permanent summons though allow players to prepare instead of grind.
Permanent summons would be so OP broken. Once you get it more figured, you'll find that to be just laughable. I'm sorry if that sounds offensive, but it's true.
Plus, you know you can keep up to 2 summons around for basically forever with Talk, right?
Tell me, what would you like to do that would generate more than 1 Notoriety at a time? I'm curious. How would that eliminate any kind of grind or bottleneck? I can think of a few small things, but I'm curious what your rationale is.
From reading a few of your posts on here - I think I can help. Learn what each season does (there aren't many, and they are one-trick ponies), and understand that you can click on the seasons verb, and see what season is coming next. Then prepare accordingly. I think that will take you a long way.
I could see it as mid-late game. I break the game down into these steps:
1. Increase your abilities so that you can handle work and study.
2. Generate income. Goal: Buy all books, Get all disciple followers
3. Run expeditions. Goal: Gain the lore and tools needed for the final ritual.
4. Boost mark to 6th level. Goal: Perform final ritual
The difference is that in step 3 you HAVE to do things that cause Notoriety and Fascination. You don't in step 1 and 2. I tend to lump step 3 & 4 as end game.
Definitely checking the next season, but again due to the randomness of everything, one season isn't really enough to prepare for everything.
I use summons to prevent fascination, destroy evidence, and eliminate hunters (although I keep the weary detective).
The peacock door is HUGE PTA to open. Perfect example of the too much random I'm talking about. I saved my currency and opened it only to get what I needed for the last ritual.
I will respectfully disagree. It would at most mean you don't have to do the ritual again. I'm not sure how that is super broke. It save players some time, but I don't think it would drastically change the balance of the game. However I could see it being limited to 2 summons. I don't see how having a huge amount of prisoners or corpses is OP at all. In fact having permanent corpses might be a bad thing. That being said the new "Grim Upkeep" season would mitigate all of those issues.
Spoilers possibly ahead:
That's the problem, you really can't it's pretty dangerous to do so. If you want to gain a prisoner for the spider door and pull off a caper, you can't do that. Instead you have to do the safe way to gain prisoners, then do the capers. You can't multi task. In fact the game seems to discourage using cult members for anything dangerous.
Which now makes me wonder, what's the point of having bunch of cult members, if I can't use them for anything.
If you can't use them for anything, they aren't leveled enough. Mine only (possibly) fail when I take an assumed risk. It's why I literally *never* lose an expedition anymore.
Anyways I'm done trying to set things straight about RNG with you. I appreciate a good discussion, but this is going nowhere. You either need to learn more, or maybe you are just trying to play this like an action game - too fast. Idk.
Take care and thanks for your thoughts.
And I feel you for the Notoriety, you just can't start an Expedition just after completing another, or make a special painting during an Expedition, or capture a prisoner with your Exalts, and never ever try to destroy a Tentative Evidence, or kill a Hunter with someone that has less than 10 Edge, or try to fascinate/depress a Hunter, and so on, and so on...Even going to the Club isn't worth it, sadly, it's basically a quick lottery for desperate times that can screw you even further.
I also agree that reforging Mirrors to pass the Peackock Door in my endgame playthrough where I try to assemble all the ultimate Lore level is a bit tedious.
On the other hand, it fits the theme and atmosphere of the game, you need to be cautious, maybe even a bit on the paranoic side of things, to succeed, and you have to take things slooooow to be safe. If you want to press things, you are taking risks, it's kinda the point.
Anyway, having a bunch of notoriety at once isn't so bad if you don't already have evidence lying around, and are prepared to deal with evidence and hunters. Notoriety lasts only 300 seconds, so if you have a lot, most of it will decay before it can be grabbed. A dead hunter cannot use that Damning Evidence to convict you. Rolling up a new hunter will eat one notoriety (or mystique) without negative consequences. If you make sure to have summons ready to deal with evidence as it is created, you can go as nuts as you like on generating notoriety. If things are dire, you can hold a hunter to force the game to make another one instead of the existing one investigating, or holding evidence to force him to make fresh tentative evidence instead of grabbing whatever evidence already exists.