Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's your business. The game has great balance.
I would however like to see a cool-down on decilples when you use them in missions or occult business in town - say 30 seconds.
2) AK did mention somewhere about maybe adding Lost and Injured aspects for Followers as possible results of failed challenges/cult business, rather than just Death, and commented that if he did that he'd need to rebalance expedition challenges.
3) These are the first 3 of MANY possible endings to come. We have been promised Paradox-level DLC (that's a lot, incase you aren't familiar with them). Having perminant loses due to desire timers just means not starting your desire path until you're ready to persue victory. No really increase in difficulty there.
Breached summonings are bugged atm, they're suppose damage the card (health to decreptitude, reason to dread, follower to lunatic, etc). They're working on fixing this.
Also if you use a summon as the helper in a Sunset Rite and have to reason away the summon you reset the timer on the helper. So its very easy to keep big bads like Crucible around.
Also it would be nice to randomize obstacles of the expeditions.
It's very difficult to 'speed run' this game.
You're at the mercy of RNG for artifacts and such and you have to do enough grinding for the proper cultists.
IF there was less perma-iinsta-never coming back death - then fine, if deciples were limited to 2 of each class and could be replaced, or got wounded, or imprissoned or fined, causing time lost in verbs and funds not insta death almost always then this is fine - curses mind you should stay the same OR be reversable some way - agian time funds and resourced
Commisons are OK but
1) The iron ones suck for time to reward and you have to grind them out
2) Bronze ones are OK, not OP just OK - good paiting will on par probably beat these 2 and be more consistant
3) Silvers are really worth it - so you're fishing for these
It also then ties up the explore verb cashing in, halting back to back expisitions to keep summons running, also in total a commision costs you
2x10 talk verb
1x60 Work
1x30 Auction
That's 110 seconds - plus the time unpacking and packing (art suffers this too mind, physcian doesn't)
So baseline physican gives 3.67 coins in one commison cycle with a lot less manual work and not using 3 verbs at various times
3) The marks are your final run, you shoudl have it all planned out anyway and it would just mess with newer players to perma drain reason or passion, that's just dickery for dickery sake - it adds little
And summons now, they break loose you slam a reason in hard and fast unless it's a realy do or die summon, even then....I seriosuly doubt I'd risk it and rather wait
A couple of replies in this thread have been summoning has been fixed always play reason on a breach! To which I shake my head. There was another thread on these forums where the op asked for the cheat command because they were about to lose. To which I also shook my head. To each their own, but for me personally it’s roll the dice and what happens happens. I find it boring to have an I win button every time I boot the game.
One person responded saying that I was power playing the game. Valid, but why would I not? The run that I just started I chose doctor and thought, you know maybe I should do a challenge run and be a beggar…that didn’t last long (the begging that is). There are quite a few traps in the game like that (decrepit/poppy/etc) where they get you in the beginning, but then are easily overcome (when was the last time anyone let an affliction or injury go through?) or you don’t even consider as a valid option later (manual labor). That’s sort of my issue. When you first play the game, you have all these lovely choices, but as you get better you realize that you really don’t. There’s also nothing driving you onward, you can literally just sit back and grind and grind and grind without fear of losing.
I know about the plethora of DLC that may come (I bought the perpetual edition), and hopefully the first few aren’t so much fluff/flavor, but more meat and potatoes for the game mechanics/challenge/replayability. That said there’s supposed to be heavy mod support coming up, and maybe that’ll be more for me. And maybe not, maybe this game will just be like A House of Many Doors for me, where I just fire it up from time to time, relax, explore, and enjoy the theme/writing.
A perfect experience (for me) happened in one run. Where I was up against Connie and had quite a bit of notoriety sitting on the board.
She made tentative evidence.
I sent my raw prophet to steal it.
Fail.
I was then debating on whether or not to kill her and decided to sick my hint on her.
She got pulled away on a notoriety check and made damning evidence.
I definitely sent my hint after her.
Fail.
I started dreaming again to get more summons, and another notoriety check went through.
She was taking me to court.
Ah! But that’s ok, I have the favour from my earlier dreams trying to get more summons.
I play that.
Fail.
Dream at the stag door! Dream Dream Dream!!
Nothing comes up in time. I was going to prison.
My last dream comes through while the game is coming to an end.
A favour.
Too little, too late. I lost.
10/10 would lose like that again.
I've only cheated once, early days still learning as I wanted to get a run going - ended up arrested
I think the 'risk' on loosing minons is too great given how important and irreplaceable they are - this is my chief frustration at the game, it's not cultist simulator - but bubblewrap simulator
Personally either minons need to be replaceable, or repairable, then I can take educated risks, is this summon worth a 30% chance of tying up talk verb for 1 minute losing me 2 funds and timeing out a minon for 3 minutes....or will I just close them down
Is risking this minon on cult buisness worth the fine, or farming up a favour for, or the time out or the chance of facination etc...going after tentative evidence, chance to get it moved to a safer location (can't be interacted with for 120 seconds while you find acess to it again), and the minon gets caught, maybe only trespassing (fine) or in the act (incarcerated - until favor farmed up) minon gets spooked and runs off (not useable for 180 seconds but no ill affect) or succeds
I could also see mini rivals, if you start using minons to kill or abduct too much there's a chance a police task force starts looking into the missing people, and you have to redirect that or face a growing threat of exposure
Right now cake...OR DEATH....is never worth rolling the dice on
I love me some options, and risk vs reward, but right now using minons on cult buisness is no buisness as there's no buisness using cult buisness
You can avoid this by talking to the investigator about the minion instead of the other way around. They can't run off if you lock them in place, but cards that are the subject of another card are not locked in place unless they've been pullet in by a magnet.
Also, and this is slightly exploit-ey, you can just literally grab her card and hold it to prevent her from doing anything. However, this also stops you from doing anything, as you can't interact with anything else while holding a card.