A Mage Reborn, Book Two (WIP) - UPDATED August 7th | Book One Released!

If you make a variable permanent (create it in startup) then it should not reset.

If the variable is temporary (created at the top of a scene) then it will reset when you change scenes, go to new check-points, etc.

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Yup! The variable in question, ‘specialvar’, is defined in the startup screen, like so:

coding1

It is assigned a new, non-0 value at the end of the Leaf End segment:

coding2

And yet whenever I call it down the line, it will revert back to 0 unless I redefine it at the scene’s start, resulting in the following error:

errormsg

Not sure how I managed to screw the pooch on that one, but it’s simple enough to work around!

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There is an undocumented problem with quicktest which involves creating any multireplace variable with 0 as the beginning value… I had a “choicescript help” thread on it… let me see if I can find the discussion for you.

Edit: Here is the discussion - @CJW was kind enough to explain the situation with the post 20 and 24 being the conclusion:

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Thanks so much for letting me know! I’m not too sure if this is somewhat within your jurisdiction/power as mod, but if I may make a suggestion: this seems like it would make for a helpful footnote in the wiki’s Multireplace page. :o

In any case, I’ve set the startup file value to 1 and trimmed the start-of-scene codes–the game now passes through Quicktest. Much obliged!

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Yea; unfortunately I am not a wiki-mod… so we need to get a wiki mod to amend the entry for us… but yes, this absolutely should be done.

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I absolutely like how you have people here who passionately argue about their feelings regarding characters. That means you nailed both characters and variability of playstyles. Good job. Hope the rest of the game will be just as exciting (I’m 99% sure of it, actually).
Since everyone is talking about their MC, I will probably too make a post about it. Suddenly my MC reminded me strongly of a certain character in VN Fate Stay Night.

FSN Heavens Feel route reference, also music

The character “named” Saber was also a good person once, kind and brave, loyal and protective; after her “death”, that occurred while she was protecting her friend, she was reborn, but changed - now merciless, brutal and dead set on killing what she once loved for her own interests. Hell, there is even a scene with former self (even if in movie only).
Do I have an excuse to listen to Heavens Feel magnificent ost by Yuki Kajiura next time that I play this game? Hell yes. Did I ever need an excuse? Hell no.

https://youtu.be/skLD2yhyVRo

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I wanted to play the update but saves are not working.
I have trouble following the conversation above me but perhaps it has been mentioned before or you’re already working on it. In that case, please ignore my post.

Summary

Just start a new playthrough and discard old saves for a clean play of the new content.
There are few new features, so it’ll be a play without bugs and errors if you start a new one.

Hi @Parivir! I don’t really post all that much, but I just wanted to say that this WIP is by far my favorite among all others. Your writing is superb and the way you inject emotions is absolutely delicious. The scene right before the resurrection with the companions’ reactions to the truth made me teary in a way that no other Choicescript game, released or WIP, has. Please keep on writing! Your voice is one that definitely needs to be heard. :grinning_face_with_smiling_eyes:

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This was certainly an interesting story to read. A lot to breakdown for the demo and I’m a huge sucker for angst.

But I have to say: I can’t be the only one who found Alchemy to be the most useless stat between the four. I was sorely mistaken for picking it for my first run thinking: “Wow! Someone who appreciates how strong and OP alchemy is!” Just to barely use it and when it is used in battle, it does jack-squat anything. Doesn’t help in the slightest that Ilya is good at alchemy too and how weak the MC feels making the title of “the strongest mage” seem laughable. Necromancy felt like the loved child between the four while Alchemy was the bastard, afterthought.

Using the other three specialties felt a lot more smoother and reasonable to believe that this MC can be considered strong and a lot more fun to use simply by the fact that you will always have the opportunity to use them in every encounter/decision. Especially Necromancy. I can’t think of a single option break where it didn’t allow you to use a Necromancy spell. Alchemy, on the hand, was excluded… often.

I might just be an Alchemy simp but it’s such a strong ability to master for this type of MC… an MC who’s severely limited in their magic use. Potions A) don’t rely heavily on magic to be used and B) you can prepare many before a battle to be used. Like the bandit camp: are there really no potions of invisibility? The necromancer MC can open up a portal, but Alchemy MC can’t waltz up to the camp invisible with several spare invisibility potions to give the kids? Then boom the MC is revealed because the potion effect ran out for them last minute and bam the thief attacks them but the kids escape because they were still invisible. Smokescreen potions, nightvision potions, explosive potions, sticky potions, etc. The alchemy MC’s cloak is just lined with dozens of potion vials to toss around.

Sorry that I sound heated but I’m a die-hard potion supporter and tired of the slander that people say that potions are useless. I haven’t even mentioned transmutation or golems.

But… alchemy being an underwhelming stat isn’t the only thing that caught my attention. Overall, the MC does feel rather weak (as some pointed out). Though we’re being feed that the MC is strong, they’re already on the verge of fainting after using three spells in a row. Sure, I’ll suspend my disbelief and say the MC is “limited” because of parasites. Doesn’t change the fact that the only fight the MC saw through to the end was the fight with the Sister. Besides that, the MC flails around to by time until someone else solved the issue. A lot of issues that could have been solved if the MC used a spell (or potion UwU) that wasn’t the same three spells we’ve been using throughout the game.

Again, giving the benefit of the doubt that the reason why we’re only using three spells is for a coding/writing problem and not that the MC doesn’t know any other spells. I think it would be much more nicer to play into the MC’s strengths and give a list of spells that follow their specialty. Then we have to chose the correct one to use in the given situation or it’ll fail. Much better than seeing grayed out buttons for abilities we don’t have access to. For alchemy, we could have a limited numbers of potions we could make before a mission and guess which ones we can bring. (Still championing for alchemy here).

That’s about it from me in criticism. I don’t really expect things to change this drastically but alchemy seriously need a buff or balance to the stats. It’s really not a fun path to go down if you want to have some autonomy.

I do have one thing left to say and that’s in regard to the comments said that Saine isn’t a love interest. I’ll just say this: regardless if his aro, ace, or not. Doesn’t change the fact that he’s a ~child~ while the MC is an adult. Just because the MC’s age isn’t specified doesn’t change anything: the MC views him as a child and therefore there is most likely an adult between the age of 18-25 (Though I suspect that it’s actually 19-25). So it’s for the best that he remains a platonic friend unless you wanna have a “FBI open up!” in the comment section.

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Well, I already said that, but Spiritism is my weak stat and I bascially never use it. And I never use Thaum either, by the way.
Alchemy is my main stat, and excluding the encampement encounter, I’m perfectly satisfied with it, so yeah… :thinking:
I believe Alchemy has a bigger array of spells/techniques than the other types of magic too? May be misremembering…

Now, I DO agree with you about the encampement part, considering it’s the only type of magic that won’t allow you to succeed even partially, and I too have a lot of ideas about how to use alchemy during that part. But sadly it was already discussed.

As for the general magic mechanics though, I like them?

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Dear author,
I really want to thank you for adding the information section in the stats menu. I, personally, am horrible with world history and religion in interactive fiction and the option to stop, check and refresh my memory is one I greatly appreciate. Same goes for the magic information. Thank you.

I enjoyed this update. I went in like “I’ll never switch sides!” But now I’m wavering and I’m actively thinking about the choice outside of the game. The ‘new’ characters are great, their interactions with both each other and the mc are pretty solid. Presenting them as such was one of the things that made me question my decision of remaining loyal to Param. Oh man, I can’t even imagine what the next update might bring! So excited.

not sure if mentioned before

Something I have mentioned before so it might be annoying, but I’m still in awe of your English writing skill. I’ve been learning English for 10 years and I still had to use google translate multiple times. Thank you for teaching me more English.

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With CoG games, in general, your specialty that you start out with pretty much dictates your decisions in stat check choices. You’re going to align yourself with those decisions more often because you know that you’ll succeed them until given a chance to boost up a skill. And in this particular demo, you aren’t given enough chances to boost up your other skills to a useable level in this demo. You only have one chance and it goes up like- what? 3%? Hardly anything. So overall, building up other skills that you didn’t pick in the beginning is 100% useless and you’re better of using your free time either character interaction or solidifying your strongest stat.

The reason why you found Spiritualism to be your weak stat is because you never picked it. You picked alchemy. And I wouldn’t be surprised if you picked spiritualism as your weak point as well. So you would be, of course, locked out of the these skills and you wouldn’t know how massively effective it is. Especially in comparison to alchemy. And by effectiveness, I purely mean by its use in situations. If it’s not a viable option but the other three are, then it’s not useful. Such as the encampment raid: there was no alchemy option to begin with. You were pointed to use the other option that would be for Thaum. So of course, that would fail.

In order of usefulness: Spiritualism, Enchantment, Thaum, and finally Alchemy. Just based on the option choices you can make. And for Alchemy having an array of spells/technique, you’re misremembering. It had the same amount of spells as the other three and had the same amount of techniques to Enchantment and about one more technique over Spiritualism (which doesn’t take away the fact that it’s still the strongest ability simply because you have more chances use it more often).

If the author decided to stand by their decision in this matter, I’m not arguing it. I’m just stating my opinion on what seems like an unbalanced stat.

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Okay, you made me go and check, and I did remember correctly about having heard something like that, though I do not know if it appliess to Enchantment and Spiritism but if versatility is it’s main thing, then it would make sense for it to be one of the types of magic with more spells:

This is what I’m saying though? It is my weak stat. As in, the stat I select as being the weak point of my MC, and a stat I never used and never felt like I was missing out.
Doesn’t fit my MC at all and I’m happy without it, that’s why I’m saying it’s not like, required to have it.

That is not true considering my secondary stat, Enchantment, is pretty strong too. I could even raise it to be high enough to actually use at the encampement if it fit my MC to heal Ilya with it. I’m only one point short to be able to succeed with it.
I use both Alchemy and Enchantment often, and these are an excellent combo of magics.

But I repeat, I do agree about the encampement, but really, it’s only that in the entire demo. Otherwise it’s great.

I guess this is all I can say about magic, though? I mean, it was already discussed before, and any more than that would be solely personal preferences so eh? :woman_shrugging:

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It could have a bit more utility, particularly since I think ranged weapon specialist with a side order of alchemy is where my mc’s future is at, assuming he has much of one. Just think what we could do with hollowed out bolts with potions! Which also means crossbow wins the contest for the mc’s new weapon to specialise in, now that we definitely know why the mc is so relatively weak at magic.
And ditching the robes for a long trench coat that affords more mobility and is practically a staple for crossbow wielding hunters in fiction. :grin:

Meh, just having a bit of fun here. Definitely don’t see magic as a field with much of a future for my mc, outside of alchemy now. But just alchemy is boring and my mc would still want to explore and adventure, which means defending himself, and he’s not the type to pick up a melee weapon, so ranged weapons it is.
Of course that assumes mc has much of a future at all. But assuming there is I definitely see my mc doing just that and ditching the robes for a coat, even if it is just post-epilogue headcanon and, again, assuming the mc survives the story in relatively good condition at all.

That said, yeah, it would be super mega awesome if we could take at least the first steps towards it and the wardrobe change within the story. :grin: Though I am not expecting anything there, just that I think it would be nice to be able begin training with a “backup” weapon and have a wardrobe change at least.

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Will we even have the opportunity to actually use other weapons though? I don’t even remember that being said :thinking:

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I wonder if there is a particular reason Parivir kept it as a secret for Alchemy being weak and Spiritism so strong right now.

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In the same post as the one I quoted about Alchemy having more spells it was also told there are things in store for Alchemy for the upcoming chapters, so maybe it’ll shine now!

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Yeah exactly my thoughts. It doesn’t make sense to keep that much of a differences between those four specialities… What if Alchemy specialists gets more use after Eli did whatever mess Thalia and the gang planned to.

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