Wow, it has been almost 50 posts since my last recap round. Currently I’m working on three other side missions, which will hopefully be uploaded soon.
Individual answers:
@majinmike, there are now some instances where intelligence gives additional information, and where it can be used to overcome a deficit in willpower (in new scenes). Any ideas of where else it could be used? @Blank, not sure there are so many people interested in plant powers
@Arcane_warrior probably yes, depends on at which point I burn out…
@Blank, option to try to teleport away added
@Blank, I’m not sure I want to create non-office based jobs, as this would include much coding… basically would just prefer to leave it to office jobs (otherwise the game will spiral out of control)
@Blank, not sure I will implement the ultimate attack idea, I think it sort of goes against the mechanics based type of game?
@GenecoInheritor sort of decided not to add any new powers like this (some post ago, as I need to draw a limit at some point…) New suggestions on how to use existing powers are welcome!
@AmericanShakespeare, basically what @Blank said, unfortunately it would be too much coding. I do take the point made my @GenecoInheritor, and I am trying to add more choice to the battles, so things not only depend on your powers (but other choices made depending on them have an impact). Any suggestions on these are welcome! (adding now some options to use other things in the background, throw shelves on BC, etc). This should go some way to improving replayability and this issue…
Changes (will only show after next update, possibly Thursday)
-Added more side missions
-Added more options in combat with BC
-Added enhanced learning in power screen (thanks @Blank)
Issues left to deal with:
-Changes to Steel Aeronaut fight with high psyche (fight back and end up crashing into wall?). Ability to all stay counscious though sheer will power
-Add some more background (post 175 by @Savoy_Collier
-Maybe add plant powers (influence relationships through pheromones, get information, etc)
-Add possibility of port official trying to run away (fly, teleportation, water breathing to catch him, weapons dealer has a mercenary to fight). Possibility to turn them in.
-Add option for MC to invent a gadget? (high engineering and intelligence)
-Add option after first encounter with steel aeronaut to go back to office if endurance is high (thanks @blank)
-More choices of professions (student, scientist?). On the 4th day there should be difference (engineer called away to building, student going to lecture). Thanks @GenecoInheritor
-Make fight scenes longer?
-Add instances of use of engineering, law and journalism to provide extra info to MC
-Re-write some of the dialogues for co-workers, to add flavour (a frequent complaint, so I need to work on this!)
-Look at possibility of influencing boss with mind powers
-Change the description of why the MC is being shouted at (if high charisma/intelligence they should refer to frequent absence, little work done, etc). MC feels as if nothing they do matters (so there should be some room for that)
-Place all powers chosen in the power choosing page
-Add option to clear powers and choose again
-Rework some situations (showing, not telling, post #78) “For example, you said that not everyone is willing to accept powered individuals and simply want to experiment on them. Have the reader encounter a group of people who are vocal about their distaste for superheroes. As the MC walk through an electronic store, have a segment show up on a TV on how scientists believe that these powered people should be “examined” to further understand them, sugarfrosting their speech to hide their shady intentions.”
-R#2, add a bit more to the world building, a little bit more detail and colour.
-Ask more clearly the player to define his orientation?
-Possibility to eventually romance the boss? Having a base? working for a government organisation? become a villain?