Choice of Rebels Part 1 WIP thread

You could read and have no intelligence at all. Intelligence of 1 is the one of a good person 0 is average. So like in real life skills need time and you were on run. This game is part of a big saga. So stats would grow at the beginning of each game.

Those were just quick examples, they should be properly adapted to whether one is a Helot or Aristocrat and so on. And I was not criticising the lack of skill improvement in any way, but since there is no way to improve any of the skills it seems a bit weird to have numbers representing your skills. Not to mention that you can better describe what the numbers mean if you use words. For example you say that a 0 means that you are average at that skill. I feel as if a 0 means that you are one of the worst around for that skill, and that you are unlikely to find anyone who will do worse than you in that specific category. It is actually possible that both are correct, but I would not know with certainty.

And while considering the future games is nice and all, I do not know how they will be written, nor does anyone else, maybe with the exception of Havenstone. Maybe there will be a single skill increase in the beginning of the next game, in which case I would voice the same suggestion (because Charisma: 3, Combat: 0, Intellect 1 still feels like it should be expressed with words rather than numbers, in my opinion) or there might be multiple skill increases which justify the current system. Charisma 5, Combat 2, Intellect 3 would probably be better expressed with numbers than with words, because otherwise you would sound like a genius at everything.

In the end, this is just a purely aesthetic change. Rather than “0”, you would read “You are the most boring person ever”. Rather than “1”, you would read “You are quite sociable and charismatic”. Rather than “2”, you would read “You have the voice of an Angel, and you can charm or convince even the most hardened criminal.” It would not actually eliminate the possibility of improving your skills in future games.

Is questions of personal preference. I prefer numbers and is far easy to relate and code. What he could do easily. Is O Your intelligence is average. 1 your intelligence is up the most people… etc I mean for me is a totally minor issue that absolutely don’t change code and maybe could helping people. Havenstone have explained several times how skills will upgrade and how at the end you could be or balanced or be a specialist in one skill

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I ran into a bug with the smuggling mission. I had 6 mules available, and enough people to do the rest of the work, but when I press that mission it would not actually remove the option or any of my bandits. I got the achievement, but nothing other than that happened. I could repeatedly do that job, but no one was ever send. When I tried to continue on to the next week, I did not get any of the rewards from the smuggling.

Not entirely sure what was causing this, but it probably had something to do with me just having 6 mules. I was sending people on missions to raid the priests too, if that matters.

EDIT: Found a really minor typo. When you first meet Simon de Firiac and can decide your attraction to him, you get the choice “the temptation of an attractive young noble(wo)man who plainly admires me.”. The “t” in “the” should be a capital letter.

@Havenstone, this showed up when I led the first raid on a noble estate:

When the last guards run for cover, 0 of your outlaws have fallen – but the barn is yours.

And I have two questions, if you’ll have them:

  1. What do you think of letting leaders get better at their job if we send on raids during the winter? Or would that be too much a coding hassle?

  2. Is the money we finish the game with going to affect the way our rebels perform in the sequel?

It’s a good suggestion, and I’ll consider it seriously.

My plan for future games (as Mara and those who’ve implausibly stuck with the game thread through all these thousands of posts know) is to give one stat bump per sequel. There will be four sequels. You can’t really end up being a genius at everything; if you specialize and end up with a 6 in one stat, you’ll still have a 1 and 0 in the others.

I recently had the chance to update my plans for the future games, and am even more excited about and committed to them than ever. So while it may seem ridiculous to worry about the future situation in a decade or two when I’ve written them all, I do want to make sure anything I do now will fit with that dream. It’s the dreams that keep me writing, and have got me through 500,000 plus words of XoR I over six years.

I’ll see if that smuggling bug still exists in my current working draft, which has been extensively bug-fixed and is almost working well enough to post again…

I suppose we could see casualties reducing based on the existing _lead stat. I don’t know if it would make enough of a difference to be worth the code, though; the casualties on each raid are pretty low in the scheme of things.

Yes. @Norilinde has convinced me that I need to write in a blood disposal choice when you’re bidding the bandits farewell, and I’ll let you choose whether they keep your wealth too.

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That’s unfair, due I can’t have money. If game is based in money the peaceful route is doomed. I can’t invest in the merchant guild. I don’t raid or any violence. the only gold I see is through beg or selling bunny pelts. Most money I get was 280 gold.

I imagine it won’t just be money that has a role, though. I can see morale, total number of surviving rebels, who is leading them, number of mules, etc. also playing a role.

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I got less 100 people 9 mules… only I have is religion and nationalism. My people is sneak in in helots and yeoman

Mara… how many times in the past couple of years have you wailed, “the peaceful route is doomed”? :slight_smile:

Money can be an advantage for your rebellion. Like Theurgy, killing lots of people, starting a religion, not starting a religion, sending people back to the Rim, beating the Archon’s troops… there will be lots of ways to “win” the game, and no victory that is without its tradeoffs and limitations.

If you pick the peaceful route, you’re unlikely to get much money in Game One when you’re cowering in the forest. You might get a lot more in the second half of Game Two when the action shifts to Grand Shayard, and a peaceful rebel with good aristocratic cred can find wealthy allies.

Just keep rolling with me here, keep on feeding back, and don’t panic. :smiley:

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Heh, whereas my mc will need other methods of persuasion to part the current aristocracy from their wealth. :stuck_out_tongue_winking_eye:

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I finally managed to beat the attackers! Simon had to sacrifice himself, I think about 200 out of 440 (including the 100 children) rebels died in the battle, we burned down half the forest, killed 5 Theurges, and defeated about 500 enemies. Not too shabby, although whether it was worth it is hard to say without knowing how well the rebellion will do now. Especially since I liked to put Simon in charge at the end, to get some sort of cooperation going with the nobility.

Going with the Eclect path and hard 75+ Devout really helps, since it reestablishes your contact with the clergy after plundering them during the winter and gets you more troops.

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As I’ve said before, the peaceful route sounds like Hard Mode of this: doable, but requires a lot more planning.

It has is the only route I play and you have to think differently. From all the rest with big party. Peaceful is more thinking about moral and public opinion that anything. Being considered some kind of prophet

Accurate. Especially for those who are playing for the first time and/or still haven’t figured how to manage the supplies and all that jazz. At some points I was seriously feeling like an idiot for acting like a saint and avoiding all violence and robbery (as much as the game allows). Glad to know it will be a viable route.

This may have already been reported, but if not…

If you are in a non-sexual loving relationship with Breden, she will eventually give you that possible Kryptast code. Picking the final option leads to this answer:
Her calm façade shatters as soon as your lips touch her. “Oh, my love.” She beams through her tears, her whole body trembling, and fervidly kisses you back. “My love.”

The problem is that for this MC, you are refraining from kissing, etc.

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Minor continuity thing: When Swineheard admits their attraction to you, they reference a line about Wisardry/Theurgy/etc.

The problem is up to that point I was a secret Wisard/Theurge, etc.
And you’re making those changes happen, sister. You’ve been doing it through Wisardry, and you’ve been doing it with us

I imagine the second sentence is a conditional one, so if someone hid their magical status…

And random thought:
Oh, probably a dumb question, but are Theurges able to control people with their magic? Not like puppets…well, I’m thinking of a Manchurian Candidate sort of situation…

That, i say, is key to Game One’s success.

Well, here’s hoping Korzsasta learned something with his Phalangite buds.

Havie says that I am easy to say I can’t win lol. Is I only can’t imagine how. Next game will be a great adventure for Mara.

@Havenstone I can’t make enough Money to obtain the Robin hood achievement , could I in exchange give them the mules and the barley I have. and give to them to obtain the achievement?

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The Rebel Gang learn about bankrupcy.

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