Choice of Rebels: Stormwright (XoR2 WIP)

This does get your intent across more clearly, thanks for the clarification. Guess I’m gonna have to strike some evidence off of the “XoR is post-apocalyptic” theory bucket.

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Yeah, I guess Havie has to cut some potential branches to keep the whole thing manageable, as cool and intriguing as I too personally found the whole, XoR might be a post-apocalyptic setting theory. The other branch Havie cut is helot mc having an older aristo half-brother by dear old dad and an aristo woman who seems to have used dear old dad as a fling back when he was still young and handsome interesting though that might have been.

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I just replayed this last week over my vacation, and if I remember right (and I could be 100,000% wrong), a previous build we could learn the Abhumans magic. Is that a path still in the game or was that wiped out?

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What? That was supposed to be a thing? Never heard of it.

Edit: I might have fallen for the joke

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It’s an ancient idea of @idonotlikeusernames’s from before Chapter 4 released based on the Father confrontation at the end of Chapter 3. Here, branch-cutting doesn’t mean something implemented that was removed, but rather a more wild theory not panning out to instead have a simpler but more reasonable solution.

Context (Quotes)

Updated thoughts on Sojourn are back to the Old Brauracha having built the City. This matches with M’kyar’s dating (“This place has been here since Braurach of old”), and still places it as a foil to Vigil: both Storm-source and Stormhaven (Vigil is the eye of the storm, and “Nothing from a Storm touches it, and nothing and no one moves in it—not that I’ve ever seen”; while the City shelters us and sends us back to the ‘civilised’ world, where the storms will follow; and Sojourn is becoming a beacon of rebellion against both Xaos and, given the upcoming firebombing campaign, Hegemony).

The heart of these “XoR post-apocalyptic” ideas, I think, is the parallel between the end of the world when the Hegemony falls to the legends of a wild age of wisards and monsters (and implicitly political fragmentation), which we find in the legends of the Knights of the Gryphon. Notably, the world a thousand years ago doesn’t actually need to have had its own apocalypse for that to stand. Since the beginning, the story can be read as a legend about the end of the world:

One day, the legend of your rebellion against the all-powerful Thaumatarch of the Karagond Hegemony will be retold in countless versions.

This is also the inverse of the Xaos-lands: the present day is the stuff of legends, full of magic and monsters and struggle, while a more stable and comparatively peaceful time is left to the nearly-forgotten histories. All of this is to pose questions to the reader about what their world will look like at the end of the road.

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You’re still able to if you’re a 2 int character that specializes their theurgy under M’ykar.

If you’re learning theurgy from her you don’t get the option to specialize.

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Awesome, thank you!

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I think I need to ask will there be ways to decrease the anarchy we had made earlier in any stage before building our new order? Or if you make high anarchy once it will outgrow your desire on its own will?

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In my opinion its a future where the story is romanticised beyond return!.

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I hope it’s the latter. One of the best things about the first game is how easy it is for you to alienate your most loyal supporters if they catch you flipping on your standards once and how hard it’ll be to steer them away from what they were initially inspired by.

For example, murdering Horion when you previously established yourself as at least honorable, if not pacifistic, gets Simon/Suzanne to defect immediately.
Or letting them on their merry way after previously establishing yourself as someone who will punish the aristocracy and Hegemony at large wherever you find them gets Kalt/Kala to openly disobey you.

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That’s exactly why I think if at first you are a high anarchy and a lot of helots join because of that and you choose to change later and lower the anarchy you had made perviously so you can invite nobles and merchants to rebellion is as good as making anarchy outgrowing what you intended from beginning.
Also..
@Havenstone will the notoriety stat become visible any time? So we know how it will increase? And would some of our doing decrease it too?

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“You’ve protected your City from the Halassurq creed, ${addressc}, and for that you can be proud. But don’t let kurios Erjan’s departure be the end of what we’ve begun. You’ve a message to spread, the necessary foundation of a new
*if sojfaithact < 15
Angelic
order in these lands.” Even if Herne won’t see it, you almost add aloud. “Don’t forget what
*if sojfaithact = 13
I’ve shared with you.”
*if sojfaithact = 13
we’ve learned together."

These two *if sojfaithact = 13 checks in chaos2.txt look like they need to be tweaked. Right now a kenon or inner voice MC ends up with a quote that cuts off, here’s how it appears in-game:


I think the first *if sojfaithact = 13 is working as intended for an Eclect MC. If that’s the case, I think the code should be something like:

*if sojfaithact = 13
I’ve shared with you."
*if sojfaithact > 13
we’ve learned together."

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Thanks for the catch, fixed this in my working copy. :slight_smile:

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