Is this also including new variable hooks (or well, refactoring of existing variables to make them importable) for integration in Stormwright, or is it just bugfixes?
Some of those were definitely present in the '23 update – I think that was the main reason I pushed it at the time, without having all the other fixes in. I believe I’ve added a couple more since then, but the main thing I’ve been accruing is bugfixes.
Yknow, there is one thing that you might want to do thinking on it. Do you just want to add text where you find the bodies of H&L in the one edge case where they’re unaccounted for (held hostage up to the battle and then released)? It leads to a lot of people coping and hoping that they’re still alive, but given the massive variance that’d introduce on such a niche and obtuse routing I have to imagine you won’t write it. Might be good to close off the possibility just so people stop getting their hopes up.
So while I’m waiting for the update to clear QT and RT, a confession. To my massive embarrassment, one of the biggest clusters of bug reports I’ve neglected is now almost 5 years old. I’ve been so focused on G2 writing that I’ve really, really neglected G1 fixes.
I don’t know if @yarnball or @SilasLock still ever cast an eye over the forums, but in case they do (and for the record) here are my responses to their amazing trove of detailed bug reporting.
This one I think I actually did fix a few years back…IIRC, I realized I’d forgotten to *set nwbarnscouts false
after the scouts were dispatched at the beginning of the week, and that’s now in place.
But if anyone is still running into the problem of mass desertions by supposed Tithe barn scouts, let me know.
Giving a reader who’s already done a violent mule raid the option to also send out mule-begging operations (or someone who’s already turned down the chance to send mule-scouts the option to think better of that choice) is a totally reasonable ask… but one that would be enough of a coding headache that I’m afraid I’m not going there. Apologies.
When the update drops, there should now be the option to sell mules/arms/swords if you have any available.
This one is definitely a CoG app issue, not a Rebels bug.
I’m not a big fan of the “did you really mean to type that?” screens – they somehow feel immersion-breaking to me. And defaulting first letters to be lowercase isn’t something vanilla ChoiceScript can do, I don’t think. So I think I’ll let this one stand as is, and leave the house Crest to the mercies of mobile phone input.
I’m pretty sure those are both reachable, though I admit to not chasing them down tonight. Maybe others can confirm?
Fair enough.
When the update drops, this will change – there will be a reminder that retreat involves leaving behind the poisoned, and if Elery is one of them, an MC who chooses retreat will be specifically asked if they’re ready to abandon her.
I think fondness for Joana is compatible with being an arrogant noble – all but the worst slavemasters had their favorites and pets. But the updated version will give an arrogant noble an irritated reaction to S describing your uprising as a “helot rebellion” (and if you got captured in Rim Square, zhe’ll describe it as a “bandit rebellion” instead).
And I already confirmed that the Bethune-Breden bug…wasn’t.
They absolutely were, and I feel terrible that it took me this many years to respond to that work, by which point both yarnball and Silas have probably moved on from XoR. But fwiw, I’m very grateful.
There’s probably a bit more to add around their pre-battle release… but it won’t be finding their bodies. I think there were one or two other suggestions about extra Horion text I want to pick up, so I’ll save any more work on that bit for later.
Oh! I meant to say this in the Stormwright thread, but it might work here too. The MC could use the opportunity to drop the arrogant variable at some point. I meant for this to be part of the other swathes of character development the MC can undergo in Stormwright, but the chance for the MC to have that character development after suffering through the winter or the High Crag battle (or maybe after Hector’s raids?) alongside the helotry is imo equally viable. An MC who starts stuck up and comes to mellow out through struggle is a fun arc that sadly can’t happen right now (and shouldn’t need any variable work to implement, unless you want to track formerarrogant or smth). Something to consider.
EDIT: Actually you could track former arrogance by just using another number on the variable thinking on it, for reflection on their former behavior by the MC. Would require adjusting all the > 0 checks to be > 1 or = 1 depending on the number used though, which might be a minor pain in the ass. Up to you.
EDIT2: Also maybe a chance to change your address to Captain with the same choice?
One other thing we were discussing on the Discord just now is 0 violence and getting a gamgee. It is technically possible, due to this bit of code, which occurs after you fall down the slope:
*if theirmorale < (alltroops/3)
If morale were stronger among the Archon's force, you think they'd have captured you all. But
*if theuknown >= 7
*if theuknown < 10
rumors of
your ${wisardry} and
the damage you've inflicted on them has made even the Phalangites wary. Even in your own terror, you recognize the shakenness, the faint reluctance, when they descend and follow you into the undergrowth. They're expecting a trap at every step…and their hesitancy is your salvation.
*gosub kidsharrow
*goto survived
It is possible to damage their morale enough to trigger that as a violence 0 pacifist, and thus get to a route where you get a gamgee, but it’s only possible with both literacymaxxing and strategy 2. Is it intended to be that difficult to get a gamgee while maintaining 0 violence?
On the topic of later, something that doesn’t really matter but I’d like to see, is Ciels NOT accompanying you to Xaos if he started a relationship with Breden and they ended up dead, to mourn his lover. Also this forces my high anarchy arrogant Aristo to go alone into Xaos, which is exactly what he deserves.
FYI, there’s a very odd QT error I can’t quite figure out, and I’m checking with CoG to make sure it’s actually a code issue. (It seems to be affecting the last file I sent them in '23, even though it passed QT at the time and hasn’t been breaking in the wild since then.) That’s delaying the update getting pushed out. Hopefully will be resolved soon…
Edit: the problem went away when I ran QT on node.js rather than CSIDE, so I’ve sent the files off for the update.
I see the update’s been pushed, and I regret to inform you that in hounds under label theuonedown loot should go up, not down. Similarly the plektoi handlers are not accounted for. Should be easily fixed by adding a *set loot + plekkeepers check at the top of label postchoice4.
Let there be no regret. Having extra eyes on my code is a blessing. I’ll get that fixed!
Thanks for the fixes!
Here, your fightback now heals the enemy army and generally makes them feel better about themselves. I think it should be -phalcas
rather than +phalcas
all the way through.
*label fightback
You manage to rally some of your best archers and fiercest fighters to slow the enemy's pursuit. For all your gifts as a captain, however, there's little you can do to stem this disaster. One by one, your rebels die around you—by Theurgic fire, by mace-blows, by spears and arrows.
All your resistance manages is to raise the cost of victory for the Archon's forces.
*set phalcas 0
*set phalcas -round((inadults*3)/5)
*set alltroops +phalcas
*set theirmorale +round(phalcas*1.5)
*if aristroops > 0
The
*if aristo
other
nobles of the Rim won't soon forget the moment when you lure their guard into a box valley and rain arrows down on them.
*set aristroops +phalcas
*if aristroops <= 0
Most are slaughtered, and the rest flee, broken.
*set phalcas aristroops
*if aristroops > 0
*set phalcas 0
*if alastroops > 0
An Alastor force is similarly gutted by your counter-ambush.
*set alastroops +phalcas
*if alastroops <= 0
*set phalcas alastroops
*if alastroops > 0
*set phalcas 0
*if phalcas != 0
*set phalangites +phalcas
And the Phalangites will not have expected to lose so many red-armored warriors in the rout.
Still, in the end all you can do is flee for your life with a handful of survivors.
Good eye! But doesn’t this:
ensure that phalcas will be a negative number, so “adding” it is actually hurting the enemy?
Why did 2016 Havenstone choose to do it that way? Xthonos knows. But I think I’ll not strain CoG’s patience by sending another push update now.
Ah. Yeah. I’d not spotted that you were adding a negative there. Sorry!
Hey, quick question, is getting Korszata supposed to just absolutely nullify the effects of Literacy to send Helots back to the rim? Because, I understand the wiends can’t infiltrate the camps, but they’re just 22, wouldn’t it be more appropriate to have them added at helcamp check when we start getting close to the maximum of outlaws that can infiltrate the camps? Like, check if you have Korszata, and if so, if you have less than 22 followers in the wild, increase it to 22, or maybe even starting at 43, since without korszata the minimum number of wood rebels is 21.
In other news, I’m fighting to figure out the numbers for tagmasword rout. I’ve had to sacrifice low anarchy (De Firiac) Merchant Rep, Priest Rep, Zvad and had to marry Breden, at least temporarily. If you intended to make the journey painful, you’ve succeeded Havenstone.
Personally I’m glad that it’s become harder. The sword should be a consolation prize for fucking up, not a thing that you intentionally route towards while still “winning”.
I just found out the sequel is in progress I need to re-read this ASAP!!!
Adding on to things that don’t matter but I think they’d be cool. Calea bringing you your sword (if you left Rim Square without it) before the battle if you have good relations and are conspiring together. Gives +1 morale on its own and +2 with De Firiac.
About things that ARE important, this bit of code fucks any attempt at making a hypocrite character if you have at least 2 personality stats above 65 your reputation turns into your real personality, which is not what I want, I want high ruthreal internal dialogue while taking compassionate choices and benefits. Anyways, my suggestion is checking the Hypocrite number and make the other stats your actual personality. Like
If hypocrite = 2 or 3
Set skep skepreal
Set natl natlreal.
Oh no, there goes 85% of my playthroughs. Good thing I’ve still got the saves