Hexfinder WiP - Play Chapters 1-10 (Now with chapter save checkpoints!)

I’ll have to play a few more times because there are so many variations but I also like to play as someone on Satia’s side and I have to drop my suspicion level it seems because they arrested me xd

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The suspicion check is at 52. You can also get arrested if after the meeting with the court you visit the traitor (You visit whoever gives you the invitation. By default it’s Hopequins since you meet him anyways) and don’t get kick out by them. They give you a bag of gold which gets you arrested.

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That trigger is still a bit of an estimate on my part. Last time I looked at RandomTest this was catching about 40% of playthroughs, I think. That probably means closer to 25-30% (probably, maybe?) for people actively trying to avoid suspicion, which feels about right.

I want a decent amount of players to end up arrested and having to answer for their awful, no-good, heretical deeds.

@apple Thank you for spotting those!

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caught this, dunno if it’s due to playing with variables with stat editing or not (happened with html version, if it’s any help)
hexfinder

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Ohh, no, that was me trying to nest some autoreplace text inside some other autoreplace text (Choicescript’s not happy about that). QuickTest should have found all of those, but it seems two were missed!

Both Dashingdon and html versions are now updated to fix that (since it’s kind of a showstopper). Here is the updated one again for convenience.
Hexfinder-June2024build.html (5.0 MB)

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Why I got arrested when my suspicion was below 20?

You visit the traitor after the meeting and did not call them out or piss them off. So they gave you a coin bag with Fairfax symbol on it to get you arrested

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Excellently written (as is a matter of course for you)! And fascinating concept. Reminds me somewhat of Ariana Franklin’s Mistress of the Art of Death series. Love it!

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As @Nm6k says, it should be because the traitor has identified you as a threat and wants you out of the way! So now you’ve been framed.

However, if you were never given big bag of gold by the person (Archbishop, Consort, and/or Hopequins) you visited after the court session in Chapter 10, or the Order DIDN’T find a big bag of gold with Fairfax’s crest on, then that was a bug.

The good news is, with suspicion that low it’ll be tough for the authorities to make anything ‘stick’ at the trial. I’m still writing that part and deciding on the thresholds for guilt, but you’d almost certainly get away with everything (unless you intentionally pick bad answers to see what happens…)

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I didn’t expect this person to be a traitor,my MC is going to take it hard after he learns it. Does Anna betrayed MC?

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Not yet though I have my suspicions concerning her possible connections to another plot which I will get into a bit in my feedback post

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Possible a bug here?

Also, as a hexfinder major in Accusation, Pistoleer and Occultist, I feel like a combination of
520px-ObjectionJapanesePCTrilogy
OIP-C (1)
and

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How do you visit different people during chapter 10? It’s always the hexfinder general for me

I think you visit whoever is the traitor in your playthrough Like in my playthrough the traitor was Laud and she called me to a meeting

You visit whoever gives you the invite to the meeting combined with a few other checks. It’s the Queen if you have wrote a report to her (which you can do if she gives you the royal seal in chapter 5) or have >= 48 rep with her if not then it’s checks if you are spying for either Laud or Marriete (Give info to their messenger in chapter 7) and their reps and your religious leaning (Laud likes you being in the middle and Marriete likes you being pontifex ). If neither of then it’s Hopequins who you visit anyways.

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Can you actually be Catholic Pontifex? I never saw an option to make it like, explicit. Just sympathies.

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To be honest the game is a bit inconsistent in how they treat the religion and faction stat. Sometimes it’s what the mc think themselves as, which one they have sympathies for, what others think of you as, and once or twice which side has more power. I have not played Mask of the Plague Doctor yet so I don’t know how intentional this is.

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I got only to Chapter 3 as a skeptic so far.

Rituals happen, but don’t do anything. Nice. Choices reflected in thoughts.

After Chapter 3, it was odd. Things happened the way they were supposed to, regardless what I do?

I fight against wrong convictions. I side with understanding whats happening and go from there. So far its mostly political that I came across and expected. Good. Though some things happen regardless, death, fight or etc? It seems like it didn’t matter if I tried to avoid things they happen anyway. Interesting, I’m just an observer. That is how I am going through apparently. Only when the hanging scene was going on did my decision seem to do anything.

A bit late but here we go

Stats

Thoughts and questions

I still love channeling the energy of Saltzpyre though Accusation and Pistoleer.

I still don’t really get the unstable_peace stat, there are so few ways to lower on purpose so is it just a stat that’s bad to be low no matter what kind of mc you are playing as? I also don’t don’t understand what it means exactly. Is it how well Parliamentary is doing, how much the people hate the queen, how the war in the south is going or all three and more?

I have a similar confusion over what exactly the faction and religion stats means too like I said in the post above.

Of course Parliamentary plotters want you to be the one who risks it all. I wonder who they have in mind if they don’t talk to you and you don’t do the land reform maybe Anna?

Love how the traitor can screw you over if you don’t call them out or piss them off if you visit them :smile:

I find all the romances sweet but probably will go with Nico for my full mind run. Would love a poly with them and Anna but I doubt she would be for it.

I’m curious would holding on to Fairfax flask lead to anything in the next chapters? Maybe if you are taken to trial it can be used as more proof against you

Yay soon my mc can have full on conversations with their house. I find that subplot so cute.

If you call out Hopequins as the traitor to the others and they give you the gold I think the MC should be a bit suspicious of it even if they still take it in order to avoid Hopequins suspecting that they know.

I noticed that there are no flags for who you exactly told about the traitor’s identity outside of telling the traitor you support them. I’m guessing for one reason or another it’s not going to matter in the next chapter as things get chaotic.

Going ahead a bit I recall you saying that there will be endings where the mc can become Hexfinder General. Can there also be an ending where the MC reforms the Order to only go after actual dangerous hexcraft, the kind that uses blood like Herna talks about?

Bugs

*if (order_has_fairfax_evidence) and (player_document_fairfax_letter)

*set prestige %+10

*set hopequins %+10

“With fair results, of late,” Hopequins says. “We located Fairfax’s spy, Alkin. Your tenaciousness at Bletchingdon gave us name and foul deed alike.” A smile is shaped by cruel triumph. “He can plot no longer, save for how best to greet the noose.”

If you have order_has_fairfax_evidence you can’t have player_document_fairfax_letter since you give them the letter which sets the flag for it to false in chapter 6

*if (godly_broughton)

*set jane %-20

*set order_has_fairfax_evidence true

@{(village_disappearances) “There is,” you nod. "Fairfax|"Fairfax} has a close ally at Broughton Castle. @{(bletchingdon_alone) Your suspicions were correct|I do not know their name, but I have the identity of a parliamentary agent. A man named Edward Alkin}.

*if (player_document_fairfax_letter)

You produce the unfinished letter and show it to the General. “Here, it confirms him to be a pamphleteer, tasked with recruiting others.”

“Broughton, just as I thought.” Hopequins @{(player_document_fairfax_letter) adds the document to his pile of papers|replies}, eyes like a fox with a scent. “And now there is @{(player_document_fairfax_letter) proof|the word of a hexfinder} to counter her denials.” The General flicks the hilt of the knife, sending it into an idle spin. “This information may be enough to nudge Her Majesty into action,” he says. “Well done, $!{name}. If we see that traitor in Oxford’s gaol, you’ll have played no small part.”

*if (player_document_fairfax_letter)

Hopequins gestures towards you. “And I’ll see that the Order know the name Alkin. Perhaps Fairfax will have company in her cell.”

A tilt of your head communicates your thanks.

*set player_document_fairfax_letter false

*if (anna >= 45) or (charlotte >= 45)

*set bletchingdon_anna true

“As my dear Henri has said, they do seem to come as a pair,” the queen remarks. “Mister Hopequins, this would be a delicate assignment. Have your proposed pairing ever worked together before?”

“Strode and Primkins have worked a case…but the delicacy of this matter is my point—”

“A single case,” Charlotte interrupts. “And how did it go?”

“I do not recall,” the General replies.

“There were…disagreements.” Anna’s voice is cautious, but clear. It draws a scowl from her superior, and a frown of disdain from her erstwhile colleague.

Think this should be a and check given how the failure is set up for it

*if (informed_marriete)

“As you indicated to my messenger,” Laud remarks. @{(broughton_fortified) “Yet the castle still stands.”|“Those walls have now fallen. Was Hopequins correct?”}

*if not (informed_marriete)

@{(broughton_fortified) “Yet the castle still stands,” Laud remarks.|“Those walls have fallen,” Laud remarks. “Was Hopequins correct?”}

Should be informed_laud

@{(paranoid <= 45) Even as you do so, another part of your mind is obsessing over this command. Is that really reason enough for the Hexfinder General to conceal things from his queen?|Concealing things is not really in your nature, but his explanation crackles with honest frustration.}

Think the check should be the other way around.

There is a flag (heard_cat_talk) for hearing Ursula’s cat talk in chapter 3 yet it’s not set if you do

The checks for who you meet after the court meeting if you mouth off about the traitor looks a bit weird to me. It seems like whoever defends you should be the one you meet since you see them whispering to a servant to pick you up but then it only checks who gave you the invite and the person who defends you can be a different one then them.

*if ((not (hopequins_named_traitor) or (not (laud_named_traitor))) or ((not (henri_named_traitor)))) #I am confident I can name the traitor in court.

I can still name another traitor even though I named Hopequins to the queen.

Loose bracket in chapter 7

The “They cannot defeat us with conjured mists.”} part does not show up if you have high arcane and pick the denounce option when talking to the head in chapter 7 which makes the next line make less sense.

Another loose bracket in chapter 7

Might make a part two post later if I think of more things to say and/or find bugs.

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Intentional, but imperfect…

Stat-chat time!

So, yes, the way I approach the Parliament-Royalist (and Pontifex-Covenant) spectrum is pretty much as you’ve identified. But that does make it a bit odd at times.

If the player performs an action that will materially benefit Parliament and weaken the Crown, OR something happens in the world to have that effect (example: Broughton holds out against the siege) then the stat will shift. However! I do also use it to track more individual actions that don’t have a huge ripple effect but do kind of indicate “I’d like this side of the faction to be doing best by the end.” In part because otherwise I feel there would be too few opportunities to affect this (you are just a lone hexfinder after all, you don’t get too many chances to radically shift the balance of power).

This does mean that sometimes you’ll bump into a character who shouldn’t really know you’re super Royalist (or whatever), but because you’ve been acting that way a lot they just pick up the vibes. I hand-wave this sort of thing as the whisper network around court getting that info back to the people whom it would interest.

But this is where the Queen’s Peace stat comes in (which, perhaps, should be renamed to Queen’s Authority or Realm Stability or something).

At the end of the game (obvious semi-spoilers coming up for the sorts of things these stats will determine), there will be various checks regarding how possible it is that Parliament will sweep back to power. Various aspects will be assessed: did the assassination happen/succeed? Is there enough anger around Oxfordshire to prompt enough people re-joining Parliament’s banners? How is the situation in the North going?

The Royalist-Parliament stat will determine this in part but in conjunction with the Queen’s Peace (the legitimacy of her rule, essentially). You the player may only be a bit pro-Parliament, but the Crown loses anyway because of everything else that’s going on.

At least, that’s the intention :slight_smile:

Short version: Do/say the stuff you think will help a given faction (or not) and their respective representatives will respond positively. The Queen’s Peace makes it more/less likely that the Crown will still be ruling at the end.

Going to be totally honest here, I had completely forgotten that the player might still have this :smiley:

It could certainly get a passing mention in the trial (among the other heretical objects you might have laying around). I’m thinking it could also be another straightforward method of getting Alkin to trust your intentions. I don’t really want keeping it to only be a detriment.

Now, time to check out some of those bugs (thanks for your work finding those!)

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