SoS: The Mortal Coil (WIP)

@Ventura
I think I’ve got the last of that bug (had to do with my assignment of temporary variables–I double checked them all and, fingers-crossed, actually fixed it). Uploaded a new version with the fixes and a few other minor tweaks.

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How old are all the (revealed) RO’s? (maybe compared to the what the MC’s mortal shell appear like, since we will spend over a decade as a cop, and not necessarily meet all of the RO’s at the “start”). And I’m mostly asking for an age-range, not a specific age. ^^

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@Ventura
For my sanity (what little remains) I’m going to give the ages in relativity to the mortal shell rather than ranges (because everyone age 13 years throughout the story but you don’t meet the full cast at the beginning or even at the same time so… yeah… relativity it is).

Ramiel and Sabriel are about the same age as Gabriel’s angel self. I.e. really old.

Iro is from Hellinistic Greece, so she’s roughly 2300 years old. Aelius is slightly younger, only about 2100 years old.

Ryder’s age is supposedly slightly younger than the mc’s mortal shell.

Tom is about five years older than the shell, Charleston is about four. Karyn is younger than the mc shell by about 7 years.

Alice, Stephanie, and Iain are within a year or two of the mortal shell’s age.

Leo and Tadea are the youngest RO. Tadea is older than Leo by four years. She’s about 12 years younger than the mc’s mortal shell. Leo is only a couple of years older than Daniel.

There are not a lot of older RO because the mc hangs out with coworkers who are largely their own age and the older characters have established relationships (which is why the older two are A. A widower, and B. SoL in the romance department).

Of course, this isn’t the full compliment of ROs, but it is most of the mortal ones.

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So after choosing the option to reach out and contact the others in your host, this dialogue pops up. It doesn’t show up with any of the other options.

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@reitakishima
Hah… whoops. This is what happens when I mess around with stats… I’ll go fix that :sweat_smile:

Edit: Fixed and updated (and my hidden stat becomes not so hidden… >.>)

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Yayy update! :slightly_smiling:

Unfortunately the content update will be delayed but at the latest will be next Sunday.
On the other hand, have a picture of a more generic low-level female angel. (WARNING for some gnarly bruises on her face).

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So…so, I’ve done about over 10 playthroughs at this point, I stumbled across it one day avoiding doing a project and stumbled across this little gem and I have to say I love this sooooo much. Like I’m shamelessly addicted and it’s taking all I have to not push my laptop screen in some friends faces and be like “You must plllaaaaayy” Cause…yeah they no like that. since they loose their mind waiting for completeness. But yeah, I’m super excited for that cause one, I’ve wanted to see something where not only do you influence your own character with your choices you also effect someone else ( a probs adorbs little kid who is the antiChrist) Let alone as a christian I deeply appreciate how you represent everything in this. It’s a thin line where people in a religion could find something insulting or not and this doesn’t in the least, it plays with the literary potential of biblical text. I’m so excited for this! Noooot going to lie! <3

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I love the theme of this CoG. I’m fascinated by the plot and the writing is fantastic. The intro and fall scene are incredibly well written. I CAN NOT wait for a new update!

I certainly enjoy this sort of style, playing as Gabriel will surely be memorable.

@Dae-Kalina Btw there’s a typo after you ask Lucifer to change you into a female. You can feel him laugh as your confusion as he works on creating a new opening into your body where it had previously been smooth.

@Tlud
Nice catch! Thanks, I’ll have that fixed in the update this weekend.

On another note, I’m doing a little stat editing and I have a question for y’all.

Do you care if it gets harder to level a stat as you get better at it (i.e., attaining mastery is more difficult) or do you prefer that a stat levels x amount and is relatively easy to max?
(In code sense, do you prefer stats that have a %+increase or a flat +increase?)
Currently I’m working on a system that makes it harder to level a skill as you get better, but if people don’t seem to have a preference I may switch over to the flat leveling (it’s a little easier to keep track of and balance).

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I personally prefer the idea of it becoming more difficult to raise the closer it gets to the cap, but I can see the arguments some people might make against it. I’m all for it though. It’s definitely got a touch more realism to it. :blush:

Edit: Plus, the % lets me have a mental montage of my Gabriel beating on punching bags trying to get those hand-to-hand skills up. And maybe there’s a tank top in there… And maybe there’s some nice sheen in there…

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I lean to %. It’s less amateur and a lot more intriguing than flat.

Easy, but I still plan on playing this game regardless of what you choose.

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Start off with a flat increase then use +% based increase as you progress it should be harder to achieve mastery, after all mastering something is not easy. So basically after the intro is done and giving the player a chance to set their base attributes use %increases as the game progresses since it is a fair math usage the gains get smaller with the sam +%10 bump or whatever percent you choose to use for the reward. Keep in mind players will have to be able to achieve that score before the stat check is called.

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I prefer flat, but whatever works for you.

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I think flat is the better choice but it’s up to you.

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Can’t say I’m very fond of fairmath. Diminishing returns is all well and good but it also makes stat losses pretty brutal. It’s well suited for quantifying relationships with other characters but I wouldn’t use it for physical stats.

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