(WIP) Path of Martial Arts: The Beginning (Dark, Eastern Fantasy | 1 000 000 words)

Hmm can you go there just after Expedition with 0 atributes? Or is there some Costitution check?

There’s no check, but with attributes of 0 you’ll have 0 capacity for tattoos. Even the smallest tattoo will need 10k capacity, and on mortal difficulty you’ll have about 12k/capacity worth of exp. And if you do get the small 10 cap tattoo early, then in order to fit another one that’s 20+ cap, you’ll need at least 5 refinements, because normally you can have 25 capacity max, with 5k in all 5 relevant stats.

Speaking of tattoos, which are looking like the best options, with the exception of Tiger Heart? I know “depends on your build” but like in general.

Lighting Eyes seem potentially bloody OP, given it has low cost but is effectively a time freeze each time you’re about to take damage, meaning as long as you have heal talismans and/or fuel for regeneration etc. you probably can’t get killed, other than getting one-shot with more damage than your max health (and you can use other features to cover those cases)

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Golden Mandala and Lightning Eyes are perfect for dr builds

@NickyDicky something maybe to consider in terms of balance: a lot of early Arena fights have options which require Void skill of 3 (or in one case, even 4) The problem here is that, unlike other dao specializations, Void lvl.3 can only be obtained at the earliest while on the mission in Wu city. That is date 217.

This means MC with void specialization is going to face these locked options from as soon as second fight in the Arena, unless they simply don’t visit the Arena at all until over two weeks into post-expedition game. It’s not very intuitive, so maybe requirements on the void options for few early opponents could be lowered to lvl.2 at most?

It’s especially silly with the fight with Buqu who is forced on you as soon as you get Arena rating of 25+ meaning you either have to face him as soon as you win couple fights, or he’s gone. Although on the flip-side, maybe winning the fight against this Void specialist could be another option to increase MC’s void skill? You get to observe quite a few tricks in this fight, after all.

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Buqu doesn’t mind if you tell him you’re busy though. You get to fight him later once he tells you his name.

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Btw is there’s a way to Rizz up the walking spear while being involved with our so innocent mei-mei or that lizard thing?

When you say lizard thing do you mean the bestest most amazing dragon girl or tang rou

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Ahh, nice. That’s my bad, i didn’t notice in the script he’s also listed normally after his encounter unlock.

In any case, the more i play, the more i can’t help but feel that the game’s MC “lore” and the mechanic of the dao skills completely don’t match.

  • in theory: the MC is now unparalleled combat genius with one-in-the-world golden seed, who only needs to think in order to make cool shit happen.

  • in practice: the MC is apparently either too dumb to think of anything but basic punching and kicking, or at best a one-trick pony because --with the game’s training system mostly locked behind mutually exclusive masters-- (and extra joke is on you if you’ve picked Ma Rin who won’t teach you shit) you’re limited to 1 in most of dao skills other than picked master, while in the latter fights in the Arena all your dao options start to require relevant skills to be at 2-3 or more.

The end effect feels very limiting and honestly, quite boring – there’s no fun in seeing most of your options at each stage of a fight simply locked and not being able to pick them. It certainly doesn’t make me feel like my MC is this flexible combat genius who can do things other can’t dream of. Ironically, you have more options in early fights because there you can occasionally do stuff with dao skills at 1.

It makes me wonder if it wouldn’t work better if the game did away with the level-gating of dao options, and instead your dao skills had some sort of effect like i dunno, reducing the qi cost of taking those options. E.g. -1 qi cost for each level in the relevant skill? So this way you could play around with all the tools, but the ones you know you’d use more efficiently.

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Wait how do you guys code dive?

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So, this is technically not a bug, but with evasion/tank skills now in the game, maybe the game should be checking whether the supposed heavy hits actually dealt any damage of note, so your opponents don’t end up sounding like idiots:

(same applies for other descriptions of wrecking damage and agonizing pain you’ve supposedly suffered, while you’ve either evaded or blocked or jade essence’d away the damage altogether)

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I’m talking about tang rou as a mere lizard cannot be compared to the mightiest most amazing dragon girl

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WHERE’S MY GODDAM QI.

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OK, now this is a pretty bad bug:

*if date_points > 2
  *set xiwen_romance true
  "I had a great time today. Perhaps, we can repeat it sometime in the future?"
//...

The problem here is that you can only get 2 date points on the outing with Xiwen, maximum. (one during the play, and one during the walk afterwards) This means it is currently impossible to start his romance route.

:sadtrombone:

edit:

goddammit, this game really intends to cockblock female MC at every step, doesn’t it:

    *label delirious
    And when he does, he is [i]delirious[/i].

    *if gender = "f"
        He blinks, unable to open his eyes fully. Squints at you, tilting his head that feels too heavy. And then, all of a sudden, he smiles. And it's not a smirk, not a mocking grin: he smiles sincerely, out of joy, and somehow the warmth he now radiates overshadow the horror of the damage done to him.

        "[i]Musha[/i]." -- he whispers, his hand rising and landing on your cheek -- "I knew it... you're alive... I knew, I couldn't... I would never..."

The check should be for *if gender = "w" As it is, the check fails and Mo Long goes to the else branch where he thinks MC is a dude. smh.

edit2: on a different note

                                #"Fine. I'll stand with Ruo."
                                  "Fine. I'll stand with Ruo."

                                  *goto yichen_sneers

taking this option grants the qi stone even if MC didn’t ask for any reward, because yichen_sneers is located in that exit branch, after the variable check:

                              *if (qi_stone)
                                "How quickly can a single stone change your attitude." -- 
                                *label yichen_sneers
                                Tang Yichen sneers and waves his hand, causing the stone to fly into your hand -- "Don't mention our talk to Ruo. $!{r_he} wouldn't like me meddling in ${r_his} affairs again."

                                *gosub_scene sbr give_qi 5
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How do you beat Lei Xiwen in poetry?

:see_no_evil:
Will fix lmao. Thanks for pointing this stuff out!

It isn’t really viable for me to do, since I would have to basically write an alternate path for every damage instance, every fight. It should be treated as gameplay/story.

This… actually could work. Will also give me more flexibility in writing counters to some dao paths, since I won’t have to worry about people using them getting completely cooked lol. Only problem with that is that I would have to re-code every instance of qi cost for a skill (since it currently does not track on what the qi is spent), but oh well…
lemme do a poll actually

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make all dao options accessible, regardless of Dao Level? (dao level will probably effect qi, maybe something special at level5)

  • yes, remove dao level requirments
  • no, keep them
0 voters
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high charisma. Plus going for something specific helps as well

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Is it possible to become stronger than ruo?

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