#"We can take out that sniper before he sees us. If we do it fast, we can move on the train yard and overwhelm anyone who's in there."
*set impulse %+15
*set ruthless %+15
*if sop <= 2
*set allegiance %+(round(m_leadership/6))
Brody rubs his chin. "That seems pretty aggressive. Why don't we just try to talk to him? He may be up there to shoot the infected, not other survivors."
"We can't take that risk. Right now, we have the upper hand. If we talk to him or move into the clearing, we lose our surprise."
*if sop > 4
*set allegiance %-(round(20-(m_leadership/6)))
"I can hit him from here," Madison says.
"She can make that shot in her sleep. I wish we didn't have to attack, but I know we can't take the risk," Brody says.
In Chapter 9 (chapter9.txt), the allegiance be flipped between these two options.
At present, friendly groups have increased allegiance from attacking first, and vice versa for aggressive groups. The dialogue indicates it should be the other way around, likely a small copy paste error
Also, adding to the earlier discussion, having scripted deaths of characters that are stuck or complete in their arc or less popular and interesting is a good idea. Reduces workload, allows you to focus on advancing the plot, or character interactions more people will see and enjoy.
Having variable deaths would achieve the opposite effect, and from going through a lot of the code everyone can already see this is the case.
You have variable group numbers, alive/dead, if alive then variable relationship with you, also level of training (e.g. Brody being trained in stealth) to account for, different lines depending on if RO / background (for example, Bank Robber and Reily) etc.
Cutting down on this, or at least not have it spiral further in complexity, will allow you to focus on scenes and interactions much more people will see. For example, even with replays, I can see some character RO interactions being experienced by very few people. On the other hand, personally having seen all of them going through the code, even the smaller one-lines or wake-up scenes are all well written, characterize the person a bit more and have their charm.
My only concern would be ensuring the effort spent into defenses and improvements feel meaningful, especially if events (deaths, zombies coming in, etc.) are scripted. I canāt see a way to have a scripted death inside the Junkyard that also fulfills this, however if there scripted deaths during a mission or such that would detract less from the premise of base-building and planning being important in terms of keeping everyone alive.
Also, donāt be afraid to make the nephew character more helpful simply because they are designated as a challenge. Some pets are already useful too (if trained, going by code and events.)
If the concern is balance you can always gives less / no points for the nephew, or require more commitment of time, resources or something else (decrease in morale/allegiance, further decrease in food and water, anything)
*if not(know_river_dogs_location)
#"Where are you all living?" I ask, though I know the answer. I want to see if they tell the truth.
Remove the not. Should only be available if you do know their location, currently it is the opposite and leads to you having 2 options to ask if you know, and none if you donāt