Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, can Mr. Alden no longer retire normally? I've done a lot of work but he hasn't retired, and I can't find the retire event in the code, but maybe I'm just missing it.
Compatibility update: updated the means by which the Ritual of Protection is accepted by the "A Last Chance" recipe, so that it works nicer with other mods.
Still one of the best base mods for the game
So this update is small; it amends the description of Rites so you can tell at a glance by clicking on a Rite card what it uses and what it destroys. Anyway, this full version of the ReForged Content Mod isn't going anywhere, but if you wanted some of what I've done but not all of it... I'm finally giving you folks what you want. I'm done developing for this; no more feature updates, for real this time. I'll bug-fix as necessary, but that's all.
I'm flipping the script. You're more likely to find the Hebe with low-tier Secret Histories Lore, and you won't find it at all above Forbidden Epic. I picked that threshold because that tier still has Vaults that provide you with Magnitude 6 lore, on-par with what you get from the Hebe.
Prisoners subjected to the Spider's Door are no longer deleted - they obtain injuries like any follower does. Healing them does not give them aspect, but does give them a scar - three of the same kind and they die, just like any other mortal, providing you with a Corpse.
Because why should their suffering end after being subjected to the Door only once?
If you'd like help understanding the changes to Cult Business, it's pretty simple! You can slot your Cult in the Explore button, and send a cultist. Their primary Aspect (Lantern, Forge, etc) determines what that business will be and, just like in the base game, chance of success depends on their magnitude in that aspect. (90% success if they have 10, 70% if 5, otherwise 30%.) Most will require both 1 Funds and 1 Spintria (any) to pull it off.
You can still do the old Charm by talking to a heart cultist with a Funds instead of the cult. However, the Heart cultists can go on Cult Business which will help produce another way of potentially cleaning up pesky Notoriety.
So I don't really know how this happened. I said in the notes that I made it so that the Forge ascension marks should require similar things to the other two for Minor Victory, and I very clearly in my mind recall writing that code, but it's just not there and I don't know why. It is now. All 3 need some kind of prisoner to make ascension marks go up, but all three also have special rites/conditions that reduce the requirements, and they are lore-accurate and unique to one another.
That being said I think I can do it, I just have to double-check before I make that promise to see what parts of Glover, if any, are relying on aspects included in other parts of this bigger mod.
This overhaul induces Despair.
I was interested in developing a new mod, a Legacy, and chose to play a regular game to get back in the swing of the game. During gameplay I noticed a few bugs and a few annoyances.
[CRITICAL] Corrected a bug where, in the Glover and Glover job, being promoted on a Friday could break the card, causing it to play events from a lower tier than its appearance would dictate.
[Annoying] Increased the number of events and the % chance of success with regards to rising in G&G from Senior to Board. (I was rejected 12 times in a row and declared war.)
[Minor] Corrected a small error in one of the Cult Business text boxes.
[Moderate] Corrected a bug where being dismissed from G&G due to absences while having a stain on your reputation didn't apply the correct penalty.
[Addition] Succeeding at the Winter event on the G&G board awards a Fleeting Remembrance.
This is also the first time I have ever actually succeeded at a creative project. It's not easy with ADHD and whatnot to undertake a project and actually finish it. Suffice to say I have some feelings. :)
Altered the mechanics of exploring with health/followers thus:
* The initial warmup followed by event are 15 seconds apiece, 30 seconds total.
* Rather than giving you a hire prompt during the Explore action itself, you are provided with a contract for said hireling - you may Talk with a contract and pay Funds to hire the hireling. (1 second warmup.)
* Advanced hirelings (with 5 in an aspect) have an initial hiring fee of 2 Funds - renewal is still the same
* Two new hirelings have been added to the game.
* Hireling decay time has been extended to 180 seconds.
Corrected a bug wherein being "Disgraced!" from the Board seat would not actually terminate your position if you happened to get caught on a Friday.
Corrected an overlooked missing game component where being "Disgraced!" after having blackmailed a rival on the Board was supposed to leave you with a Notoriety. (You also get a smaller severance package.)
I'll be looking into G&G today, either before or after D&D. You don't understand... I can not let this damn card beat me. At a certain point, making this job work the way I envisioned and corrected weird/inappropriate behavior became personal.
Unfortunately I can't be quite so delicate to implement the features I wanted to include for expeditions; even something as simple as saying "hey, please also look at these other execution paths that I made as you progress the expedition", will compete with any other mod that does the same, even though I'm not trying to fully overwrite the original behavior.
I felt that knock should override in general but this was kind of silly. The solution I found, imperfect though it was, was in a recent patch to the mod which increased the Knock threshold of summoning rituals, while also providing easier access to Knock in the early game. You can find the St. Agnes tool in the Hospital expedition, and Strange Streets at Moonlight is now a permanent item you can use to fish for knock influence at will. Hope this helps!
I have tried summoning the Raw Prophet using the Restlessness, Knock 2 follower, and level 6 Grail lore along with the Sunset Rite and nothing came up. I tested it without your mod enabled and the summoning worked fine. I'm just wondering if this is an intended behavior.
I'm enjoying every change you've made. All the flavor text is also really well done. Good job, great mod!