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The dean job does decay however, after a much more generous 3 minutes, and while this didn't happen to me until I had a pretty bad crisis (Heart botched the Notoriety cleanup and I also reached Despair 2) I found that if it does, it is literally impossible to get it back. It is possible to regain the basic Professor job but not to ever be promoted again. Which is a shame, because the Vacant Dean Seat card still *says* you can be promoted, but even after writing a dozen dissertations with a Port Noon Anecdote and other Level 14 lore, it doesn't help. The Aspect that permits this advancement is no longer present, so the text is somewhat misleading.
If you fail to advance to Dean somehow in the 1200 seconds the seat is open, or you lose that job, the dean is replaced by "Another Dean", a woman whose description told me she is less friendly to me than the original Dean. However, I wasn't sure what that was supposed to mean at first. She still granted research leaves like the first, and the Professor job hadn't changed. After some experimenting around I found that what's different is that she doesn't give permission to access the Campus Library for books. However, by the time I encountered this, I had long since bought out Morland's and was using it as my HQ so I could easily build up Heart influences, so this wasn't really a penalty. I think I'd like to see something more real to this penalty, and perhaps even a limit to the first Dean's nice-ness to make it more sensible to want to bring his career to an early end.
Honestly, I felt rather bad about ousting the first Dean; he really didn't do anything that pissed me off or taxed me like Alden, so I felt like it was solely because I was a girl with ambition for better. The oppressive nature of the regular Prof job does provide at least some incentive to do it and get the Dean job, but it isn't required. In fact, once you have at least one SH follower, it's entirely acceptable to forget about the whole college thing altogether and just do whatever.
In sum, the setup is very aesthetically appropriate for the kind of story the mod is trying to tell, and the college aspect does give an opportunity for decent pay and career advancement, with some limitations and perks respectively. It doesn't pay out as well as infinite money the Board position at Glover and Glover, but it does have less liability. I feel like it's very well implemented, and would benefit from a little expansion. If the base level job was stable, and more locations could be accessed via Campus to help sell the depth to it, it could potentially make more of its story aspects rely on it, and it would feel more thematic.
If all of this so far sounds like I'm being harsh on this mod, let me be clear: this mod was a fantastic experience and as I write this review, I'm playing it again to catch the details I missed, and because, let's not mince words, it's fun. The story of this mod is so good, I don't want to spoil it, and I only want to drop a couple hints here and there of what's to come. Any critiques or nit-picks are there as feedback and potential suggestions, either for changes or for future endeavors. Besides, this experience, clearly the product of a lot of Heart and Passion (oh, that was terrible), is truly good enough that any minor issues I would bring up is because I feel like someone putting this much effort into a quality product, for free, deserves at a minimum a thorough and supportive review, and I think I would be remiss in passing over any issues I do find, however slight.
So, about that story. It's a very interesting non-canon story; the intro is that the Prof admits they don't entirely remember writing their award-winning thesis. Upon Studying it, they begin to have recollections of dreams of parallel histories to the one that takes place in the main story. From there, you can immediately Study the thesis again to form a cult, variant to the Secret Histories. I did find that slightly jarring; seems quite the step to go directly from "I had a dream about other histories and how we can affect this one" to "I'm going to form a cult inside the college campus around this", but I can't complain too much. Legacies built into the base game have also been rather sudden with the whole building a cult thing, so I don't think that's too big an issue. I only really wish I could have maybe gotten a bit more vivid description about what we as the player saw in our visions.
It is also a little odd that founding the cult is done by Studying the thesis a third time, rather than mimicking the way the Medium? establishes their variant Winter cult, but again, nitpick. I should mention you don't have to form this particular cult, and can finish the legacy as any cult, including the original Secret Histories cult, should you so want. But obviously I wanted to experience the new content, so I did.
There's also a new lore type... kind of. Early on (still pre-cult) I was given "A Piece of this History", but this isn't a new lore type that is used the same was as other lores. It can still be used to Speak of Esoteric Matters, but otherwise... they do have uses, and my general piece of spoiler-free advice to anyone playing this mod is that progressing does involve using the alt purple lore cards, that not every step requires you to do the same thing, and if you're ever stuck, there's always someone to talk to who answers questions about Secret Histories cards, and will point you in the right general direction.
That being said I do want to really quickly point out a more significant issue with these hints to the mod developer: The hint from dreaming on the history that leads you to Ezeem mentions "Heart and Grail" and Ezeem doesn't have Heart aspect.
In any case, there's a LOT more content added by this mod. Some are tweaks to base game items or people that make them useful for the storyline of this legacy, some new items, people, expeditions, and quite a bit more besides. The mod does add Cult Business for Secret Histories cultists, as well as the ability to exalt them. Each of the three SH cultists has a unique title for being exalted, and suffice to say, there is actually a use for Secret Histories cultists in this mod.
From here, I'll be quiet about where the story goes, but suffice to say this glimpse of the possibility of alternate histories explodes into an adventure that takes some very unique twists, and I found myself needing to use resources I typically didn't in order to progress and complete the game on several occasions. The ending was also fairly satisfying. I did romance one of the SH cultists, but did not interrupt ascension for them. The whole romance thing is an afterthought in this game for the most part, and often more a liability than anything else, so I didn't until near the end, but it was fine. Not much else to say on that point.
Is the writing on-par with the writing in the base game? It's hard to say, but I think it's quite good, even with a couple minor things I'd tweak to bring it more in-line with the rest or correct some very minor grammar concerns. Again: I'd love to offer to take some of my personal time to review the dialog and offer revisions, if the author wants to take me up on that. I wouldn't charge for the time. It's obvious that between all the custom assets including the follower and patron portraits, the altered mechanics, new content, and more, the author definitely put a LOT of time and effort in to bring people, including me, a polished final product for literally $0. Providing some of what I hope is taken as constructive critique and offering to do my part to help with what little I can is a barely-adequate thank you for making a story I found myself engaged in from start to finish.
That and telling you, the reader, if you made it this far without actually playing it (I specifically requested the opposite of this!): download this mod. I haven't even begun to talk about all the neat little things to find in this Legacy and it is absolutely worth your time. Subscribe to the dependent mods first, and hopefully the Roost mod will get a patch fixing it soon, but you don't actually need it to play the legacy. To quote the Heart cultists: I am "almost entirely secure" in my belief you will enjoy it.
I'm glad you enjoyed the mod enough to write about it! I'll give a little bit of insight into a few of my decisions.
For founding the Cult, I made that part of the mod before actually playing the Medium, so I didn't have it as an inspiration. I think it turned out alright all things considered, especially once I fixed it so it grabbed an acquaintance before it grabbed your passion.
The criticism of the wording around the Ezeem hint is fair, I'll look into changing it.
The Dean job is intentionally very time-demanding, and the campus is intentionally not required past the early game. I didn't want the whole thing to be loseable off a single card decay. But I also know professors work longer hours when they first start, and wanted to reflect that.
There are ways to address the Dean besides the Alden approach. Like Mr. Alden, he has a chance to retire on his own. Also, there are ways to make a renegade out of him, and recruit him like the investigators, which is why there are spots for the Dean in weird places. I originally had bigger conceptual ideas for the campus, but didn't come up with any good ideas to translate those into mechanics, and just ended up releasing it.
Thanks again for the feedback! Wish I'd seen this months ago!