Bugfix 1 Released on 24-12-24: Fixes some drawbacks and strengths not adding Merits and Arkhe properly in the initial cycle and events for trapped player characters showing occasionally under wrong conditions at the start of new cycles.
Bugfix 2 Released on 24-12-25: You will no longer be romantically pursued by your homebase's furniture, defences and boats.
Bugfix 3 Released on 24-12-30: Some more minor fixes and corrections, along with a bonus new drawback/strength.
Change Log:
- You can now start an advanced game with 3 optional drawbacks from an initial pool of 24 that can be turned into strengths spending Insights in between cycles. These work like Socio-Environmental Contexts but affect your character more directly, generally preventing you from doing something while granting a different benefit. Using an increasing amount of Insights these can be turned into permanent strengths, removing their negative effects.
- You will be able to switch sides between cycles under certain circumstances. For now by bonding with an enemy renascent, achieving 3 consecutive victories to have enemy renascents approach you to try to convert you, or through some of the new drawbacks.
- Potential lovers might now occasionally approach you without you having to woo them depending on a number of factors such as your status, contexts, your appearance and certain drawbacks and strengths.
- Lovers will feel neglected to different degrees depending on their personalities if they feel you don't interact with them often enough, displaying different emotions about it and reacting in varying more or less harmful ways if left ignored.
- Your character will require varying levels of Resistance, Intelligence or other stats to prevent some negative effects when in a relationship with certain lovers, ranging from a general lack of compatibility to outright abuse.
- Renascent lovers now have 24 pieces each of flavour text when wooing instead of 12 and mundane ones have 12 rather than 8. Generic lovers draw their new text from a common pool of so far 420 flavour texts matching their randomly selected physical traits and personality to make each one more unique.
- Renascents can now vie for your attention even if you're already in a relationship with another one.
- Different lovers are now more or less likely to want children than others and react differently to mismatched personalities.
- You can now leave every aspect of the character creation to fate to get a completely random character.
- You can commit up to 80 Arkhe to influence outcomes rather than 40. Bear in mind that the effectiveness increases linearly while the Arkhe cost increases exponentially, meaning it's generally inefficient to spend too much outside of vital moments. Certain drawbacks and strengths modify this.
- 3 new passive feyfolk effects and smaller assorted variations. Tweaked other effects to make them more interesting in combination with some of the new drawbacks and strengths.
- 6 new socio-environmental contexts.
- Probably left something out because I didn't feel like reporting or documenting most of the progress.
- Fixed bunch of reported and unreported bugs, typos and weird behaviours.