Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Monday, August 27, 2018

Renascents' Hate and Gratitude

In the next version of Anamensis, renascents will start remembering how well or badly you treat them, even in previous cycles, and behave accordingly.

For now there is a foundational system in place to measure this hate and gratitude. Each renascent is randomly assigned a moderate amount of love or hate towards you at the beginning of each game. This is maintained but slowly moderated and tending towards a more neutral but still negative or positive position with each new cycle on its own.

To modify their impression of you, you'll also be able to interact with them in technically 5 new actions that will occasionally show up when you stay home with your renascent captives or partners. Most of these actions will have a small impact that will allow you to either build a deeper relationship with them, often at some personal cost, or sometimes take advantage of them for personal gain, often increasing the renascent's resentment.

If a renascent does not like you, these actions would gradually turn into "Argue with", which are pretty pointless actions blocking the normal ones. By arguing with a renascent you are given the option to put them into captivity, causing a lot of resentment. The renascent will still be available for work and combat, but won't be able to perform any spontaneous action and would have to be befriended like any other captive before it is able to do those things again.

The reason you might want to imprison a renascent is because if their resentment is extremely high, they can very rarely spontaneously cause problems that can potentially ruin the entire cycle for you, betraying you in a variety of ways unique to each renascent before deserting and leaving you to mop up the mess.

On a more positive note, the same is true for those renascents with which you have developed a strong bond. Just as rarely they might do something positive enough to allow you to waltz your way through the cycle.

A lot more can and will be done at some point with this system to make renascents and your relationships with them more interesting and have a greater impact on the game, but for now this system will give you another strategic choice to make. Either reap short term rewards at the expenses of others or play the long game and hope for greater rewards.


I also treated myself to adding 2 new tier 4 units, one for each faction, so that the likes of Leviathan Class Dreadnought and The Terror from the Deep can feel a little less lonely up there.

I particularly like the way Seven Million Blinking Eyes turned out.
 

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