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, December 3, 2018

Bonds with Renascents

In the next version of Anamnesis, we'll start getting some belated use out of the love and hate from other renascents and be able to form cycle-spanning bonds with whichever one we fancy the most.

You might now randomly get new events from renascents, both from those originally from your faction or converted ones, that will give you the chance to establish a profound bond that would last until you decide to dismiss the renascent or said renascent is lost in a battle fighting alone in enemy territories.

These events will only take place with renascents with which you already have a fairly positive relationship. It is possible that some of them might initially like you enough to be selectable as companions, but you'll probably have to work on your relationship with them a bit most of the time.

Establishing this kind of bond will immediately yield 2 passive effects. One of them is that this renascent will fight alongside the player character whenever he or she fights. This will work similarly to armies, meaning that the game will use the stats and attacks of higher value among the lot, which in this case would be just your companion and your character.

These renascents will also do one of four things each whenever Weariness or Local Tension are changed during events. These effects can be halving the increases in Weariness or Local Tension, or doubling their decreases. Those more cooperative and labourious or simply more pleasant to keep around would tend to halve Weariness increases or double drops respectively. Good protectors or sneaky shady types on the other hand would halve Local Tension increases or double the drops in the same manner.

Additionally, once you form a bond with a renascent, rather than getting a random starting partner, your companion will be waiting for you at the beginning of all following cycles until you start a new game or said bond is broken.


With time, either in this release or following ones, the idea is to make these companions liven the game and modify outcomes to help keep things fresh. This is the big feature that has caused me so many headaches lately and I've mentioned a couple of times.

Trying to tidy and wrap it all up in one neat package seems to be causing most of those headaches, so I'll probably continue to chop it up into small pieces and add them over time to the game, just like the framework for recording relationships was added last time and now we get the actual bonding, with more fun things to come in the future.
 

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