Taking out the randomness of the repercussions was a good first step, but it is still ridiculously hard on Day 1, and could probably use a new resolve scaling formula, like (4*difficulty)+4 as well as a decrease on amount of the initial support arguments early game, so you could just be dealing with 1 argument with 8 resolve at the start, and then up to 3 more appear over time on the first day. I also think the Preach quest could use another buff in terms of scaling. I think a more fair rebalance of Propaganda posters would be to remove the random chance and when you go into a place with a poster, you are able to use 1 action to watch someone look at it, and this could only be used 1-3 times based on the grade of poster per location, but the posters would get torn down by someone who dislikes you or hates you after 2 or 3 free times.Īdditionally, it'd be nice if battle grafts were removed from graft draw, and if the "Give Item" event was removed from socialize, since it almost always ends up being objectively useless, and costs 3 actions. Propaganda doesn't need any buffs, it's borderline gamebreaking as is if you just play powerful attack cards and Doubt if you're Sal. What does your negotiation deck look like at the end of day 1? That can help me determine how much work you have been doing to improve your deck enough to survive. How would you rank your skill level in regular griftlands? What is the max prestige you feel like you could beat easily? It is helpful for me to balance this mod, as while this mod is designed to be more challenging than the base game, I don't want it to be ridiculously hard that people who can beat higher prestige normally can't beat prestige 0 of my mod. I need to gather more data points and see if it is too easy or too hard, but it's kinda hard to do where you can't just send metric data for mods to a mod developer instead of Klei. I can beat the negotiation easily on prestige 0 with no modifiers, but I developed the mod, after all. In the battle, I didn't really feel like I could have done anything better to actually survive it. I had like 3 turns left in the negotiation and 2 turns left in the battle, but failed at both. No, no, the problem is that both were just barely impossible. Still, if you find any bugs, or if you have any suggestions, please let me know. Anyone can find it on the steam workshop page. I'll make it public in about a week, after last minute bug fixing is done. * Note: It is unlisted on Steam Workshop, so you have to follow the link above to subscribe. By making it closed alpha, you can help me find game-breaking bugs before I release this to the public(of the general Steam user base). Which you are, if you are reading this post. Right now, two days are fully playable, with dialogs mostly finished, and side quests added.Ĭurrently, it is in closed alpha, which means that you can subscribe to the mod only if you are invited. You can't just beat everyone to death, so now you need to use your wits, cunning, and your garbage fantastic debate skills to win the crowd. It is set in an alternative universe of Griftlands where no giant jellyfish died, and also the people in Havaria decided to hold an election to settle things democratically. If you don't know, this is a mod that adds a negotiation based campaign to all characters, that adds a ton of new mechanics, new side quests and a brand new story. The Democratic Race(Alpha), available on GitHub( ) and on Steam Workshop( )*!
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