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.

Sunday, July 20, 2014

Initial Asset Costs and Yields

Assets in your settlement will yield or cost an additional one-time amount of Arkhe, Merit or Local Tension upon construction to make them a little more interesting. In this way you might be enticed to, for example, build something that will cause a gradual loss of Merits in exchange for a substantial bribe of Arkhe. Maybe you'll even be able to force the asset to close down through voting before the effects are too great, if you are lucky.

I won't be adding new "To Do" items to the list because I'll simply add this information to each asset as they are checked and proofread. It is still very likely that this release will be ready sometime during July.

On a side note, now characters, including your own avatar, have about a 1 in 5 chance of getting a different culture's hairstyle or feature now. I did this because I was a little bothered by how often the same hairstyles came up while re-rolling your appearance.

Monday, July 7, 2014

Game Flow Improvements

Alright then, so the restricted voting stays for now.

Along the same lines, continuing to make the game a little less confusing, I went ahead and removed the useless prompts to cross a body of water when it costs 0 Arkhe. I also removed those messages that told you some entity asked for a loan you could not fulfill, which also seemed like a bother for adventurers and outcasts.

The lower limit of 0 Merits has also been removed. Some testing concerning afflictions convinced me that is was a positive thing to allow negative Merit now that you can still sneak into territories if you have no Merits.

Unfortunately, I'll be short on free time once more during the following week, so it's unlikely that the release will be ready in the first half of July after all.

Saturday, June 28, 2014

Housing and Restricted Voting

I went ahead and changed the "Base Upgrades" menu item under projects for "Settlement Upgrades" and included an option to build housing requiring resistance and 1 hectare of land. Doing this will yield a number yet to determine and properly balance of friendly colonists, probably 100 each, and will not allow negative immigration values to lower the number of friendly colonists bellow that number.

These colonists could still end up killed or converted in every other way, so it'd be in your best interests to have a sizeable number of housing hectares to serve as a buffer. Furthermore, a weariness value of over 100 in your home base will damage housing as well as the other assets.

The other noticeable change concerns voting and is one that some of you might find disagreeable. Up to now, you could always vote as long as you had 1 Merit and a base. I'm thinking about changing things so that you'll need 10 Merits to be invited to vote. I want to do this because I believe many people find the game overwhelming not because it's hard, but because a lot of features are presented at the same time. A lower cap of 10 Merits will allow players some time to familiarize with other systems before they are introduced to politics. They will still be able to start as governors, but warned that it'd be a more complex experience.

If any of you have a good argument against this, I'll be glad to hear it and maybe undo the changes.

I also went ahead and removed the display of each individual lobby's votes when you can't attend a voting, which helps a lot with the flow of the game.

Tuesday, June 17, 2014

Feyfolk and Fey Worlds

Feyfolk is the all-encompassing term used to define a series of unknown intelligences that seem to affect the workings of the game's world by unknown means.

Feyfolk manifest themselves in a number of ways. The most common way, the one that first comes to the mind of the layperson, is through household or workplace mischief and the alleged "baby swaps", but this is almost always the work of human pranksters, forgetfulness and sometimes downright stupidity.

Another way for feyfolk to manifest is through dancing lights in the sky, especially around certain areas. These lights are relatively frequent, so their existence is not contested, scientists of The Steppes simply aren't sure what they are yet. Some conjurers claim that the existence of these dancing lights mark the spots where some fey worlds and the human one come close or even intermingle. According to these theories, the lights would be a byproduct of the "partial existence" of these beings in this world and humans probably generate similar ones in the fey worlds.

A number of people, in fact, claim to have been abducted by these visiting feyfolk and carried into their worlds. One of the distinctly recurring features of these abductions is the sometimes visible aging of the abductees, which is especially noticeable in children. There are reports of children missing for as little as a few days, returning later aged as much as a few years. Often, these people show an assortment of mental illnesses and prove unable to adapt to their native environments anymore.

Even if these abductees are not mentally ill on their return, they are almost inevitably unable to convey their experiences in these fey worlds in a coherent manner for different, often creative ways. Some are rendered dumb, some return without a tongue or hands, and yet others experience physical pain or simply start to sneeze uncontrollably whenever they try to remember or tell anything about these places.

The line between some feyfolk and the outer lands' beings is fuzzy. The main difference would be that the beings of the outer lands exist mostly in this world, while feyfolk come from the fey worlds. Furthermore, the opinion of otherworldly feyfolk towards humans seem to be as a rule even more indifferent and unconcerned than that of the outer lands' beings.

As for what feyfolk are exactly or how do they look like, it's impossible to tell. The kinds of feyfolk species and worlds are virtually infinite, and sometimes so radically different to the world of humans that they are unfathomable. Many unexplainable natural phenomena in this world and probably in others are actually believed to be the effect of unintended interactions with intelligences so different and alien that they are unable to perceive each other.

Monday, June 9, 2014

Unremarkable Progress

Progress is being done at an admittedly slowed rate. There is a nagging lack of updates in this blog as of late but, really, the only thing I could do right now is either spoiling the new content or bringing in my personal life to this blog, which I'm not much inclined to do.

The release should be ready sometime around the first half of July, maybe. Since I'm already closing it off, it is unlikely that new features worth talking about will be added during that time, so I don't think I'll have much post material for the blog until then.

In the meantime, I could put together some lore posts to resolve any particular doubt you might have about the game's setting. I do believe I assume players know stuff that is sometimes only in my head, so feel free to inquire.

Sunday, May 25, 2014

Little Things

The enemy will now be aware of its own strategic advantage and will thus be more likely to attack in such an instance. This is a small change not even worth listing in the working on list, but it's important gameplay-wise.

You'll also get to name your settlement now when you build the first asset, which is not important, but it's nice.

Even less important is a little change in the wording of some outcast events for immersion's sake. Some of the new afflictions involve interactions with other people in the events they generate and it looked weird to be told to be completely trapped in a cave for example and still find yourself in that very same turn buying some medicine. As long as the player is not completely trapped, we can assume those interactions involve the surrounding settlements that units punish after combat and such.

Being completely trapped however could happen again in the future in the form of dungeon crawling of some sort in which actions involve only a few hours instead of weeks in order to avoid interfering with the afflictions.