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.

Thursday, October 1, 2015

New Content Finished

All the new content is in place, now we're only missing some proofreading, some more testing, and finally the pre-release stuff. This process is going to drag into October, so in the end we're going to end up in the almost worst case scenario.

Delays have been inevitable because I had to take some shitty side jobs to afford some unexpected expenses, so I'm unable to prioritize Anamnesis at the moment.

Once this version is finished, I'll probably feel like adding some new units, relics and such once again. The idea is to be able to release versions more readily over the following months and perhaps gradually shift towards that alternative game mode/whole game I've been thinking about over the last few months. There are several things I'd still like to do with this game mode though, so future developments could actually go any way.

Thursday, September 3, 2015

Incorregible Converted Units and "Of MultiBeasts and Renassance"

EuchreJack has recently put together a bunch of Dwarf Fortress mods into a single one inspired, among other things, by Anamnesis. So far the mod adds several beastfolk races to the original Dwarf Fortress races as well as historical late medieval weapons. The mod can be found here.

My Dwarf Fortress playing skills are embarrassingly rusted though. Add to that being out of the "recent" releases loop and you get a masked lovebird adventurer that draws his weapon while trying to remember how to talk and ends up beaten to death by a bunch of elephant seal women the moment he sheathes it. Lots of implications there.

I shall next start an aardvark man fortress and see what happens.

As for Anamnesis itself, converted captured units now generate events as usual. Since old habits die hard, you will not be able to correct their behaviour over time for increased fun.

This means that converting our beloved Terror from the Deep, from example, will often result in events granting the enemy strategic advantage or crushing your own people, so that's another thing to take into account when converting units now.

Friday, August 21, 2015

Converting Any Captured Unit; Now With More Fun!

After taking into account the advice provided in the comments of the previous post, now converting units involves negotiations that can easily wrong.

Now you get the option to negotiate with any captured, non-converted unit, including renascents. This means you are able to have a cooperative renascent but you still require to befriend him or her at your home base if you want them to accept you. When you choose to negotiate, you are basically sending an envoy like you would to an enemy territory, but your options are limited to converting the at the mentioned cost, or pressing the issue to either lower that cost or cause the negotiations to end in violence.

If the hostage becomes violent, you risk everything you risk when fighting as a defender, including the loss of the hostage, the loss of a territory, or even the destruction of your base. A victory or draw will result in the hostage being pacified once more. Other implications include the chance that high Local Tension and small home bases might more likely originate direct conflict, and the increased or decreased cost of conversion depending on the Terror (when using monster units) or Intelligence (when using non-monster units) of your unit compared to the hostage's.

More can be done here in the future, but it'd probably require writing content so we'll put it aside at least until this release is done.

Monday, August 17, 2015

Converting Any Captured Unit

It wasn't that hard to make any captured unit fully convertible now that the framework for converted renascents is in place, so this was a natural step to take.

The only thing holding these conversions back was the how, but I've settled on a cost in Merits to represent both the influence required to convert enemies and the uncertainty they'll cause within your ranks. Thus, if you choose to capture any unit, you'd be given the chance to either get rid of it for half it's Size value in Merits, keep it as forced labour, or fully convert it at the cost of the same half-size price. This makes small units almost trivial to convert, but large units significantly more expensive, up to 10 Merits in case you want to convert a Terror From the Deep or something like that.

So far, an August release is unrealistic, a September one is not impossible, and an October one is an almost-worst case scenario.

Wednesday, August 5, 2015


It was bothersome to have espionage in the game without counter-espionage. Then it came to me that if enemy aristocrats were to do something against you, their effects would have to be generic so that players couldn't figure out the culprit out of experience. This eliminates the risk of  becoming boggled in writing more time consuming content, so from now on acquainted aristocrats might also spy on you too.

Presently, there is about a 20% chance that any aristocrats you meet might betray you at one point or another in the future. When you first meet them, they'll show a neutral 50% chance of being a threat in the future. Through Investigating/Stalking these aristocrats, not only you'll be given the chance to carry an action, but you'll also collect Intel modifying this value to better adjust to the actual threat posed by the target. You'll want to use units with high Intelligence for this, as low intelligence ones might be fed misinformation or simply misinterpret their findings.

Successive operations will be giving you a better idea of the target's true intentions, as this value won't move more than a 10% in the right direction per action. Therefore, if you do notice something weird you'll have to find the balance between terminating interested friendships blindly or gathering too much information while exposing yourself to further harm in the process.

This harm so far comes in 2 different ways. On the one hand, being spied on obviously makes spying harder for yourself, so you'll fail more easily in these endeavours. Not only it'll increase Local Tension now, but it might also make the target being spied on more wary and thus in turn prompt them to start spying on you.

The most obvious cause of harm however will be in occasionally doubling the loss of Merits and the increases of Local Tension. Depending on how many double agents you have among your aristocrat buddies and their level of treachery, you'll be more or less likely to get these events, in which case you'll be notified that the effects were disproportionate and espionage is suspected to have been involved.

I believe it's more interesting to cause harm depending on the player's actions than creating random events because this leaves us the choice of either smoking out the traitors or carefully behaving properly at least until we get a chance to deal with them.

I've been considering adding other negative effects as well, but we'll leave it at that for now.

Thursday, July 23, 2015

The Cost of Espionage

Spying on aristocrats was pretty much a free lunch. As soon as you started meeting aristocrats you ended up spying on them all the time just because you could. Furthermore, a significant portion of them were pretty easy targets.

In order to fix this, I made them a little harder to spy on average and put a flat cost on the act of Investigating/Stalking a target, much like the one of visiting territories you don't own but more expensive. In this way, you are to spend 0.2 Merit to spy on a target or, if you have no Merits, you'll get an increase of 10 in the Local Tension. After all you'd be a meritless scoundrel, surely up to no good.

Other than that, testing goes on. All new systems seem to work more or less as expected without bugs so far. I enjoyed baiting Rhodeghass into wrecking an aristocrat's assets in order to buy his land myself and getting aristocrats of enemy lobbies involved in alcohol smuggling operations to destroy their reputations and damage their lobbies.

As for available time for Anamnesis, July is turning out to be a busy month (I'm also a volunteer firefighter during summer, heat waves and whatnot) but August or September might see an Anamnesis release if everything goes well.