Armies, Conquest, Companions, and Complex Relationships Update (Patreon)
Content
Very excited to be releasing this update, as it includes some major macro and micro level features I've been working on for a while.
This is available to members now and will be released to purchased versions at the end of October, on Halloween. Members can download here.IMPORTANT: I've reached out to NovelAI about this issue, but I've had reports from others and experienced it myself: after importing the scenario, the scripts can appear to be enabled without actually loading.Make sure you click "Enable All" at the bottom of the User Scripts window before clicking "Continue".
PATH TO POWER
Every great city can now be taken. Earn standing, undermine the ruler, survive the showdown, then make your bid
Each city falls its own way. Gorumb answers only to Nizhoni, Sulkara is claimed on the night of Bromios's rite, and Dartmoor requires you to topple Sera
A new Power window (in the world panel) shows what each city needs from you, what is ready, and exactly where to go next
Ruling is not the end. The old order plots against you, and a city that slips out of your grip will throw you out and arrest you
Multiple ways to earn standing: patronage, paying for repairs, quests, and your own caravans coming home
Quests now must be handed in at the giver's own seat: the Mint, Gromm's War Room, the Council Hall, and the rest
ARMIES AND CONQUEST
Hire companies of foot, archers, cavalry, siege crews and casters in Dartmoor, orc warbands in Grunwald, or buy slave soldiers in Drovak
Your army is paid every day. Leave it unpaid and it deserts a little more each day (the orcs will take what they are owed)
March on a city: enter openly, hide your army outside, storm the walls, lay siege, or bribe a guard
Lead from the front with your best fighting skill, or command from the rear. The odds are shown before you commit
Battles are written into the story as they happen. When a fight is too close to call, you decide how it ends (only for Easy and Medium difficulties)
Besieged cities sally out against your camp, and their neighbours may march a relief column to break your siege
Take a city and it is yours: station troops, collect its income, and hold it when the old order comes back to retake it
Battered companies can be refilled where they were hired, and companies that survive three battles become veterans
Gorumb has no walls: its militia meets you on the canyon floor, and Nizhoni comes down to settle it
Every great city now has outskirts, so your army can camp outside the walls while you decide how to go in
Eight named raiding companies prey on the roads. Pay their toll, run, fight, or hunt them down with your army for their hoard
Blood Gangs can now be hunted on the road between cities
YOUR PARTY
Hire up to three companions at the Spotted Pig in Dartmoor or the Gutter Crown in Drovak, twelve in all, each with a story of their own
Companions lend their skills to your rolls, fight beside you, heal you faster, and each brings a talent no one else has
Set each companion to the front or the rear, careful or bold, and buy them better gear
The longer they travel with you, the more you can edit about them: how they dress, what they call you, a skill raised to expert, what lies between you, and their weapons
Companions can die. New faces may turn up at the inn to take their place
BONDS AND RELATIONSHIPS
Complex Bonds: Write the public face, the private truth, and what each side feels and hides, and keep it secret if you choose
Paired with Agents, Complex Bonds give the characters around you real inner lives. I highly recommend promoting a character to an Agent, then creating a Complex Bond with conflicting agendas. Look at the example in the Help menu. With the NPC Brains script also updating the character's thoughts, this can lead to complex and layered writing
More bond roles to choose from, and every bond becomes part of the world the story remembers
PROPERTY AND THE WORLD
Shops and homes you buy get a name and become real places in the story
Guards for your shops, homes and caravans, up to level four. Homes can now be looted, so guard them
You can give companies to a city's garrison to win its favour
Black Lotus and Psilocybe trips run longer, play out properly, and can start from your own line
Floki can be switched off in the Noise window, he always stays out of battles
PLAY AND QUALITY OF LIFE
Retry now replays the same turn (same dice, same events) instead of rerolling the world. Undo and write something different to roll again
Better fight reading: more weapon strikes, hooves and grabs are recognised, and fewer false rolls
Fight wounds land where you were hit, and injuries the story describes are judged more fairly
"I sleep until dawn" and "we wait until nightfall" now move the clock to that time
Leaving a city takes you to its outskirts, and "we ride back to Drovak" counts as travel, charged properly
Time moves at a calmer pace by default, and the Loop Breaker fights repetition harder
Starting outside the great cities now gives you a proper first journey in
Species powers are easier to use: each species card tells you what to say
Expanded Help, including a worked example of a Complex Bond
Thank you to everyone that supports this.I always have more ideas than time, but please send me feedback.I enjoy hearing about player experiences, as well as ideas or bugs.All the best!