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Hey guys!  Work continues on various tasks.  I'm now busy finishing the bed branch of the Max sex scene, it should be ready in a few days.  (When it is, we'll put out a 1.6.3 release with that and some bug fixes.)

We'll be announcing a new dev sprint soon.

If you're a geek...You might be interested in a couple of rules-y things.

We've changed the granularity of the skills – combining some that were too narrow, and breaking up others that were too broad.  I've attached a new Master Skills List to this post – check it out and comment here (or in Discord) if you have an opinion on these.  Too broad?  Too specific?

Character Sheets are a critical part of any RPG.  The existing character sheet doesn't have space for all the info you'll need, so we've designed a new version.  See attachments and please give feedback if you have it.

If you're not a geek...Sorry I made you read all that wack-ass Dungeons & Dragons shit bro.

Files

Comments

Godzilla511

Statistics-based powergamers unite!

Kenneth Smith

Skills - I like the ones that are here, but are most/all of them going to be attached to a stat? I feel like that is sort of an all or nothing thing. It gives value to a skill to also affect a stat. Or is it like a one time thing, i.e. when you increase Motorcycle your Daring has a CHANCE to increase? Profile window - This looks GREAT. I think it will work well for conveying the information needed. The old one was getting pretty crowded.

kiwi wolf

so wait we don't have to wait another 5 months for a release O.o

FEYADA

You complicate your life, and that’s good. The update will be more interesting.

Toadsith

The new character sheets look fantastic, no comments there, but the skill list, from a game design stand point, is a nightmare in my opinion: It is way, WAY too specific. You have a specific skill for bass guitar, but what if, down the road, you want an option for agent Kate to learn a different instrument, or to sing, will you be adding skill sets for everything? You are discussing adding Weight lifting, will that be measured differently than cardio or yoga? My point is if you look at D&D, as imperfect as their system is, you can basically fit every skill you can imagine in their general categories. So a lot of your hyper specific skills would simply increase the stats in one or a few general categories. Maybe you have creativity, athletics, acrobatics, seduction, etc, and then training in normal dancing would increase athletics and seduction, but pole dancing would also increase acrobatics. If you want to internally track specific skills for a narrative reason (oh, Kate was upper class, so she's actually very comfortable riding horses) that makes sense for writing the responsive flavor text, but giving the players a complete skill sheet that is simply going to continue growing as the game becomes more and more fleshed out seems a bit mental. Keep it general and simple, let the nuance and complexity shine in your writing, not on your character sheet.

Koopatroopa187

I'm not sure that the relationships tab needs to be a thing. Like it'll be meaningless and a mile long after a couple days in Thailand.

Jack Hallows

?i am confused, is this part of the game game or some thing else?

Abro

Can some skill have negative values too? Like resistance to interrogation for example?

Breadloaf

The character sheet looks way better than in the game! But I think that you should decrease the amount of skills that aren't related to espionage or sex. For example, you can combine several skills into natural sciences, social sciences, and formal sciences. And so on.

David

Not sure if this is the best place to ask this but will number of sexual partners play a role in the game. For example one agent I created had 40 partners prior to their recruitment (not sure if that is absolute max but it was the highest I was able to get) so will she have advantages when it comes to working in the brothel, not just on a sexual experience level but also on the psychological side of things when needing to deal with working in the sex industry.