Woah that kid just got knocked out. I hope it's the scientist guy, he already looks evil
super_blackmail
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Sorry for the late response, here's the save file.
https://mega.nz/file/SBlzwTCA#WChKk5HJ1unSn1O0M17GHqygkuFGsgDHVZdtFIiCAUY
For the part about the weak enemies, I think allowing the player some settings with regard to weaker foes should be added. For example, there should be an "Intimidating" stance that causes weak enemies to run away and you don't have to bother with them. However, you might want to kill them for some easy EXP or money so there should also be a "Friendly" stance that has them attack you like normal.
As for a loot priority system, that sounds great!
Yes! This is a real gamechanger! To be honest, I was getting kinda tired of having to save scum over and over again when the chests only had coal or when I only got 2/7 successful work days even though I had a 65~ percent chance of success.
However, when it comes to the enemy drops, I feel like the point system should be kept for bosses instead of normal enemies. Although it'd be really cool getting the Kobold Cannon for the first time, it would be kind of redundant after you get it. I think that weak enemies like kobolds or chickens should be giving you low tier items like feathers or silver because they're just exp farms. Also, I kinda avoid fighting weak enemies because they take too much time for too little reward so adding another window to deal with just makes me want to avoid them even more. But if it was for a boss then it'd be a different story because it should be something that you deserve after beating it.
Ooh, this looks really cool. Maybe you could implement it as a sort of item like the Pokedex from Pokemon and have a quest where you retrieve it before being able to see these stats. Maybe the thing could be broken and it'll only get more information as you encounter new things and input it in the Pokedex.
Looks great! I'd love to be able to mix and match traits for my future characters and optimize my playstyle around certain skills, like being a cook who forages or a ruthless hunter. I think that personality traits (like tomboy and psychopath) should be separated from stat boost traits (like the smart trait or skilled with guns) traits in that they can only be chosen once so that personality-specific dialogues don't conflict. It'd also be really cool for people to see that specific personalities can be chosen with their own unique dialogue for replayability value because when I first played I didn't know that the tomboy had different dialogue than the other
Yeah I get what you're saying for the combat. There's not much change to be done because not that much really works. The grid combat would turn Sinathir into more of a Strategy RPG, like Fire Emblem. But since usually in Sinathir you're either too strong for a foe or too weak for it, there's not much to be done. I also get how it'll make it too slow for mid-late game players since they'll have to wait an extra few seconds for the dodge button to show up which is gonna add up after a while.
Could there be some skill-based combat in Sinathir? Something like Adiasis, another JRPG on itch.io. It has the turn-based mechanics of most RPGs but it puts a twist to it by allowing the player to dodge enemy attacks by pressing a button in time. I know it'll be a real pain to recode all of the fights but it seems really cool. If you're skilled enough, you could just waltz right up to a dragon and clock it in the jaw (although that probably wouldn't happen). The agility stat for dodging could be implemented into the skill-dodge system, like giving the player a few more milliseconds to react. It's just that allowing players to fight enemies outside of their weight class could make Sinathir way cooler and more unique compared to other RPGs
Ooh. I don't know too much about a secret ending like that. If you need to unlock all the other endings to get it then I don't think ANYONE would really play it. It takes a long time even if you're speedrunning a single year and if you're doing that for multiple endings you'll have to grind for a lot of hours just to play as a mutant. It'd take hours to code the mutant route only for like 1% of players to actually see it.
What if there was more content for the mayor? There was the notice on the Riverstone Pub asking for recruits in the town militia due to the bandit and kobold attacks in the region. Maybe he could give the player some repeatable quests like the ones on the notice board outside the pub. For example, he might ask the player to kill 5 kobolds or something for 100 silver. Or, he could give some one-time side missions like assassinating a certain brigand leader or launching a raid into a bandit camp for a bunch of silver or maybe a Riverstone-wide discount, like how the barber or tailor can give you one.
Ooh! Now that we're on the topic of kobolds, maybe we could add some consequence to genociding liberating the Kobold cave. I took out the whole of the garrison there but there's still a bunch of kobolds running amok and just respawn after I blast them all down. Although removing them after you take out the game is dumb since you can grind easy exp with them, maybe there could be a cutscene where some kobolds who survived show up and declare the player to be their mortal enemy.
Something I would like to see expanded upon would be the bandits of Sinathir as well as a map expansion. It would be really cool if they were a much bigger threat. We already have some events regarding bandits like the thugs shaking down Billy and the concubine running away from Ron. A possible event could be the bandits going to your base for money once you upgrade your hut to a wooden house. This would be way better then the two bandits hiding behind a pillar in the forest Northwest of Riverstone
A bandit cave, similarly to the kobold cave could be added as well, where you can break in and wipe out the whole place. Putting it somewhere here would be a great option. There already is a forest here so it would make sense for bandits to hide there, given the dense vegitationAlternatively, a quest where the mayor asks the player (assuming they are part of the militia) to fight the bandits could be added. I feel like bandits are underutilized in the current version of Sinathir.
As for the map expansion, you could make it so that the crossroads area to the North of Riverstone could lead to the other settlements.
Although making settlements like Arc and the something Graveyard are going to understandably take a long time, creating a map expansion for the road that leads to there would be great!
Excellent bug fixes to the game! I also have some bugs to report:
1. Sometimes, asking NPCs to follow them at a low relationship value has them first agree to it but then disagree to it in the dialogue line after. For example, asking Zacharias to follow you at relationship value 9 will have him say "I have some free time. We can go for a walk." but then in the next line he says "I am sorry, but I am bussy right now."
2. When talking to John, the tutorial guy in front of your home, he walks a few dozen meters South. Although this isn't a problem if you leave the current area, if you have already completed his quest before he assigned it and talk to him again, the normal dialogue will occur but John will walk off the map and your character will be stuck. An example would be him giving you the 60 food quest. He walks South and you are supposed to get 60 food. But if you already have it in your chest and go talk to him again, he'll give the next quest and then walk off, leaving your character frozen.
tldr: Some characters say they will join you when you ask to follow you but then say no in the next dialogue line. Also talking to John again if you completed his quest beforehand will freeze your character and game.