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Unholy Arts Version 0.3.9 Pushed to the Stage Changelog

Good evening, Candidates! Today's update brings one of the largest branching story events so far, further defining Hope and Rock, putting Ate in the road for some character development later, and giving the players the first real contact with the Shapeshifters' improvised plays in the story. We're getting close to getting done with the side content for the first adventure, and we'll soon get in track for the finishing updates that complete the main story of this chapter.

On a different note, there's also been considerable work in the background for an exciting improvement of Unholy Arts, and if everything keeps going well you will be able to see its earliest results in April or May. Stay updated!

Version 0.3.9 Changelog

Adventure Story Events (Mostly spoiler-free)
- Trial Improvisation: Map Story Event featuring Maaterasu, Hope and Rock. You must pass two checks after completing theater improvisation training.
* Time must be earlier than 18:00.
* Performance skill must be equal or higher than 50. Performance skill is calculated as: Improvisation skill * 10 + (charisma - 10) * 0.5 + (empathy - 10) * 0.5 + (will - 10) * 0.5.

New Altered States
- Socially exhausted: Small debuffs to empathy and will, small to moderate debuff to charisma, tainted social drive, all scaling with intensity. Custom remaining days.

Misc Changes
- The intelligence + perception check during the Mesquelles' conversation now takes the modifiers into account.

Lore and Story retcons
- Removed line about the player wondering how are Shapeshifters born. This was meant to serve as a flag that hinted that it was possible to investigate this issue, but it's already explained in a scroll in the Passion Temple.
- The Twisted festival is no longer referred to as a yearly festivity in the Shapeshifter Customs scroll.

Descriptions and flavour
- Different, more simple descriptions will be used for monsters defeated in battle, previously being defined as having "reached orgasm".
- Changed Seeria's speech colour from palevioletred to plum, in order to prevent confusing her with Ate.

Fixes
- Fixed a few broken links for images in the Inner Gleaming Caverns.
- Removed note that claims that the adventure will not start as of version 0.3.0. You should still keep a separate save file though.
- General typo fixes.
- Fixed check in the Gleaming Caverns conversation with Mesquelles.
- Fixed Rock's starting stats. He now starts with high resilience, slightly high physique and will, slightly low perception and luck, and low charisma. His correct stats had been lost somehow - his new distribution should help him make a better use of his personal skills.

Adventure Story Events Details (Spoilers)

- Trial Improvisation
* Initial variables:
** Trial score: The higher, the better chances Ate has to be found innocent.
** Player's charm: Charisma * 1 + Will * 0.5 + Empathy * 0.5.
** Player's disposition towards Ate/Ate's disposition towards Player: Romance * 3 + Friendship * 2 + Sexual Tension * 2 - Enmity * 3 - Rivalry * 2.
** Player's awareness: Perception * 1 + Intelligence * 0.5 + Empathy * 0.5.
* You may choose to play the role of the accusation, the defense, or just watch the play. Hope will attempt to play the accusation, while Rock will attempt to play the defense, if these positions are left free.
** The trial score will fall immediately. If the player is playing the defense and scores >=30 in charm and >=12 in disposition towards Ate, this will be reverted and someone in the audience will get roasted.
** Ate's counting mistake: the trial score will fall if the defense doesn't correct her. The player will have to pass an awareness check of >=25 to be able to call it out.
** Ate's nervousness: The accusation gains points by rallying the audience and loses them by reassuring Ate. The defense gains points by reassuring Ate and loses points by arguing with the audience. The player's options may provoke changes with the friendship, romance and enmity they have with Ate.
** Ate's motives.
*** Accusation: All options but forfeiting will raise your enmity with Ate. Claiming that she's hiding information will grant you points to win the trial, while appealing to a warrior's honour will backfire. Forfeiting will raise your friendship with Ate, but will severely damage your standing with the Shapeshifter tribe and their general opinion of the Passion Temple if you don't pass an awareness check of >= 30.
*** Defense: Asking Ate to reply or claiming that she wanted to save her life will make you lose points, claiming that she was fulfilling her mission will make you win points.

* Endings and effects:
** Always: Maaterasu gains the socially exhausted altered state with varying intensity, lasting from 4 to 6 days. Maaterasu becomes more willing to support Valtan's pardon. Ate's current social drive becomes 0.
** Player is observer: Increased enmity from Ate to Hope, increased friendship from Ate to Rock, and from Hope and Rock to Ate.
** Player wins as accusation: Increased rivalry and enmity from Ate towards the player. Ate loses cooperation drive. Increased friendship between Ate and Rock. The player's standing with the tribe will get a large increase.
*** Stay: Average increase to friendship and rivalry with Rock, small increase to friendship with Hope.
** Player loses as accusation: Increased friendship between Ate and Rock. Maaterasu gains cooperation drive.
*** Stay: Friendship increase with Rock. Rivalry increase towards Rock (but not from). Small friendship increase with Hope.
** Player forfeits as accusation: Average friendship increases from Rock with Ate, and between Rock and the Player. Small friendship increase between the Player and Hope. Maaterasu gains 150 cooperation drive points.
*** If trial score is lower than 0, the Player loses 50 Shapeshifter tribe respect, and the Passion Temple loses 50 general respect from the Shapeshifter tribe.
*** If Ate's disposition score towards the Player is 5 or higher, she gains a large friendship increase and an average romance increase.
** Player loses as defense: Small enmity increase from Ate towards Hope, and friendship from Hope towards Ate. Small friendship and rivalry increase between Hope and the Player.
** Player wins as defense: Friendship increase between the Player and Ate. Rivalry increase between Hope and the Player. Ate gains cooperation drive.
*** If Ate's disposition score towards the Player is 5 or higher, she gains a large friendship increase and an average romance increase.
*** Stay: Small increases of friendship between Hope, Rock and the Player.


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