Posted October 18, 2018
As far as I can see, the game have rich lore (I like it!) aaaaand, relatively great texts to read.
Problem: once player have more than 5 verbs available, it appears to be rather difficult to read these great texts, to dive into lore better. Some processed Verbs don't have a backstory (from previous verb procs which led to current verb proc waaaaay earlier - or since verb auto-consumed anything else thus, alas, verb proc text has been lost)
Possible solution: can we 'export' character's whole story as a 'diary' of sorts, to read it conveniently?
Going to work (unless led to events in addition to wealth gain), health/wealth consumption (unless fatal) and similar repetitive unimpressive stories can be omitted.
To a degree I am aware of it should be implement'able easily: save the sequence of events player witnessed, discard dull stuff, arrange by 'ingame date' or by quest relation for same 'date'. Once character has kicked the bucket, prompt to save his story, arranged in readable manner as pdf/epub/whatever.
Damn, my first thought after closing the game for a first time was 'I. Want. To read. It. ALL.
But unlike Sunless Sea (lots of text, easy to navigate and to memorize) and Fallen London (despite plenty of repetitive events, texts are slim, well-arranged, easy to rememeber) here at Cultist Simulator there _are_ difficulities with it.
Problem: once player have more than 5 verbs available, it appears to be rather difficult to read these great texts, to dive into lore better. Some processed Verbs don't have a backstory (from previous verb procs which led to current verb proc waaaaay earlier - or since verb auto-consumed anything else thus, alas, verb proc text has been lost)
Possible solution: can we 'export' character's whole story as a 'diary' of sorts, to read it conveniently?
Going to work (unless led to events in addition to wealth gain), health/wealth consumption (unless fatal) and similar repetitive unimpressive stories can be omitted.
To a degree I am aware of it should be implement'able easily: save the sequence of events player witnessed, discard dull stuff, arrange by 'ingame date' or by quest relation for same 'date'. Once character has kicked the bucket, prompt to save his story, arranged in readable manner as pdf/epub/whatever.
Damn, my first thought after closing the game for a first time was 'I. Want. To read. It. ALL.
But unlike Sunless Sea (lots of text, easy to navigate and to memorize) and Fallen London (despite plenty of repetitive events, texts are slim, well-arranged, easy to rememeber) here at Cultist Simulator there _are_ difficulities with it.